sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: slowdown  with multiple objects while, other engine remain stable   if they are not selected in 3d
Labels: discussion,topic:rendering,topic:3d,performance

### Godot version

godot 4 Rc2

### System information

Windows 11 Vulkan Amd Integrated graphics card  TM  driver: vega 3  8GB Ram 

### Issue description

It happens that godot is rendering everything  or most of it while other engines like unity or unreal keeps it stable till you try moving it, at that point the fps are much slower, while in godot they don't see that big falldown. Note that this is with the default sethings, except unreal where it had to be low sethings

![Fmv9Yu8XkAApigM](https://user-images.githubusercontent.com/97898580/219275483-9b10bcbb-250f-4c85-b0ae-a27e4e64c573.jpeg)

![FmwGm9yXkAEhZkd](https://user-images.githubusercontent.com/97898580/219275569-559876a1-3da4-4063-97bb-13f066fac359.jpeg)

as you can see while godot has bad fps, unreal is hanging just more or less well, i doubt that nanite is doing something, because it an IGPU and the ssd is not good,

And when i try to move for example 1k of that spheres godot fps remain more or less the same while unreal fps suddenly drops.

And with unity the fps are 40-30 till you move them too, (i will do some screenshot or video on weekend, i can't use the pc rn. ).

Maybe as @RandomShaper  said on twitter it could be some gui feature where it makes the meshes inactive or something like that, or rendering batching.

### Steps to reproduce

1 Open the MRP

2 Select as many objects  till the fps are slow 

3 Try moving  them

### Minimal reproduction project

https://github.com/Saul2022/godot_unoficial_perfomance_test/tree/main/Nuevo%20Proyecto%20de%20Juego2
Repository: material-ui
Issue: [docs-infra][docs] Migrate demo and API pages to use CSS variables
Labels: docs,scope: docs-infra

## Context

A continuation of https://github.com/mui/material-ui/issues/34880 to prevent flashing on dark mode when refreshing the page.

## Requirements

- The migration must be incremental, meaning it can be done page by page in multiple PRs.
- Toolpad and MUI X docs should be able to incrementally migrate as well.

## Steps

- [x] #36161: Migrate all `theme.palette.mode === 'dark' && {…}` to `theme.applyDarkStyles()`.
       In this step, demos and API pages still use the same branding theme from `_app.js` without using CSS variables.
- [ ] #36207: Apply [`page.getLayout()`](https://nextjs.org/docs/basic-features/layouts#per-page-layouts) to each page to granularly control the theme context at the page level.
Repository: neovim
Issue: Neovim segfaults on termux when dismissing and raising onscreen keyboard
Labels: ui,has:repro,has:backtrace,bug-crash

### Describe the bug

If I open a particular file in neovim, scroll to the very last line, dismiss the onscreen keyboard, and then pull the keyboard back up again, neovim segfaults. Consistently. I eliminated my configs as a cause.

I haven't been able to reproduce this on a PC, because I don't know what would have the equivalent effect of raising and lowering a onscreen keyboard. I don't yet know if neovim or termux or both are responsible.

It looks like the bug is caused by the last line being wrapped and partially offscreen. So your terminal dimensions have to allow that.

### Steps to reproduce

Use the *onscreen keyboard* for this.

1. Get termux's dimensions to one of 35 cols × 14 lines, or 33 cols × 13 lines. This is with the keyboard open. There may be other dimensions which cause the segfault, but I confirmed these.
2. Paste into termux: `curl -s https://termbin.com/2q2fq | nvim -u NONE -c "set linebreak"`
3. Type `G$` (move the cursor to the end of the last line in the file)
4. Dismiss the onscreen keyboard (open the side menu and hit "keyboard")
5. Bring the onscreen keyboard back up (repeat prior step). Neovim should segfault immediately.

### Expected behavior

It shouldn't segfault.

### Neovim version (nvim -v)

0.8.3

### Vim (not Nvim) behaves the same?

no, vim 9.0

### Operating system/version

Android 10

### Terminal name/version

termux 0.118.0

### $TERM environment variable

xterm-256color

### Installation

system package manager (the `pkg` command in termux)

EDIT: Added terminal sizes to "steps to reproduce".
Repository: next.js
Issue: Module not found warning when using firebase client SDK in the app directory
Labels: bug

### Verify canary release

- [x] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Sun Nov  6 23:31:16 PST 2022; root:xnu-8020.240.14~1/RELEASE_X86_64
    Binaries:
      Node: 16.19.0
      npm: 8.19.3
      Yarn: 1.23.0-20220118.1001
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.15
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/ShuHighBridge/issue-firebase-app-dir

### To Reproduce

In the reproduction app, the Firebase emulator is used to make reproducing this issue easier.

