sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: AudioStreamImportSettingsDialog: loop offset field only allows values with up to three decimals, causing a loop point imprecision that sometimes leads to an audible pop when looping
Labels: bug,topic:audio,topic:import

### Tested versions

Reproducable in: v4.1.1.stable.mono.official [bd6af8e0e], v4.3.dev2.official [352434668]

### System information

Godot v4.3.dev2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 30.0.14.7219) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

Some of my ogg music files that use the loop offset variable have audible pops whenever they loop. I've done some testing, and the issue appears to be the following: the ogg importer only lets you set loop time offsets in up to three decimals of precision. With the default sample rate of 44,100 Hz, this creates a potential imprecision of 0.0009999999 * 44,100 ≈ 44 samples during a loop.

For example, I have an ogg file where the loop point needs to be at sample 651,323 for a seamless loop. With a sample rate of 44,100 Hz, that gets me a time offset value of 14.7692307692 seconds.
Unfortunately, the import window only allows a time offset of either 14.769s (sample 651,312) or 14.770s (sample 651,357), missing the mark by either 11 or 34 samples respectively.

The result is an audible pop in some songs, which I've confirmed by comparing a recording of the loop to the original file in Audacity. If I manually set the loop point at runtime through AudioStream.Set("loop_offset", <higher_precision_value>), higher-precision values *are* allowed and the issue disappears. All songs that I've tested seem to loop perfectly after doing this.

Editing the "default float step" editor setting did not fix the problem. Manually editing the .import file in notepad doesn't work either: the value still gets imported with the loop offset rounded to three decimals.

This problem was already mentioned by @strellydev in #80452 and #64775, but I felt it was worth creating a more targeted thread for this issue, as I suspect it's more a resource loading problem than a problem in the ogg implementation itself.

I'm going to investigate the issue and post my findings. If the problem is what I think it is, I propose increasing the precision of the loop offset field to at least five decimals.

### Steps to reproduce

1. Add an ogg file to project.
2. Enable looping.
3. Enter a value in loop offset field. The value gets rounded to three decimals.
4. Depending on the music file, audio pops may occur on loop.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: If “add_child” generates nodes quickly, after the first successful synchronization of attributes using “Multiplayer Synchronizer”, the attributes will become empty after a while. 
Labels: bug,topic:gdscript

### Tested versions

v4.2.1-stable_win64

### System information

Win11-64

### Issue description

If “add_child” generates nodes quickly, after the first successful synchronization of attributes using “Multiplayer Synchronizer”, the attributes will become empty after a while. Why is this? I have been unable to find the reason.

### Steps to reproduce

![1](https://github.com/godotengine/godot/assets/48303560/1624d9e3-7ca5-46f0-82c6-060b4e3a51f6)
![2](https://github.com/godotengine/godot/assets/48303560/486270df-2e28-4aab-bb92-fb5dbbae7318)
![3](https://github.com/godotengine/godot/assets/48303560/614abdac-7e86-43d9-9956-83fe8864981b)


### Minimal reproduction project (MRP)

0
Repository: godot
Issue: dotnet publish content output files are not being copied over on export
Labels: bug,topic:dotnet

### Tested versions

Reproduced in v4.2.stable.mono.official [46dc27791]

### System information

Windows 10 10.0.19045 Build 19045

### Issue description

Content that is required to be shipped with the game that is listed in visual studio C# project as "Content" under "Copy To Output Directory" is placed into the ExportDebug dotnet-publish directory, but it is not copied into the Godot export directory. 

![image](https://github.com/godotengine/godot/assets/37165910/a95f560b-77bf-4264-a306-96b0ce685ee3)

Godot should be expected to correctly copy over all files present in the dotnet publish output directory - these files are placed here by dotnet because they have been requested to be placed into the output directory. This should include all files and folders recursively. This causes runtime crashes on export that does not occur on debug launches of the game from the editor. 

All files in the dotnet-publish output directory should be copied over, not merely the dll, exe, json files. If they're placed there, they're deliberately placed there and they should be copied over. 

### Steps to reproduce

Create a C# Godot project 

Add a file of any kind to the C# project (I have used an sqlite db as a test here)

Set its kind as "Content" and build-action "Copy to Output Directory (Always)" 

Confirm that when the game is run locally or debugged that the file is present 

Export the game 

Confirm that the file is missing from the export directory, and that the game will not function. 

