sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Custom Tiling via Win + Arrows Shortcut
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Description:
Introduce a feature in PowerToys that enables custom tiling through the Win + Arrow keys shortcut. This functionality aims to enhance user experience by providing a customizable tiling feature, allowing users to efficiently organize and manage their workspace.

Expected Behavior:
When the user presses the Win key along with the Arrow keys, the windows should intelligently arrange themselves based on user-defined preferences. This could involve splitting the screen horizontally or vertically, or even into custom proportions as per the user's configuration. The expected behavior is to streamline the process of window management, making it more tailored to individual user needs.

### Scenario when this would be used?

Scenario:
This feature would be utilized in scenarios where a user needs to quickly organize and manage open windows for optimal multitasking. For instance, a user might want to dedicate one portion of the screen to a code editor, another to a web browser, and another to a communication tool. The Win + Arrow keys custom tiling would facilitate this process, enhancing productivity and efficiency.

Importance to Workflow:
As a power user, having the ability to easily and swiftly arrange open windows is crucial for seamless multitasking. The custom tiling feature ensures a personalized and efficient workflow by eliminating the need for manual adjustments, ultimately saving time and enhancing the overall user experience.

### Supporting information

Supporting Information:
To further support the implementation of this feature, gather feedback from the PowerToys community through forums, social media, or other channels. Look for existing user requests or discussions related to custom tiling. Additionally, explore relevant research or articles that highlight the benefits of customizable window management for power users. This supporting information will provide context and validation for the proposed feature.
Repository: pytorch
Issue: _fused_sdp_choice returns wrong backend in pt2
Labels: triaged,module: sdpa

### 🐛 Describe the bug

TORCH_LOGS=+dynamo PYTORCH_TEST_WITH_DYNAMO=1 python -m pytest  test/test_transformers.py -k test_fused_sdp_choice_cpu_type_dense_dropout_0_0 -x

This used to graph break before https://github.com/pytorch/pytorch/pull/113512 on the fact that it returned a scalar value/enum. Now, it returns the wrong one. This never worked, but was hidden by graph breaks. 

### Versions

After https://github.com/pytorch/pytorch/pull/113512

cc @jbschlosser @bhosmer @cpuhrsch @erichan1 @drisspg @mikaylagawarecki
Repository: pytorch
Issue: [Feature request] `stft` doesn't have `pad_value` argument
Labels: triaged,module: fft

### 🚀 The feature, motivation and pitch

Good day!

`torch.stft` has `pad_mode` argument (which goes to `torch.nn.functional`). But it doesn't have corresponding `pad_value` argument.
Correspondingly, methods using `torch.stft` (such as `torchaudio.transforms.Spectrogram`) don't have it.

Feature request: add these arguments.

Thanks!

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @peterbell10
Repository: godot
Issue: TWCS Throttle not detected as a joypad
Labels: enhancement,platform:windows,topic:porting,topic:input

### Godot version

4.1.3

### System information

Godot v4.1.3.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.4601) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

The Thrustmaster TWCS Throttle is not detected by Godot as a joypad on Windows. This is potentially problematic for any game that wishes to allow external peripherals for flight controls.

This issue stems from the DirectInput device type; Godot currently only accepts devices of types JOYSTICK, GAMEPAD, 1STPERSON, and DRIVING. However, the TWCS throttle (and potentially other similar devices?) are reported as being of type FLIGHT. Thus, Godot's DirectInput joypad code filters this device out.

### Steps to reproduce

1. Connect a TWCS throttle to the PC. Confirm that it shows up in Windows's Game Controllers list.
2. Run the sample project and examine its output. The TWCS throttle is not detected, but any other connected controllers are.

### Minimal reproduction project

[JoyList.zip](https://github.com/godotengine/godot/files/13326503/JoyList.zip)
Repository: godot
Issue: Exported game looks different on two different windows 11 devices (Sun disk and glow doesn't appear on laptop)
Labels: bug,topic:rendering,needs testing,topic:3d

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 620 (Intel Corporation; 31.0.101.2125) - Intel(R) Core(TM) i5-7300U CPU @ 2.60GHz (4 Threads)

### Issue description

**Context:** My friend and I started a project that we're collaborating on via git. I noticed that I do not have a sun disk and glow in the scene view, so we started experimenting. We both exported the .exe where the issue persisted. So he sent me his exported .exe and I tried it out and discovered that I still do not have the sun disk and the glow.
My friend's system info: `Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)`
We both have the Steam version of the engine so it should be the same (and also in the case of an export it should not matter)

**TL;DR:** The environment looks completely different on different devices in the export.

This concerns us, since this means the final product will not look consistent across different devices.