1. Install the Firebase CLI to use the emulator

```
npm install -g firebase-tools
```

Fore more information on how to install the Firebase CLI, [visit the Firebase CLI reference](https://firebase.google.com/docs/cli#install_the_firebase_cli)

2. In the project directory, start the Firebase emulator as a demo project

```
firebase emulators:start --project demo-test
```

3. While the emulator is running, start the next development server

```
yarn dev
```

4. Visit localhost to observe the error in the terminal

### Describe the Bug

This warning is given both with `next dev` and `next build`. Firebase seems to function properly at least when tested with Firebase Authentication and Firestore in both development and build. However, this module resolution issue is worrying as it may cause other unforeseen issues... 

This warning does not occur when Firebase SDK is used inside the `pages` directory.

```
warn  - ./node_modules/node-fetch/lib/index.js
Module not found: Can't resolve 'encoding' in '/Users/ntrobot/Development/JS-Sandbox/issue-firebase-app-dir/node_modules/node-fetch/lib'

Import trace for requested module:
./node_modules/node-fetch/lib/index.js
./node_modules/@firebase/auth/dist/node-esm/index.js
./node_modules/firebase/auth/dist/index.mjs
./firebase.ts
./app/page.tsx
```

### Expected Behavior

No warning should be given in both `next dev` and `next build`

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: window_get_popup_safe_rect error on popups in viewport
Labels: bug,topic:gui

### Godot version

4.0.RC2

### System information

Windows 10, M1 Macbook Air

### Issue description

When closing a popup that was opened within a SubViewport, the following message appears:
```
E 0:00:05:0346   window_get_popup_safe_rect: Condition "!windows.has(p_window)" is true. Returning: Rect2i()
  <C++ Source>   platform/macos/display_server_macos.mm:3676 @ window_get_popup_safe_rect()
```

Note on windows, you get a similar error, but for display_server_windows.

### Steps to reproduce

Put a button in a sub viewport.
Put a popup menu under the button.
Call popup() on the popup menu.
Click outside of the popup menu to close it.

### Minimal reproduction project

[PopupBug.zip](https://github.com/godotengine/godot/files/10752676/PopupBug.zip)

Upon running, click on the two buttons to show the two popups.
Notice the popup outside of the viewport doesn't throw an error, but the one inside it does.
Repository: godot
Issue: [4.0 RC2] Visible + Transient + Exclusive Window prevents user from closing the main window
Labels: bug,topic:gui

### Godot version

4.0.rc2

### System information

Windows 10

### Issue description

Node -> Viewport -> Window, if flags `Visible`, `Transient`, `Exclusive` are `true`, it prevents user closing the main window (or quitting the game) by hitting the X button or Alt+F4
The `Exclusive` flag blocks all input going to the parent Window, but preventing actions like Alt+F4 or X button might be a very surprising behavior for regular players. Potential fix might be adding a flag indicating not blocking the close event. The behavior is also present in Godot Editor.
This might be a surprising behavior for regular players.

### Steps to reproduce

1. Add Window to a Node.
2. Set these flags on: Visible, Transient, Exclusive
3. Run
4. Try to close the game

### Minimal reproduction project

N/A
Repository: angular
Issue: Introduce addControls and removeControls to reactive forms
Labels: feature,area: forms,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

Currently the only way to add or remove multiple controls or clear all controls from form group is through iterating. In #12747 the issue was closed due to being only a convenient way to do the same with forEach.
This issue is regarding performance. In the case of formRecord when having A LOT of form group entries doing forEach is extremely costly as each operation does quite a bit. 
Those new operations will allow lightweight execution as the heavy stuff will happen once.
I can provide a performance screenshot to prove my point.

### Proposed solution

Add new **performant** functions to reactive forms (especially for form record):
addControls
removeControls
clearControls

### Alternatives considered

Currently the performance on 1000 additions or so is horrible. So either live with it or change to a simple object with form controls inside and handle everything related to the group manually which is horrible too.
Repository: TypeScript
Issue: An alternative @overload syntax for JSDoc
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

jsdoc
function
overload

## ✅ Viability Checklist
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Here's an alternative thought on the syntax that could satisfy [PR #52474](https://github.com/microsoft/TypeScript/pull/52474) without causing parser issues mentioned in [PR #52577](https://github.com/microsoft/TypeScript/pull/52577). What if overload simply allowed you to declare a method signature? For instance:

```js
/**
 * @overload { (inst, klass, members) => object }
 * @overload { (inst, members) => undefined }
 * @param {object} inst
 * @param {function} klass
 * @param {object} members
 * @returns {object|undefined}
 */
function share(inst, klass, members) {}
```

This should be both easy to parse, and satisfy the user's needs while allowing for minimally redundant documentation, all in a single comment.
Repository: PowerToys
Issue: file locksmith result empty
Labels: Issue-Bug,Product-File Locksmith