These files are required to be there because they will be accessed from non-Godot built applications in a larger setup, as well as the Godot application. 

### Minimal reproduction project (MRP)

https://github.com/ShadowMarker789/MRP-2024-01-21
Repository: godot
Issue: IGPU + Discrete Graphics issue (igfxn crash)
Labels: bug,platform:windows,topic:core,topic:rendering,topic:thirdparty,needs testing

### Tested versions

- Reproducible in: v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.4601) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

Hi to all!

When using the discrete graphics driver for better project debugging, sometimes the integrated graphics driver crashes and gives a black screen, then everything goes back to normal.

As a temporary solution to the problem, I switched to integrated graphics, but I would really like to use the discrete one.

### Steps to reproduce

N/A



### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/14000407/test.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: OutOfMemoryError: CUDA out of memory
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

txt2img doesn't work as expected.

I installed everything, the browser opened 127.0.0.1:7860, I typed a simple prompt, selected the only checkpoint (v1-5-pruned-emaonly.safetensors), clicked Generate button and got: 

OutOfMemoryError: CUDA out of memory. Tried to allocate 58.00 MiB (GPU 0; 3.81 GiB total capacity; 2.82 GiB already allocated; 13.44 MiB free; 2.90 GiB reserved in total by PyTorch) If reserved memory is >> allocated memory try setting max_split_size_mb to avoid fragmentation. See documentation for Memory Management and PYTORCH_CUDA_ALLOC_CONF

Time taken: 9.1 sec.
A: 2.82 GB, R: 2.90 GB, Sys: 3.8/3.8125 GB (99.7%)


Please give me tips and tricks to avoid this error and generate images.  Which options should I change at first?
Thank you.

### Steps to reproduce the problem

1. On the tab txt2img type a simple prompt
2. Click Generate button
3. Get the error.

### What should have happened?

I need to generate AI-images.

### What browsers do you use to access the UI ?

Mozilla Firefox
Repository: rust
Issue: Tracking Issue for `private_macro_use` lint
Labels: C-tracking-issue

This is a tracking issue for the `private_macro_use`, a lint that follows the [breaking change policy](https://github.com/rust-lang/rfcs/blob/master/text/1589-rustc-bug-fix-procedure.md).

### Description

The root of this issue was originally posted in #119301. A macro that should not have been exported was indeed exported. A minimal example to illustrate this issue is shown below:

```rs
// extern_macro.rs
macro_rules! foo_ { () => {} };
use foo_ as foo;

// code.rs
#[macro_use]
extern crate extern_macro;

fn main() {
    foo!(); // this should trigger a compile error, but it doesn't
}
```

The problem was triggered by an oversight where a visibility check for the macro, defined in an external crate, was omitted. Now, we have reintroduced this check to prevent such issues from occurring.

### Steps

- [x] Implement: https://github.com/rust-lang/rust/pull/119369
- [ ] Make it as an error
Repository: fastapi
Issue: Using pydantic Json Type as Form data type doesn't work
Labels: question

### Discussed in https://github.com/tiangolo/fastapi/discussions/9305

<div type='discussions-op-text'>

<sup>Originally posted by **harpaj** March 23, 2023</sup>
### First Check

- [X] I added a very descriptive title here.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/pydantic/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Example Code

```python
from typing import Annotated

from fastapi import FastAPI, Form
from pydantic import Json, BaseModel

app = FastAPI()


class JsonListModel(BaseModel):
    json_list: Json[list[str]]


@app.post("/working")
async def working(json_list: Annotated[str, Form()]) -> list[str]:
    model = JsonListModel(json_list=json_list)
    return model.json_list


@app.post("/broken")
async def broken(json_list: Annotated[Json[list[str]], Form()] ) -> list[str]:
    return json_list
```


### Description

In the example code above, I would expect `working` and `broken` to be approximately equivalent.
However, while `working` returns the parsed json_list as expected, `broken` fails with 

```json
{"detail":[{"loc":["body","json_list"],"msg":"JSON object must be str, bytes or bytearray","type":"type_error.json"}]}
```

### Operating System

Linux

### Operating System Details

_No response_

### FastAPI Version

0.95.0

### Python Version

Python 3.10.8

### Additional Context

sample request that fails with `broken` and works with `working`:
```python

import requests
import json

headers = {"Content-Type": "application/x-www-form-urlencoded"}
response = requests.post(
    "http://0.0.0.0:8000/broken",
    data={"json_list": json.dumps(["abc", "def"])},
    headers=headers,
)
```</div>
Repository: fastapi
Issue: Raw docstring (leading `r`) defeats form feed `\f` truncation
Labels: bug

