sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Audio stutter/artifacts when lagging or overworking CPU
Labels: platform:windows,needs testing,topic:audio

### Tested versions

Reproducible in 4.1.1 and later versions

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 950M (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 Threads)

### Issue description

This is a major audio performance issue and I can't find any bug reports related to this so my guess is that it's specific to certain (possibly old) hardware.
 
Whenever the CPU is overworked, the audio lags significantly. This usually happens every time an expensive task outside the engine is being worked on but if the game itself is computationally expensive then it can also lead to it. In the following preview I'm playing the audio and then switching to YouTube using Google Chrome. While on the website, I jump back and forth on the video to cause lag and showcase how the audio from within Godot is affected. Recording is focused on Godot's window so any activity done on the browser is not captured. It should be mentioned that such behavior has not been detected before on this hardware and Godot is the only application that seems to cause it.

I managed to replicate the issue on 4.3 stable too but my recording is from 4.1.1.

https://github.com/user-attachments/assets/0feb7f6c-e163-42e3-b015-5bfd6bdc5505


### Steps to reproduce

Any scene using an AudioStreamPlayer will cause this issue. Simply start playing the audio (either through the editor or through running the project) and start any process that will possibly lead to lag.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16911775/MRP.zip)
Repository: pytorch
Issue: DISABLED test_inplace_custom_op_two_mutated_inputs (__main__.InplacingTests)
Labels: triaged,module: flaky-tests,skipped,oncall: pt2,module: inductor

Platforms: linux, rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_inplace_custom_op_two_mutated_inputs&suite=InplacingTests&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/29786372983).

Over the past 3 hours, it has been determined flaky in 3 workflow(s) with 3 failures and 3 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_inplace_custom_op_two_mutated_inputs`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.



<details><summary>Sample error message</summary>

```
Traceback (most recent call last):
  File "/var/lib/jenkins/workspace/test/inductor/test_perf.py", line 1048, in test_inplace_custom_op_two_mutated_inputs
    self.assertExpectedInline(count_numel(f), """39""")
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/testing/_internal/common_utils.py", line 2925, in assertExpectedInline
    return super().assertExpectedInline(actual if isinstance(actual, str) else str(actual), expect, skip + 1)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/expecttest/__init__.py", line 351, in assertExpectedInline
    assert_expected_inline(
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/expecttest/__init__.py", line 316, in assert_expected_inline
    assert_eq(expect, actual, msg=help_text)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/expecttest/__init__.py", line 388, in assertMultiLineEqualMaybeCppStack
    self.assertMultiLineEqual(expect, actual, *args, **kwargs)
  File "/opt/conda/envs/py_3.10/lib/python3.10/unittest/case.py", line 1226, in assertMultiLineEqual
    self.fail(self._formatMessage(msg, standardMsg))
  File "/opt/conda/envs/py_3.10/lib/python3.10/unittest/case.py", line 675, in fail
    raise self.failureException(msg)
AssertionError: '39' != '0'
- 39
+ 0
 : To accept the new output, re-run test with envvar EXPECTTEST_ACCEPT=1 (we recommend staging/committing your changes before doing this)

To execute this test, run the following from the base repo dir:
    python test/inductor/test_perf.py InplacingTests.test_inplace_custom_op_two_mutated_inputs

This message can be suppressed by setting PYTORCH_PRINT_REPRO_ON_FAILURE=0
```

</details>


Test file path: `inductor/test_perf.py`

cc @clee2000 @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire
Repository: godot
Issue: Reparenting RigidBody2D with physics interpolation enabled causes ghosting
Labels: bug,confirmed,topic:physics

### Tested versions

- Reproducible in 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.5161) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When reparenting a node, and keeping it's _global_ position the same, the physics interpolation will cause a ghosting effect:

https://github.com/user-attachments/assets/ec97e25e-d4f6-474c-b2bc-2084ef747270

Here you can see when the parent node changes, there is a noticable ghosting - note that I have physics ticks per secondturned way down to 10 here to emphasise the issue.

I'm not sure if this is intentional or not - it can be addressed with `reset_physics_interpolation` (although that adds a bit of a stutter, might be due to very low physics tick rate) but I thought I'd report it here as it could be seen as unexpected as the body is technically in the same position, but with a different parent / local position.

[Documentation of `reset_physics_interpolation` states](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-reset-physics-interpolation):
> When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.

I'm not sure I'd count the same global position as a "radically different transform" - I'd understand if the local transform changing radically is the cause of this flicker, I just think it should be explicitly stated.

### Steps to reproduce

- Enable physics interpolation
- Create a RigidBody2D and some kind of visual to track it
- Reparent the RigidBody2D while the game is running, keeping it's global position the same, such as:
```gdscript
func swap_parent(new_parent : Node2D):
	var pos := body.global_position
	body.get_parent().remove_child(body)
	
	new_parent.add_child(body)
	body.global_position = pos
```
- Body will visibly ghost.

