sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot 4.0 Editor: Debug instances crashed
Labels: bug,topic:editor,needs testing,crash

### Godot version

v4.0.beta.custom_build.972242d66

### System information

Windows 11, Vulkan

### Issue description

I'm debugging multiplayer with 4 instances. When I run the project, it often created 2 or 3 sometimes 1 instance. 
![image](https://user-images.githubusercontent.com/13895988/196047683-08640ba1-c013-40ca-9fe3-e3a9d49118e8.png)

I have debugged the editor. I found the editor succeed to create instances but these instances may crash immediately with logs: 
```
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (972242d6644ccd65160c919867b58e90bac415c2)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[0] GetHotPatchInfo
[1] GetHotPatchInfo
[2] GetHotPatchInfo
[3] GetHotPatchInfo
[4] GetHotPatchInfo
[5] GetHotPatchInfo
[6] LoadLibraryExA
[7] LoadLibraryA
[8] embree::TaskScheduler::removeScheduler
[9] embree::TaskScheduler::removeScheduler
[10] <couldn't map PC to fn name>
[11] <couldn't map PC to fn name>
[12] embree::TaskScheduler::removeScheduler
[13] <couldn't map PC to fn name>
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] embree::TaskScheduler::removeScheduler
[20] BaseThreadInitThunk
-- END OF BACKTRACE --
================================================================
```

I'm not digging into the stack. These logs look like that it failed to create vulkan environment. Debug instances may be created too fast.

So I appended a delay (100ms) after create instance. Then the problem is gone:

File Path: /editor/editor_run.cpp:272
```c++
	int instances = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_instances", 1);
	for (int i = 0; i < instances; i++) {
		OS::ProcessID pid = 0;
		Error err = OS::get_singleton()->create_instance(args, &pid);
		ERR_FAIL_COND_V(err, err);
		pids.push_back(pid);
		OS::get_singleton()->delay_usec(100000);
```




### Steps to reproduce

Just press the `Run Project` button.


### Minimal reproduction project
[New Game Project.zip](https://github.com/godotengine/godot/files/9796278/New.Game.Project.zip)
Repository: stable-diffusion-webui
Issue: Google Prompt to Prompt
Labels: enhancement,extension-request

Would be awesome to have integrated!

https://github.com/google/prompt-to-prompt
Repository: node
Issue: Allow Hash object reuse
Labels: crypto,feature request,never-stale

### What is the problem this feature will solve?

https://github.com/nodejs/node/issues/25857#issuecomment-466384613

I'm creating the hash of many small objects and need to keep track of these individual hashes so https://github.com/nodejs/node/issues/29903 doesn't work.

My specific use case is that I'm hashing directory layouts to setup a file layout that's optimal about symlinking entire directories when its filled with symlinked entries that all point to the same source directory. I can get into specifics if that matters.

### What is the feature you are proposing to solve the problem?

crypto.Hash.reset() - reset the internal state of the hasher and allows it to be reused with any new allocations

### What alternatives have you considered?

-not use crypto.hash in this case and write my own hasher
-create a native add on that lets me manage to hash context according to my needs
Repository: PowerToys
Issue: Turn off screen/monitor without locking the pc
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

It would be nice to have the possbility to turn off a laptop screen (or the external monitor(s)) without locking the pc (and without having to close the lid). After some web searches, I found no easy/obvious way to achieve this result. Thanks a lot for your amazing work!!!

### Scenario when this would be used?

It would be useful to save battery/power without bothering every time with typing the password or closing/opening the lid.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: Scripts in Series - Being able to select 2 or more scripts at once
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
It's getting on my nerves that I can't select 2 scripts at once

**Describe the solution you'd like**
+like a load order, in which the scripts will be executed or something
Repository: deno
Issue: Feature Request: Support Web Media Capture and Streams API
Labels: web,suggestion

I can see there should  have many use cases will be opened if this Web API is usable on the server side
https://developer.mozilla.org/en-US/docs/Web/API/Media_Capture_and_Streams_API
https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getUserMedia

E.g. Use cases:
OpenCV like Real-time image recognition, face recognition on streaming video from webcam on server side.....
Training AI model using WebGPU........
Real-time QR code recognition
May be use with std/collections API to analyze the large 2D array????

Must ask for camara/mic permission before Deno can access them.
Deno can open a small window on server side along with the original CLI to displaying the video stream to user like this.

![opencv_tutorial_header](https://user-images.githubusercontent.com/46224228/196053157-1b38de45-2bee-4275-a4b3-a1d487942006.jpg)

What I mentioned above are just some very basic ideas, not standard descriptions, and do not need to be used as a necessary reference.