The only thing I can think of is that Godot has some sort of built-in adaptive performance but I could not find any information on that. If that is the case, pointing us towards a potential solution or customization of this feature would be greatly appreciated.

### Steps to reproduce

1. Create a project
2. Add a Node3D, a camera and a directional light facing opposite to the camera
3. Set camera background to Sky, set Sky to procedural and turn on "glow" on the camera
4. Export the project as a .exe and .pck
5. Run the .exe on both `Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)` 
and
`Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 620 (Intel Corporation; 31.0.101.2125) - Intel(R) Core(TM) i5-7300U CPU @ 2.60GHz (4 Threads)`

### Minimal reproduction project

N/A (update: found below)
Repository: vscode
Issue: In inline diff view of files with >= 1000 lines, the last digits of the left line numbers are sometimes truncated 
Labels: bug,diff-editor

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- VS Code Version: 1.84.2
- OS Version: Windows 11 23H2

Steps to Reproduce:
1. Diff two files with >=1000 lines each. The files can be of identical content such as these: [one.md](https://github.com/microsoft/vscode/files/13326711/one.md), [other.md](https://github.com/microsoft/vscode/files/13326712/other.md)

2. Note that left line numbers are missing their least significant digit

![image](https://github.com/microsoft/vscode/assets/12128514/f82634aa-af45-4bcf-b88b-c0f24065ffdf)

![image](https://github.com/microsoft/vscode/assets/12128514/474801e8-9e94-4125-8fab-3af89fa0c73f)

All this may be timing related. Closing and reoping the tab usually fixes the issue. On the other hand, I also saw this a couple of times while trying to reproduce the issue, usually when scrolling to the end of the diff immediately after reoping it:

![image](https://github.com/microsoft/vscode/assets/12128514/55bf1349-a081-4ebc-95e8-6f879e52ca52)
Repository: transformers
Issue: Audio-MAE - ViTMAE for audio
Labels: New model

### Model description

This model is is a Self-supervised Vision Transformer that uses patch reconstruction as the spectrogram task. It extends MAE (which is already on HuggingFace) for audio. This model would be a valuable addition as there doesn't seem to be a self-supervised ViT model on HugginFace currently. AST is the closest and uses supervised pre-training. Conceptually, Audio-MAE is also simpler but achieves comparable performance in their paper.

Some differences compared to the standard MAE Model
- During pre-training local and hybrid attention mechanisms can be used.
- During fine-tuning masking is also used which differs to MAE.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

**Implementation**
https://github.com/facebookresearch/AudioMAE
Created by Po-Yao Huang
@berniebear on Github

**Pre-trained Weights**
Available in the github repo

**Paper (Masked Autoencoders that Listen)**
https://arxiv.org/abs/2207.06405
Repository: godot
Issue: Dangling quoted lines does not generate a warning or error.
Labels: discussion,topic:gdscript


### Godot version

Godot v4.1.2.stable.mono

### System information

Godot v4.1.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 3750H with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

I am surprised I can't find a bug for this.

dangling quoted lines does not generate a warning nor compile time error.

At the very least this should generate a warning. For example, unused variables generate a warning with a recommendation to _var if it's intentional.

example

![Untitled](https://github.com/godotengine/godot/assets/79280460/efbf2475-e1b0-4b88-a648-245b9b59a511)




### Steps to reproduce

Insert within any function a sole quoted line.

"write stuff here"

It will not produce a warning or error.

This has been confirmed among several of my peers.

### Minimal reproduction project

Not necessary, any project will work to demonstrate.
Repository: flutter
Issue: Share design document for macros-for-leak-tracker 
Labels: design doc,:scroll:

### Document Link

http://flutter.dev/go/macros-for-leak-tracker 

### What problem are you solving?

Disposable objects can be tracked for leaks by [leak_tracker](https://github.com/dart-lang/leak_tracker) if they are instrumented, i.e. communicate their creation and disposal.
This document suggests using [dart macros](https://github.com/dart-lang/language/blob/main/working/macros/feature-specification.md) to auto-generate instrumentation.
Repository: PowerToys
Issue: Mouse Without Borders interferes with holding ctrl/shift/alt keys
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.75.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. Enable Mouse Without Borders.
2. Hold ctrl, shift, and/or alt.
3. Press other keys until held button no longer works until released and re-pressed.

### ✔️ Expected Behavior

ctrl, shift, and/or alt effect remains while key(s) is/are pressed.

### ❌ Actual Behavior

The expected effect of holding those keys stops after a few seconds (seemingly independent of the number of key presses in the meanwhile).