### Microsoft PowerToys version

0.65.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

File Locksmith

### Steps to reproduce

Start-BitsTransfer -Source source -Destination destination 

### ✔️ Expected Behavior

result not empty

### ❌ Actual Behavior

![image](https://user-images.githubusercontent.com/5714438/219296623-ada65a61-ae93-4298-b005-9ac6b5629e81.png)

### Other Software

_No response_
Repository: vscode
Issue: Bracket indent guides are only displayed on the active cursor
Labels: help wanted,feature-request,bracket-pair-guides

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The bracket indent guides are only displayed on the active cursor, it would be nice if they were displayed on all cursors. 
The bracket highlight is displayed on all cursors, as it's been in vscode for longer than the bracket indent guides:
![image](https://user-images.githubusercontent.com/122867725/219297791-4ad56a44-d0eb-4a45-80bb-e8765384028a.png)

Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.75.1
- OS Version: Windows 11
Repository: godot
Issue: [4.0 RC2] Project Manager: Duplicated project references after renaming directories cases
Labels: bug,platform:windows,topic:editor

### Godot version

4.0.rc2

### System information

Windows 10

### Issue description

This might be a specific issue in Case-Insensitive OS like Windows.
Duplicated Project Reference in Project Manager after rename the directory case.
Perhaps run an identity check when scanning projects? (Did not test with symlink)

### Steps to reproduce

1. Launch Godot
2. New Project -> C:/example/godot/ExampleProject
3. Rename C:/example/godot to C:/example/Godot
4. Project Manager -> Scan C:/example/
5. Now there are at least two identical projects listed in Project Manager, one in C:/example/godot/ExampleProject, another in C:/example/Godot/ExampleProject

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Type Confusion when overwriting field on object creation
Labels: Suggestion,Experimentation Needed

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

* "type confusion" -union label:Bug 
* object field -union label:Bug 

... too many Bugs in this tracker to to more than skim the titles

### 🕗 Version & Regression Information

See in 4.9.5 after running into an example for this in a project.

The Playground also reproduces it in 3.3.3 and the 5.0.0 nightly.

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _object_

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.9.5#code/C4TwDgpgBAGlC8UDeUCGAuKBnYAnAlgHYDmANFAEaaECuAthRLlAL4BQbAxgPaE5SdcEVMGiIAFADN8EADYATAHKo6ETAGsIIbpNjlCEAO4BBavUa4AlJjjwAfMjZQoQ4DVyFkaTAHJUP8iooACZyAG1pOSUVCABdaiNjVjZ2Ll5+AA8EASERCHE-AJDLNL5uWQgAOlluYnFQSB0oDMrUSygAeg6oWgYmNiA

)

### 💻 Code

```ts
type X = { a: string, b: number }

const create = (fieldName: keyof X, newA: number): X => {
  return { a: 'a', b: 2, [fieldName]: newA }
}

const x = create('a', 2)
console.log(typeof x.a) // number
```

### 🙁 Actual behavior

The code survives typechecks and has a `number` in `x.a`.

### 🙂 Expected behavior

TypeScript rejecting code that assigns a `number` to a field typed as `string`.
Repository: kubernetes
Issue: Give an indication in container events for probe failure as to whether the failure was ignored due to FailureThreshold
Labels: priority/backlog,kind/documentation,kind/cleanup,sig/node,help wanted,good first issue,triage/accepted

Probes of all kinds currently support FailureThreshold (and SuccessThreshold), these properties allow a user to specify that Kubernetes should not take action in response to a failed probe unless it fails a successive number of times.

This is useful for  end-users as it allows them to mitigate the effects of any probes that "flake" by requiring successive failure.

When a probe fails in Kubernetes, we emit a container event indicating this here: https://github.com/kubernetes/kubernetes/blob/master/pkg/kubelet/prober/prober.go#L110 and end-users can consume these events via the API for their own purposes. This event is emitted regardless of whether the FailureThreshold has been reached or not.

Currently when a user consumes a probe failure event they have no way of knowing whether the event resulted in action on the control plane (because the event can be ignored due to FailureThreshold, and information on this is not included in the event). This can lead to users assuming there is a problem and a container/pod was restarted when nothing occurred.