### Minimal reproduction project (MRP)

4.3 project as per video:
[interpolation-reparent.zip](https://github.com/user-attachments/files/16911816/interpolation-reparent.zip)
Repository: pytorch
Issue: Stop tracking FunctionalTensor bases in Python
Labels: triaged,inference mode,module: functionalization

Follow-up for https://github.com/pytorch/pytorch/pull/135141

The problem we had is tensor._base isn't available under inference_mode, so we rolled our own base tracking utility in FunctionalTensor. Morally, the thing we wanted was for tensor._base to actually be available so that we can use it during Functionalization. We should fix this.

Some options:
- C++ FunctionalTensorWrapper already has a base-tracking mechanism. However, it does not track the correct base (the base is a FakeTensor/regular Tensor, not a FunctionalTensorWrapper). We could update C++ FunctionalTensorWrapper to track bases correctly, even in the presence of inference_mode.
- We can figure out a better way to re-use the autograd base-tracking logic when Inference Mode is on. Maybe torch.compile should ignore inference_mode while tracing or maybe we can refactor out the base-tracking logic into a separate DispatchKey



cc @bdhirsh @ezyang @chauhang @penguinwu
Repository: vscode
Issue: Large diff freezes all operations
Labels: bug,diff-editor

On the latest Insiders on Windows,

1. Save the two Markdown files.
2. Open an existing non-restricted VS Code workspace.
3. Run `code-insiders -d <absolute-path-to-vscode-api-old.md> <absolute-path-to-vscode-api-new.md>` in the integrated terminal.
4. If prompted to trust the files, trust them.
5. :bug: Diff editor shows up but takes forever to load.
6. :bug: Try modifying and saving another editor. The editor doesn't save.

[vscode-api-old.md](https://github.com/user-attachments/files/16911932/vscode-api-old.md)
[vscode-api-new.md](https://github.com/user-attachments/files/16911934/vscode-api-new.md)

Step 5 seems to be an issue with the diff editor and reproduces when extensions are disabled.
Step 6 seems to be an issue with code actions and only reproduces when extensions such as Copilot Chat and Markdown Language Features are enabled.
Repository: flutter
Issue: "show dialog" functions should allow setting an `AnimationStyle`
Labels: c: new feature,framework,a: animation,f: material design,c: proposal,good first issue,P3,team-design,triaged-design,:hourglass_flowing_sand:

[`PopupMenuButton`](https://api.flutter.dev/flutter/material/PopupMenuButton-class.html#material.PopupMenuButton.4) allows setting an `AnimationStyle` to specify its duration & curve in either direction.

It would be great if `showAdaptiveDialog()` and similar functions also supported this type of customization.
Repository: rust
Issue: Building with -Z dwarf-version=5 causes lto debuginfo test failures
Labels: A-debuginfo,requires-nightly,A-LTO,-Zdwarf-version

Specifically 

```
    [ui] tests/ui/lto/debuginfo-lto.rs
    [ui] tests/ui/sepcomp/sepcomp-lib-lto.rs
```

I'm not planning to investigate this at the moment, just getting it on record.

@rustbot label +A-debuginfo
Repository: PowerToys
Issue: [Workspaces] Allow for a workspace to contain multiple monitor setups
Labels: Idea-Enhancement,Needs-Triage,Product-Workspaces

### Description of the new feature / enhancement

Allow users to add multiple monitor setups for a workspace, and have Workspaces auto-detect which setup is in use during launch. 

### Scenario when this would be used?

Hybrid work environments see users travel between multiple monitor setups but still work with the same core applications. It would be helpful if users could explicitly set mutliple monitor setups for the same workspace so that launching the workspace at home/at work is handled gracefully.  

### Supporting information

_No response_
Repository: godot
Issue: No option to disable shadow blur for StyleBoxFlat
Labels: enhancement,topic:gui

### Tested versions

- Reproducible in 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.22000 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.5222) - 12th Gen Intel(R) Core(TM) i7-12650H (16 Threads)

### Issue description

In a low-resolution project, the shadow of the Panel Node is blurred.

![Screenshot 2024-09-06 232614](https://github.com/user-attachments/assets/1738e9b4-160c-44cf-bafc-d60be71c095f)
_Blurred shadow. View from the editor._

![Screenshot 2024-09-06 232628](https://github.com/user-attachments/assets/11055b4b-fb4e-4df9-a9c6-e7536d90d81c)
_Blurred shadow. View from the game._

Below I have provided an example of what I expect to see.
![Screenshot 2024-09-07 001153](https://github.com/user-attachments/assets/b1d5b392-e124-4fa7-aa4d-5ce52061ef57)
_Fixed shadow. View from the game._

I wanted to find a solution for this. This blurring can't be disabled in the theme or project settings.