Currently, I am not aware of any other back-end JavaScript/Typescript runtime environment (Node.js or Bun) that implements this Web API, and if Deno does it first, it will be a revolutionary move.

This is very encouraging.
Repository: pytorch
Issue: Segmentation fault: 11 when running "import torch" on Mac OS X
Labels: triaged,module: macos

### 🐛 Describe the bug

Hi team, I'm getting `Segmentation fault: 11` when trying to import torch in my local machine:
```
Python 3.7.12 | packaged by conda-forge | (default, Oct 26 2021, 05:59:23) 
[Clang 11.1.0 ] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import torch
Segmentation fault: 11
```
I have looked through past issues and tried to look for similar errors, but haven't found anything related to seg fault 11. 
I installed `gdb` and tried to debug, but I'm not sure if it has some issues and the output looks correct:
`gdb python
r -c "import torch"`
```
Reading symbols from python...

warning: `/tmp/lto.o': can't open to read symbols: No such file or directory.
(No debugging symbols found in python)
(gdb) 
(gdb) r -c "import torch"
Starting program: /Users/Darren/opt/miniconda3/envs/computer-vision/bin/python -c "import torch"

[New Thread 0x1803 of process 21505]
[New Thread 0x1a03 of process 21505]
warning: unhandled dyld version (17)
  File "<string>", line 1
    "import
          ^
SyntaxError: EOL while scanning string literal
[Inferior 1 (process 21505) exited with code 01]

```
Also tried running [collect_env.py](https://github.com/pytorch/pytorch/blob/master/torch/utils/collect_env.py), but it gave the same "Segmentation fault: 11" error from the line `import torch`. 

I installed PyTorch with `pip3 install torch torchvision`, the versions are torch 1.12.1  and torchvision 0.13.1. I was trying to install for CPU only since I don't have a GPU. 

Any idea on what might be causing the seg fault? Thanks

### Versions

I had to manually set `TORCH_AVAILABLE` to false to bypass `import torch`, which would otherwise cause a seg fault 11 error. 

```
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A
OS: macOS 11.4 (x86_64)
GCC version: Could not collect
Clang version: 14.0.4
CMake version: version 3.22.1
Libc version: N/A
Python version: 3.7.12 | packaged by conda-forge | (default, Oct 26 2021, 05:59:23)  [Clang 11.1.0 ] (64-bit runtime)
Python platform: Darwin-20.5.0-x86_64-i386-64bit
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A
Versions of relevant libraries:
[pip3] numpy==1.21.6
[pip3] torch==1.12.1
[pip3] torchvision==0.13.1
[conda] numpy                     1.21.6           py37h345d48f_0    conda-forge
[conda] torch                     1.12.1                   pypi_0    pypi
[conda] torchvision               0.13.1                   pypi_0    pypi
```

cc @malfet @albanD
Repository: godot
Issue: Large numbers of omnilights causes flickering on Windows 10
Labels: topic:rendering,needs testing,topic:3d

### Godot version

3.5.1 stable

### System information

 Windows 10, GLES3, NVIDIA GeForce RTX 2060 517.48 amd64 ( & NVIDIA GTX 1660 Ti 522.25 amd64)

### Issue description

My city project employs a lot of omnilights ( around 970 at peak) to give it a characteristic light pollution glow. I primarily develop on Linux (Ubuntu 22.04 LTS), and everything worked perfectly fine there.

However, when I tested it on Windows 10 - both my friend's machine and my own - I observed this odd flashing and jittering from the omnilights:

[city_glitch.webm](https://user-images.githubusercontent.com/13986885/195491950-667dbc20-ff3e-45f1-9d51-a60857ef432d.webm)

You can see in the video above how the lights will go through a period of flickering and jittering before snapping back to normal. I've tinkered around with it and found that reducing the number of lights (around 400 peak) reduces the frequency and duration of these jitter periods, but does not remove them entirely.

I'd be willing to accept this as a consequence of using too many omnilights, but the fact that it hasn't happened in Ubuntu yet has consistently happened in Windows 10 makes me suspect a bug of some kind.

### Steps to reproduce

It *seems* like the issue occurs when all of the following are true:

1. The program is running on Windows 10.
2. The program uses a 3D camera, and that 3D camera is in motion.
3. There are a large number of omnilights in the scene - anywhere between 400 and 1000.

To a lesser degree, I think frequently toggling visibility on the omnilights, might also be contributing, though I'm not sure. I also think it may be the number of colors, too. I've noticed the issue seems to occur faster with at least 3 different light colors in the scene.