### Discussed in https://github.com/tiangolo/fastapi/discussions/10531

<div type='discussions-op-text'>

<sup>Originally posted by **jamesbraza** October 26, 2023</sup>
### First Check

- [X] I added a very descriptive title here.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/pydantic/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Example Code

```python
from fastapi import FastAPI

app = FastAPI()


@app.post("/lof")
def foo(arg: int = 5) -> int:
    """
    Some function.
    
    \f
    
    Args:
        arg: Some argument

    Returns:
        Some integer.
    """
    return arg
```


### Description

Running `ruff==0.1.3` on this, [`D301`](https://docs.astral.sh/ruff/rules/escape-sequence-in-docstring/) will autofix to make the docstring be a raw string (lead by `r`).

```python
@app.post("/lof")
def foo(arg: int = 5) -> int:
    r"""
    Some function.
    
    \f
    
    Args:
        arg: Some argument

    Returns:
        Some integer.
    """
    return arg
```

However, this breaks the form feed `\f` truncation from working, per https://fastapi.tiangolo.com/advanced/path-operation-advanced-configuration/#advanced-description-from-docstring

I think form feed `\f` truncation should still work even if the docstring is a raw string.

### Operating System

macOS

### Operating System Details

n/a

### FastAPI Version

0.104.0

### Pydantic Version

2.4.2

### Python Version

3.11.5

### Additional Context

_No response_</div>
Repository: fastapi
Issue: OpenAPI Example with multipart/form-data not showing up
Labels: bug

### Discussed in https://github.com/tiangolo/fastapi/discussions/10937

<div type='discussions-op-text'>

<sup>Originally posted by **SeeRich** January 11, 2024</sup>
### First Check

- [X] I added a very descriptive title here.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/pydantic/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Example Code

```python
from typing import Annotated
from fastapi import FastAPI, UploadFile, Form, File

# Run using uvicorn main:app --reload
# Visit: http://127.0.0.1:8000/docs

app = FastAPI()

@app.post("/form-test")
async def form_test(
        str_data: Annotated[str, Form(examples=["HELLO"])],
        file: Annotated[UploadFile, File()]):
    return
```


### Description

The `HELLO` example is not shown in the docs.

![fastapi](https://github.com/tiangolo/fastapi/assets/33664011/6b4deec4-c7bf-4d43-970c-25b30eacc376)


### Operating System

Windows

### Operating System Details

_No response_

### FastAPI Version

0.108.0

### Pydantic Version

2.5.3

### Python Version

3.11.3

### Additional Context

_No response_</div>
Repository: godot
Issue: RichTextLabel different font shadow offsets in text with custom fonts and expand aspect
Labels: bug,topic:gui

### Tested versions

- Reproducible in Godot v3.5.3.stable.mono

### System information

Windows 10 - Godot v3.5.3.stable.mono - GLES2

### Issue description

RichTextLabel with custom font lines gets different font's shadow offset when window aspect mode set to expand.
![image](https://github.com/godotengine/godot/assets/43629089/1ecf633c-cbae-438c-84b9-bb22c41008ab)


### Steps to reproduce

Set project window aspect stretch mode to expand
Place RichTextBoxLabel.
Add some lines of text.
Set custom font (OpenSans-Regular in my example).
Enable font color shadow.
Set some window size (2004x903 in my example)


### Minimal reproduction project (MRP)

[rtlbug.zip](https://github.com/godotengine/godot/files/14001348/rtlbug.zip)
Repository: godot
Issue: Font Variation extra spacing is not relative to font size
Labels: enhancement,feature proposal,topic:gui

### Tested versions

Godot v4.2.stable

### System information

Godot v4.2.stable - macOS 13.6.1 - GLES3 (Compatibility) - ANGLE (AMD, ANGLE Metal Renderer: AMD Radeon Pro 560X, 版本13.6.1（版号22G313）) - Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz (12 Threads)

### Issue description

Bottom and top spacing are very useful to fine tune the character alignment. However, these spacing values are not relative to font size. These absolute offset values can be too large for small font size and too small for large font size. 

A workaround is to make many different font variations with different spacing values for different font sizes. This is tedious and inaccurate.