### Other Software

_No response_
Repository: godot
Issue: CPUParticle jittering
Labels: bug,topic:rendering,topic:particles

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) Iris(R) Plus Graphics (Intel Corporation; 27.20.100.9664) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)

### Issue description

Particles with high negative acceleration moves slightly but perceptibly when they're expected to come to a full stop.

Simply add attached scene file to your project and zoom in slightly to see.

(Unrelated suggestion: add drawing option to combine all particles from one CPUParticle object into one drawing operation, so less than fully opaque particles do not overlap to create higher opacity intersections)

### Steps to reproduce

Simply add attached scene file to your project and zoom in slightly to see.

### Minimal reproduction project

[splatter_basic_noscript.zip](https://github.com/godotengine/godot/files/13326973/splatter_basic_noscript.zip)
Repository: godot
Issue: Black screen in Mobile Renderer when MSAA 2D enabled without having a visible 2D element
Labels: bug,topic:rendering,topic:2d

### Godot version

4.1.3 stable

---

### System information

Windows 11 - Vulkan(mobile renderer)

---

### Issue description

Saw other issues about MSAA 2D on mobile vulkan renderer, but thought this is a bit of different cause (or maybe direct cause of those issue).

After few hours of experiments in frustration, found that a scene without any draw-able 2D element will show black screen whenever MSAA 2D is enabled.

<img width="464" alt="image" src="https://github.com/godotengine/godot/assets/26041217/25ea9f3d-85b5-439d-a166-07b9caab0311">

But just by adding a on-screen drawable stuff, like this *ColorRect* - makes scene work again.

<img width="446" alt="image" src="https://github.com/godotengine/godot/assets/26041217/3b3bf580-143e-4e71-bc3f-e7079cdaf563">

In either case there's no console output, so no errors or anything.

Also, despite with a drawable element, if it's outside viewport it will break again.

<img width="347" alt="image" src="https://github.com/godotengine/godot/assets/26041217/e072c891-9f45-428e-be28-030897b6743a">

And will be fixed as soon as a single pixel enters viewport even during runtime.

<img width="311" alt="image" src="https://github.com/godotengine/godot/assets/26041217/e34fb81f-6e77-4483-a9a2-ea20a38c4e1b">

From this, I guess that MSAA 2D breaks silently if there's no 2D element to draw.

Until this is fixed, a simplest workaround seems to be adding a *ColorRect* on every scene before pressing `play current` or switching to Forward+.

---

### Steps to reproduce

Create a scene with MSAA 2D enabled, but without an 'visible' 2D element.

---

### Minimal reproduction project

[demo_broken_cam.zip](https://github.com/godotengine/godot/files/13327327/demo_broken_cam.zip)

`unbroken cam.tscn` is a scene that works, `broken cam.tscn` is a scene that shows black screen
Repository: godot
Issue: Project Manager freezes after open/creating new game. 
Labels: bug,platform:macos,topic:editor,needs testing

### Godot version

4.1.3.stable.official

### System information

Godot v4.1.3.stable - macOS 14.0.0 - Vulkan (Compatibility) - Apple M1 - Apple M1 (8 Threads)

### Issue description

Godot's project manager freezes the moment I create or open a project.  The screen freezes the moment I click the Create button.  The project opens just fine.

### Steps to reproduce

Open Godot.  Open an existing project, or create a new project.  Project manager will freeze while the game projects opens up.  

### Minimal reproduction project

Not possible.
Repository: material-ui
Issue: [Typography] Add support for breakpoint in level prop 
Labels: new feature,waiting for 👍,component: Typography

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

```jsx
<CardContent>
	<Typography
		level={{
		   xs: "text-sm",
		   lg: "h3",
			}}
	>
		$63,448.78			
	</Typography>
	<Typography level="title-md">Earnings</Typography>
</CardContent>
```

I want to change the `level` prop to `h3` when the breakpoint is `lg`, but this is not working like when doing this in `sx`.


### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: Node2Ds, Node3Ds, relate to each other's hierarchies inconsistently with Viewports
Labels: discussion,topic:rendering

### Godot version

4.2.dev 4.1.3.stable

### System information

Windows 11

### Issue description

2D and 3D layer mask handling for viewports is highly inconsistent.

For 2D, a logical AND is performed for hierarchy AND viewport culling mask.
For 3D, hierarchy doesn't matter, as long as the object matches the camera's culling mask.

https://github.com/godotengine/godot/assets/8904620/dd421c1b-7550-41e0-b85c-20b2e4c57fdf

This means handling child scenes that contain 2D elements that should both render in the viewport and outside of it is very tedious in code (selective reparenting, and subsequent manual transform copying each tick). 