### Steps to reproduce

In the project settings, set the viewport resolution to a small resolution (e.g. 160x120) and stretch mode to a "viewport".
Create a "Panel" node and create a new StyleBoxFlat in the theme properties. In the StyleBoxFlat properties, set "shadow_size" to "1" and "shadow_offset" to "8".

### Minimal reproduction project (MRP)

[shadowblurissue.zip](https://github.com/user-attachments/files/16912769/shadowblurissue.zip)
Repository: rust
Issue: Tracking issue for RFC 3617 precise capturing of types
Labels: T-lang,C-tracking-issue,S-tracking-unimplemented,F-precise_capturing,F-precise_capturing_of_types

The feature gate for the issue is `#![feature(precise_capturing_of_types)]`.

This tracking issue covers extending the `precise_capturing` feature to allow for the partial capturing of type and const generic parameters.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.  They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.  A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.  Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Accept an RFC.
  - https://github.com/rust-lang/rfcs/pull/3617
- [x] Stabilize precise capturing syntax and precise capturing of lifetimes.
  - https://github.com/rust-lang/rust/issues/123432
- [ ] Implement in nightly.
- [ ] Add documentation to the [dev guide][].
  - See the [instructions][doc-guide].
- [ ] Add documentation to the [reference][].
  - See the [instructions][reference-instructions].
- [ ] Add formatting for new syntax to the [style guide][].
  - See the [nightly style procedure][].
- [ ] Stabilize.
  - See the [instructions][stabilization-instructions].

[dev guide]: https://github.com/rust-lang/rustc-dev-guide
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[edition guide]: https://github.com/rust-lang/edition-guide
[nightly style procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md
[reference]: https://github.com/rust-lang/reference
[reference-instructions]: https://github.com/rust-lang/reference/blob/master/CONTRIBUTING.md
[stabilization-instructions]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[style guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

TODO.

### Related

TODO.

cc @compiler-errors
Repository: rust
Issue: Tracking issue for RFC 3617 precise capturing in traits
Labels: T-lang,C-tracking-issue,S-tracking-needs-to-bake,F-precise_capturing,F-precise_capturing_in_traits

The feature gate for the issue is `#![feature(precise_capturing_in_traits)]`.

This tracking issue covers extending the `precise_capturing` feature to allow for the partial capturing of generic parameters within trait definitions.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.  They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.  A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.  Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Accept an RFC.
  - https://github.com/rust-lang/rfcs/pull/3617
- [x] Stabilize precise capturing syntax and precise capturing of lifetimes.
  - https://github.com/rust-lang/rust/issues/123432
- [x] Implement in nightly.
- [ ] Add documentation to the [dev guide][].
  - See the [instructions][doc-guide].
- [ ] Add documentation to the [reference][].
  - See the [instructions][reference-instructions].
- [ ] Add formatting for new syntax to the [style guide][].
  - See the [nightly style procedure][].
- [ ] Stabilize.
  - See the [instructions][stabilization-instructions].

[dev guide]: https://github.com/rust-lang/rustc-dev-guide
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[edition guide]: https://github.com/rust-lang/edition-guide
[nightly style procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md
[reference]: https://github.com/rust-lang/reference
[reference-instructions]: https://github.com/rust-lang/reference/blob/master/CONTRIBUTING.md
[stabilization-instructions]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[style guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

TODO.

### Implementation History

- https://github.com/rust-lang/rust/pull/131033
- https://github.com/rust-lang/rust/pull/132795

### Related

TODO.

cc @compiler-errors
Repository: kubernetes
Issue: CEL library:  a cmp function or a diff func
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

Thanks for the use case and suggestion raised by @tallclair and @jpbetz .

A cmp function takes a mask of fields to ignore would be helpful in use cases like only wanna allow changes in subset of field while updating. A diff func might help as well.



### Why is this needed?

/kind feature
/sig api-machinery
/triage accepted
Repository: godot
Issue: Version Control dock panel has minimum width
Labels: discussion,topic:editor,usability

Hello,
using godot on a laptop screen, I would like to reduce the width of the gitplugin dock panel to gain space for the rest.
However, it seems I cannot go below a given width. When the panel shares the docking position with other panels (Node, scene, import for ex.), the min width also applies to these other panels.

Is there an editor setting to change somewhere (couldn't find any, but not sure where to search)? Is this a feature? Can you remove the minimum width, or add a setting to change it depending on our needs?

Thanks for your help,
Léo
Repository: vscode
Issue: [Accessibility] Add focus right or left merging editor command
Labels: feature-request,accessibility,merge-editor

Type: <b>Feature Request</b>

CC @meganrogge 

In merging editor, there is no keybinding command available to switch between left and right merging editor areas. Scren reader users have to manually press tab keys multiple times to switch between them. Please add the keybinding configurable commands (providing default keys would be better).