### Steps to reproduce

Create a font variation from Helvetica, create a label with font size 80px, adjust the top/bottom spacing to  make it align the vertical center precisely.

Change the font size to 20px, the text will deviate from vertical center noticeably.


### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Running scene stuck on splash screen - possible scene/script file corruption
Labels: platform:android,topic:export

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Google Pixel 6, Android 14: Godot v4.2.1.stable - Android - Vulkan (Mobile) - integrated Mali-G78 -  (8 Threads)

### Issue description

I was working on a simple Godot game on my phone, when, the game started to get stuck on the splash screen whenever I run it. I tried restarting Godot and my phone, but it didn't help. I noticed that the issue did not occur when I run any scene that did not use player.tscn (map.tscn, ui.tscn) and that all the exported properties of Player.gd (used in player.tscn) were reset to default values, which might suggest that the scene file or the Player.gd script were corrupted in some way.

### Steps to reproduce

- Download the attached MRP and open it with Godot
(I encountered the issue while using Godot Editor on Android)
- Either run the game or run player.tscn scene or run any other scene that uses player.tscn (ex. main.tscn)
- The game will be stuck on the splash screen
- Notice that when you run any scene other than the mentioned above OR you remove the Player.gd script from the player.tscn OR you run the game from the project list, everything works fine
- Additionally, the exported properties of the Player.gd script were reset to default values in player.tscn

### Minimal reproduction project (MRP)

[MyGame.zip](https://github.com/godotengine/godot/files/14001499/MyGame.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: I understand that you are experiencing an issue where the 'webui-user.bat' file execution stops at a certain point without displaying any error messages, as shown in an image. Does anyone know about this issue?
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/157293527/06232a31-4b50-4e10-92e0-8d1e54203fd1)


### Steps to reproduce the problem

1. webui.bat activate
2. don't show anything

### What should have happened?

venv "C:\StableDiffusion\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e


### What browsers do you use to access the UI ?

_No response_

### Sysinfo

I understand that you are experiencing an issue where the 'webui-user.bat' file execution stops at a certain point without displaying any error messages, as shown in an image.
Does anyone know about this issue?

### Console logs

```Shell
venv "C:\StableDiffusion\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
```


### Additional information

_No response_
Repository: next.js
Issue: error: Webpack files - dublicates and more...
Labels: bug

### Link to the code that reproduces this issue

https://github.com/oscarthroedsson/healthy

### To Reproduce

1. start a next.js project
2. run server and wait... 

### Current vs. Expected behavior

When I work and write my code. I regulary get webpack errors. 
`[webpack.cache.PackFileCacheStrategy] Caching failed for pack: Error: ENOENT: no such file or directory, stat '/Users/oscarthroedsson/Documents/MyOwnProjects/healthy/.next/cache/webpack/client-development/0.pack.gz'`

Sometimes it is file 1.pack.gz, sometimes it is 2 and so on. 

When I open the folder: .next/cache/webpack/server-development I see dublicates and inactive files. 
![Skärmavbild 2024-01-21 kl  14 48 12](https://github.com/vercel/next.js/assets/74626974/e71e6144-da0c-49d8-9c1d-1a022eba6870)

When i get the error, it is the files that has a duplicates.. Example: 1 2.pack.gz. I remove the 2 and the error goes away. But later it is a another file. 

I have tried to: 
1. delete every copy file that has gz_ at the end of the file-name and all the ones that has a  "x 2.pack.gz" as a file-name. 
2. I have tried to ONLY removed the files that is a duplicate and has gz_ at the end of the filename. 
3. I have tried to ONLY delete the one that has a "x 2.pack.gz" as a file name. 

When I have tried to do one of the above solutions and I re-start my server, the files I deleted re-appear, **OR** sometimes same **type** of files re-appear but not the one I deleted. I way deleted "1 2.pack.gz", and when I run the server I get a copy of "3 2.pack.gz" file instead. 

This is the first next.js project I code, and I´ve only been coding for 1.5 years. So it my be me that are doing something wrong. But I can´t find any documentation that indicates that. 

### Provide environment information

```bash
MacBook Pro 
13-inch, 2018, Four Thunderbolt 3 Ports

Processor: 2,7 GHz Quad-Core Intel Core i7
Graphic: Intel Iris Plus Graphics 655 1536 MB
Memory: 16 GB 2133 MHz LPDDR3
macOS: Sonoma version 14.2.1
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

I dont know...