It also means 3D objects need to be treated entirely differently in their respective hierarchies. 

Consistent behaviour would be intuitive, either that only children of a viewport are visible ("2D behaviour extended to 3D"), or - **preferred** - viewports render 2D according to their own culling mask, like a 3D camera also does ("3D and 2D culling made consistent")

Note: The font weight/blending bug mentioned in the 2nd label will got its own issue, https://github.com/godotengine/godot/issues/84787 (it's probably very unrelated)


### Steps to reproduce

1. start sample project
2. observe: viewport is flashing, and with it all the things that are culled by the viewport
3. observe: 3D is flashing whether it's inside or outside the viewport hierarchy
4. observe: the orange label is absent from the running view, it should be flashing (OR the text 3D Layer 2 A should be invisible, as well)

### Minimal reproduction project

[viewport-chaos-repro.zip](https://github.com/godotengine/godot/files/13327687/viewport-chaos-repro.zip)
Repository: godot
Issue: 2D Viewport Blend Function darkens pixels (3D Blend is OK)
Labels: topic:rendering

### Godot version

4.2.beta 4.1.3.stable

### System information

Windows 11

### Issue description

2D portions of Viewports are blended in a way that causes pixels to darken 
(maybe it's SRC_COLOR = 1-SRC_ALPHA or something along these lines)

_(Edit: May also be some sort of render target downsizing artifact, blending dark surrounding pixels into it - the viewport has a different size from the window here; but even if I set them to the same, there is visible darkening/thinning of the font)_

![image](https://github.com/godotengine/godot/assets/8904620/f92a91e8-9719-4c3e-9fc3-e4dd52af8e01)

![image](https://github.com/godotengine/godot/assets/8904620/8c18fda0-19e7-4c77-901f-5915f3c8763a)


Notably, the 3D labels don't seem to show these darker pixels after blending, hinting at a different (better!) blend function being used there. It is not possible to directly compare the fonts as the 3D system seems to use a different font resource by default.

![image](https://github.com/godotengine/godot/assets/8904620/d3873f91-dc40-479e-98b6-993f625d19f9)


### Steps to reproduce

1. start project's reproduction scene
2. observe font problems :)

### Minimal reproduction project

[dark-blend-repro.zip](https://github.com/godotengine/godot/files/13327723/dark-blend-repro.zip)
Repository: godot
Issue: Remove delay for Collision Layer/Mask tooltip
Labels: discussion,topic:editor,usability

### Godot version

v4.2.beta.custom_build [c7633951a]

### System information

Windows 10

### Issue description

Less of a bug, more of an annoyance:

The workflow for named Collision layers is to hover the mouse over the layer number to make the name appear. To make this actually work in practice, the tooltip delay should be removed for this widget. 

In order to find a specific collision layer by name, the dev would have to go over different candidates in quick succession to find the one they want. Waiting a second after each hover makes this feature rather hard to use

### Steps to reproduce

Inspector > CollisionObject2D > Collision

Hover over a collision layer or mask widget.

### Minimal reproduction project

Probably not required since very straightforward. I can provide one if necessary though.
Repository: tauri
Issue: [bug] Error in web console - window.__TAURI_IPC__ is not a function
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Fresh install MacOS 10.14 and rust and tauri. Calling command from the frontend not working and console say - window.__TAURI_IPC__ is not a function. Safari update to 14.1.2

![Screenshot 2023-11-12 at 14 43 32](https://github.com/tauri-apps/tauri/assets/10544388/eb9851aa-5a0f-40c7-ada2-c71c58c8218e)

### Reproduction

Well I followed the guide, step by step and I chose vue + javascript

### Expected behavior

_No response_

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 10.14.6 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.73.0 (cc66ad468 2023-10-03)
    ✔ cargo: 1.73.0 (9c4383fb5 2023-08-26)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 20.9.0
    - yarn: 1.22.19
    - npm: 10.2.3

[-] Packages
    - tauri [RUST]: 1.5.2
    - tauri-build [RUST]: 1.5.0
    - wry [RUST]: 0.24.4
    - tao [RUST]: 0.16.5
    - @tauri-apps/api [NPM]: 1.5.1
    - @tauri-apps/cli [NPM]: 1.5.6

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: Make "torch.load" multi threaded process
Labels: module: serialization,triaged,needs research

### 🚀 The feature, motivation and pitch

Currently `torch.load` is single threaded and dispite having multiple core and threads, process doesn't use them.

It's slow for larger models due to being single threaded process.

I propose making it multi threading process to allow full utilisation of available CPU threads.

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @mikaylagawarecki