I think we should expose the keepGoing value from https://github.com/kubernetes/kubernetes/blob/master/pkg/kubelet/prober/worker.go#L203 in the emitted event somehow, my preferred solution is to emit the probe failure event in the worker rather than where it currently sits in https://github.com/kubernetes/kubernetes/blob/master/pkg/kubelet/prober/prober.go#L110 - there is also the option of passing some information down the stack into the prober from the worker (such as making the FailureThreshold/SuccessThreshold decision in the prober) but I'm worried about separation of concerns, happy to hear what other folks think :)

Also of note is that FailureThreshold/SuccessThreshold is the only filter I can see where a probe can be ignored after being run (and therefore emitting a container event)

I’m happy to write this PR once we’re confident in our approach :)
Repository: pytorch
Issue: Slow inference of torchscript model in C++
Labels: oncall: jit

### 🐛 Describe the bug

Torchscript same model have very slow inference in c++ as compared to python 

In Python 

    ```
    model = jit.load("parseq.ts")
    model.eval()
    ......
    .......
    image = Image.open('cropped.jpeg').convert('RGB')
    image = img_transform(image).unsqueeze(0).to('cpu')
    print('input shape : {}'.format(image.shape))
    start_time = time.time()
    p = model(image)
    end_time = time.time()
    elapsed_time = (end_time - start_time) * 1000
    print('Inference Time : {} ms'.format(elapsed_time))
	```

OUTPUT 

```
input shape : torch.Size([1, 3, 32, 128])
Inference Time : 665.2061939239502 ms
```
In C++ both 1.13.1 and 2.0.0

    ```
     module = torch::jit::load("parseq.ts");
     module.to(at::kCPU);
     .........................
     .........................
    std::cout << "input shape : " << tensor_image.sizes() << std::endl;
    // Create a vector of inputs.
    std::vector<torch::jit::IValue> inputs;
    inputs.push_back(tensor_image);
    
    // Execute the model and turn its output into a tensor.
    
    start_time = std::chrono::steady_clock::now();
    
    auto output = module.forward(inputs).toTensor();
    
    end = std::chrono::steady_clock::now();
    std::chrono::duration<double, std::milli> elapsed_seconds = end - start_time;
    std::cout << "Inference Time : " << elapsed_seconds.count() << " ms\n";

	```

OUTPUT

```
input shape : [1, 3, 32, 128]
elapsed time: 41168.8 ms
```

### Versions


PyTorch version: 1.13.1+cu117 on python 
PyTorch version: 2.0.0 on C++ 
PyTorch version: 1.13.1 on C++
os: Linux


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: vscode
Issue: Support HISTTIMEFORMAT in bash shell integration 
Labels: help wanted,feature-request,terminal-shell-bash


Type: <b>Bug</b>

Use custom in `.bashrc`:
```
HISTTIMEFORMAT="[%F %T %z]: "
```

Use Run Recent Command

Expected command without time prefix

VS Code version: Code 1.75.0 (e2816fe719a4026ffa1ee0189dc89bdfdbafb164, 2023-02-01T15:29:17.766Z)
OS version: Linux x64 5.10.76-gentoo-r1
Modes:
Sandboxed: No


<!-- generated by issue reporter -->
Repository: PowerToys
Issue: PowerToys Run Drop down box add alt+1 alt+2... keyboard selection
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

PowerToys RunDrop down box add alt+1 alt+2... keyboard selection，You don't need to use the keyboard to select up and down every time

### Scenario when this would be used?

After entering the results, you must use the keyboard to select up and down each time. You must move your arm to complete the second and third selection.If you can directly keyboard alt1234567 for the result, you don't need to move your right hand. And I can also use my keyboard without direction keys.

### Supporting information

_No response_
Repository: vscode
Issue: Explorer hover text can become sticky when primary side bar is positioned on the right
Labels: bug,file-explorer

Type: <b>Bug</b>

When hover is too long to fit exactly over the tree item it gets relocated left, but then is no longer under the mouse. This means it remains on screen.

![junk](https://user-images.githubusercontent.com/6726799/219333657-d4ffb722-2fc1-4652-868e-3e122fdb1741.gif)

VS Code version: Code - Insiders 1.76.0-insider (dc619de8d9efdabd781fc5658d0051813c347055, 2023-02-16T05:23:44.671Z)
OS version: Windows_NT x64 10.0.22621
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: yt-dlp
Issue: Embed the corresponding thumbnail image of the chapter when splitting chapters instead of the same cover image for all chapters
Labels: enhancement,site-enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.01.06** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Suggestion: Chapters specific thumbnails embedding

When ```-split-chapters``` is used together with ```--embed-thumbnail``` the embedded image should not be the same for all chapters. It should be the thumbnail shown by youtube (or any other website supporting chapters) in the chapters list. For example on youtube those thumbnails are shown on the right:

![IMG_2456](https://user-images.githubusercontent.com/713559/219332860-18ab2873-b26a-48e6-839b-964cf548612d.jpeg)

I don't know if youtube or the other websites provides a public url for those images, but I guess that those pictures are the first non black keyframes from each the video chapter. Even if youtube or the other websites do not provide it, it would be easy to extract it with ffmpeg and embed it as a cover in the corresponding chapter. It should also work when using the ```-x``` option, but that would require to first download the frames from the online video and then download the audio only file, split it in chapters and finally embed the corresponding frames as thumbs for the chapters files.