### Minimal reproduction project

This is the most minimal project I could make to reproduce this issue:
[ncg2-godot-bug-report-16OCT22.zip](https://github.com/godotengine/godot/files/9795549/ncg2-godot-bug-report-16OCT22.zip)

Use the number keys 1-4 to toggle certain colors of lights on or off. Press F12 to toggle camera movement. With all four colors of lights on, the light flickering error should occur within seconds. The error does not occur with only two colors of light on.

I added some code to count the number of lights in the scene, but it's poorly done and the numbers become off after 3 minutes or so.
Repository: storybook
Issue: Preact: Updating args causes a full refresh
Labels: bug,preact

**Describe the bug**
Preact version of https://github.com/storybookjs/storybook/issues/13913

Seems like it was originally fixed in https://github.com/storybookjs/storybook/pull/12221 but regressed (perhaps in preact 10?)
Repository: stable-diffusion-webui
Issue: Database of prompt
Labels: enhancement

I gather my best prompts in windows notepad and I'm already getting a little lost. Likewise, pasting all the settings one by one is a bit tedious.

It occurred to me that this could be organized in one place.
It would also make it easier to exchange, share and archive your best ideas.

The *.prt file is a zipped *.zip folder that contains a thumbnail image in *.png or *.jpg format and a *.txt text file with hints and settings.
Database *.dop is a zipped *.zip folder that contains separate folders with thumbnail graphics and a txt file with prompts and settings.
 
Simple and clear for everyone.
I apologize for the graphic I prepared on the fly and a bit chaotic, but I hope it presents the idea in a fairly understandable way :)
I also apologize for my English ;)
![database](https://user-images.githubusercontent.com/115957083/196062881-6c653b84-70f6-4402-96ca-fc6839f58f29.jpg)
Repository: godot
Issue: Using TextFiles results in faulty resource cache
Labels: bug,topic:core,topic:editor,confirmed

### Godot version

4.0 beta3

### System information

Windows 10 x64

### Issue description

Consider this code:
```GDScript
var tf = preload("res://text_file.txt")
```
Normally the script will fail, because preload won't recognize the resource. However, if you open the txt file in the script editor, it will create an internal TextFile resource, which will take over the file's path in ResourceLoader's cache. This makes the `preload()` parse correctly in the editor, while it will still fail at runtime.

This is also the reason for #34607. TextFile hijacks the scene's path, so it can't be loaded as PackedScene.

### Steps to reproduce

1. Create a text file with txt extension
2. Make sure it's open in script editor
3. In some script, preload the text file
4. Run the scene with the script

### Minimal reproduction project

_No response_
Repository: neovim
Issue: `b_ro_locked` is confusing
Labels: refactor

`b_ro_locked` was introduced in #12971, but it's name and usage is confusing compared to `curbuf_lock` that it is intended to replace:
- It's intended use is to avoid changing current buffer, and it is only used for the current buffer, so it is pointless to have such a flag for every buffer.
- It's name hardly suggests what it does, and is tied to `FileChangedRO` despite being used in many other places.
Repository: godot
Issue: Using TileSet.TileSetRegion() causes TileMap collisions to not be reported through Raycast
Labels: bug,topic:core,topic:physics,needs testing,topic:2d

### Godot version

v3.5.stable.mono.official

### System information

Windows 10

### Issue description

Using TileSet.TileSetRegion() to set the region of a TileSet tile causes collisions to not be reported (I only tested with Raycast nodes) even though the collision does seem to function.

I'm using this snippet (C#) in my TileSet resource and calling it from the TileMap to change the tile region for animated tiles.
```csharp
public void AdvanceAnimation()
    {
        foreach (var tile in animatedTiles)
        {
            Rect2 currentRegion = TileGetRegion(tile.Key);
            int currentFrame = (int)currentRegion.Position.y / (int)currentRegion.Size.y;
            int nextFrame = (currentFrame + 1) % tile.Value;
            Rect2 nextRegion = new Rect2(0, nextFrame * currentRegion.Size.y, currentRegion.Size.x, currentRegion.Size.y);
            TileSetRegion(tile.Key, nextRegion); // <--
        }
    }
```

Calling this method every process frame causes the collisions to be completely unreported to Raycasts (GetCollider() returns null). Calling this method once every few frames causes collisions to only be ignored for 1 frame. Removing the method call solves the issue altogether.