VS Code version: Code - Insiders 1.93.0-insider (4849ca9bdf9666755eb463db297b69e5385090e3, 2024-09-04T13:13:15.344Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: vscode
Issue: [Accessibility] Use more descriptive command names in merging editor
Labels: bug,accessibility,merge-editor

Type: <b>Feature Request</b>

CC @meganrogge 

From blind user's perspective, it is hard to understand what the following commands are supposed to do:

* "Merge Editor: Accept All Changes from Left"

* "Merge Editor: Accept All Changes from Right"


Instead of using "left" and "right", please use more descriptive and explicit command names, such as "incoming" or "current."

VS Code version: Code - Insiders 1.93.0-insider (4849ca9bdf9666755eb463db297b69e5385090e3, 2024-09-04T13:13:15.344Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: ant-design
Issue: Virtual table horizontal scroll broken on mobile
Labels: Inactive,📱Mobile Device

### Reproduction link

[https://antd-reproduce-5x-datryr.stackblitz.io](https://antd-reproduce-5x-datryr.stackblitz.io)

### Steps to reproduce

1) Open link to minimal reproduction on mobile device
2) Rotate device to landscape mode if necessary
3) Try to scroll horizontally

### What is expected?

The table should scroll horizontally

### What is actually happening?

The table does not scroll at all horizontally

| Environment | Info |
| --- | --- |
| antd | 5.11.5 |
| React | 17.0.2 |
| System | iOS 17.5 |
| Browser | Safari |

---
This works perfectly on desktop, but not at all on mobile

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Accessibility] Add aria labels to each of the merging editor split panes
Labels: bug,accessibility,merge-editor

Type: <b>Feature Request</b>

CC @meganrogge 

It seems like the merging editor is broken down into several panes, such as "left," "right," and "result."

When screen reader users are moving around between these panes, there is no label indicator where their current focus is landed. Please add an accessible label explicitly so that SR users can understand where they are currently focused.

VS Code version: Code - Insiders 1.93.0-insider (4849ca9bdf9666755eb463db297b69e5385090e3, 2024-09-04T13:13:15.344Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: go
Issue: cmd/compile: add epilogue_begin to DWARF line info
Labels: help wanted,NeedsInvestigation,FeatureRequest,compiler/runtime

Go does not currently (as of go1.23) emit epilogue_begin markers around where functions return. It does emit `prologue_end`.

The motivation here is that go is not friendly to things like ebpf return probes (uretprobe) because they inject a call frame into the stack (see https://github.com/iovisor/bcc/issues/1320).

What folks do instead is simulate these return probes by finding all of the returns sites by parsing the text of the program (see https://github.com/iovisor/bcc/issues/1320#issuecomment-982020012). A more general approach that doesn't require access to the binary would be to store the relevant information in the line info.
Repository: vscode
Issue: [Accessibility] Support Accessible Help (Alt+F1) in Merging Editor
Labels: feature-request,accessibility,merge-editor

Type: <b>Feature Request</b>

CC @meganrogge 

Merging editor is quite confusing to understand and use from a blind user's perspective.

Please provide an Accessible Help (alt+F1) in Merging Editor for SR users to easily get started. Also, include the layout description on the Merging Editor.

VS Code version: Code - Insiders 1.93.0-insider (4849ca9bdf9666755eb463db297b69e5385090e3, 2024-09-04T13:13:15.344Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: flutter
Issue: Combine clipping rect iOS scenario test goldens to reduce maintenance burden keeping them updated
Labels: engine,P3,c: tech-debt,team-ios,triaged-ios

The iOS scenario screenshots are a maintenance burden ([see their update instruction](https://github.com/flutter/engine/tree/main/testing/scenario_app/ios/Scenarios/ScenariosUITests)) to keep updated, and are checked into the engine repo.  I'm hitting this pain now turning on [more tests for impeller](https://github.com/flutter/flutter/issues/131888), but they also have to be updated every time we do a major iOS update.

https://github.com/flutter/engine/pull/54820 created 12 new clipping test golden screenshots.  Can the new multiclip goldens be removed, and instead added as a new shape to the existing clip screenshots?  For example, the new shape is right under the old shape? For example, [this screenshot](https://github.com/flutter/engine/blob/main/testing/scenario_app/ios/Scenarios/ScenariosUITests/golden_two_platform_view_clip_path_iPhone%20SE%20(3rd%20generation)_17.0_simulator.png) is testing multiple images at the same time:


<img width=200 src="https://github.com/user-attachments/assets/6f2dbb59-117f-43ea-adb3-360c6fb1b524">

cc @hellohuanlin