Experiment 1 (Calling the method every few frames, printing the GetCollider() result of my ground raycast node):
![Godot_v3 5-stable_mono_win64_wJWgNKdPBX](https://user-images.githubusercontent.com/24782956/196071858-ded89130-7b75-43bd-902d-f1d3e991a99f.png)

Experiment 2 (Calling the method every frame, printing the GetCollider() result of my ground raycast node):
![Godot_v3 5-stable_mono_win64_8VIlgilDUK](https://user-images.githubusercontent.com/24782956/196071914-62d6908f-b271-414f-aca8-d6873e5e4dae.png)

### Steps to reproduce

1. Create a TileMap and a corresponding TileSet with a tile that is big enough to move the region.
2. Create a Raycast node (haven't tested if it works with raycasts via code) and point it towards any Tile from the TileMap so that it should report a collision.
3. Use TileSetRegion() to set the region of the Tile.
4. Observe that the collisions are not reported for 1 frame.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Error spam when opening up dialogs in project manager
Labels: bug,topic:editor

### Godot version

4.0 dev 9afc8337bd1a4420cf6b1d61bd2a25d50317a158

### System information

n/a

### Issue description

When in the project manager you open up a dialog, you get error spam around project settings each time the window refreshes:

```
WARNING: Property not found: rendering/limits/time/time_rollover_secs
     at: ProjectSettings::_get (core\config\project_settings.cpp:333)
WARNING: Property not found: rendering/limits/time/time_rollover_secs
     at: ProjectSettings::_get (core\config\project_settings.cpp:333)
WARNING: Property not found: rendering/limits/time/time_rollover_secs
     at: ProjectSettings::_get (core\config\project_settings.cpp:333)
WARNING: Property not found: rendering/limits/time/time_rollover_secs
     at: ProjectSettings::_get (core\config\project_settings.cpp:333)
```

In some situations I got this one as well:
```
WARNING: Property not found: rendering/driver/depth_prepass/enable
     at: ProjectSettings::_get (core\config\project_settings.cpp:333)
```

But that might have been something I introduced in the PR I'm working on.

### Steps to reproduce

Easiest to reproduce is attempting to rename a project.

### Minimal reproduction project

n/a
Repository: flutter
Issue: Document output of `flutter test -r expanded`
Labels: a: tests,tool,d: api docs,P3,team-tool,triaged-tool


## Use case

`flutter test -r expanded`  

I would really like the output of that command to be documented.

I am writing code to automate my testing and I would like to be sure that the output is stable.

It is surprising but it looks like `-r json` is unloved and not useful.  Perhaps there is a schema for that which will make it useful?

thanks:-)
Repository: pytorch
Issue: Pipe conveys inconsistent value in GPU env
Labels: module: multiprocessing,triaged

### 🐛 Describe the bug

The Pipe and Queue of multiprocessing module conveys inconsistent value in GPU env while run correctly in non-heterogeneous env.
For the code below, the values on two sides of the Pipe are inconsistent. However, if the env is non-heterogeneous (do not .to('cuda:0')), the result is correct.
```python
import multiprocessing
import torch
import time

def genData(pipeIn):
    for i in range(2):
      t=torch.ones(3,).to('cuda:0')
      #t=torch.ones(3,)
      pipeIn.send(t)
    time.sleep(1)  


if __name__ == '__main__':
  pout, pin = multiprocessing.Pipe(duplex=False)
  temp = multiprocessing.Process(target=genData, args=(pin,))
  temp.start()
  for i in range(2):
    r = pout.recv()
    print(r)
    del r
```

### Versions

- CPython versions: 3.8.10
- Operating system and architecture:
- Windows 11 (Version: 21H2) on 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz 2.30 GHz
- GPU: NVIDIA GeForce RTX 3060 Laptop GPU
- Dependecies: Torch (1.11.0+cu113)

cc @VitalyFedyunin
Repository: stable-diffusion-webui
Issue: [**Feature Request**] File system on linux, use jupyterlab-like filesystem, not X11 server
Labels: enhancement

I build a tiny server to run webui, using ssh to connect. every time I open the saved picture's folder ,it opens a X11 window, not the build-in window of webui, this is quite confusing
Repository: ant-design
Issue: 建议antd的Cascader组件在multiple模式下，增加checkStrictly属性
Labels: Inactive

### What problem does this feature solve?

Cascader组件在multiple模式下实现多选功能的时候，如果嵌套了很多层，父节点选中，子节点也会跟着选中，在一些需求上是不希望看到这样的结果；
因此建议给Cascader组件增加checkStrictly属性，当checkStrictly为true的时候，父子节点的选中状态不关联，父节点的选中与否都不影响子节点，反之亦然。
Tree树形控件，在实现这个功能的时候，就是叫做checkStrictly属性，因此建议给Cascader组件也增加同样的功能，同样的属性！

### What does the proposed API look like?

Cascader组件增加checkStrictly属性，实现在multiple模式下父子节点的选中状态不关联的功能。

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Incorrect skeleton and uv when using `gl_compatibility` renderer.
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

master, 4.0.beta3

### System information

Win11, gl_compatibility

### Issue description

Incorrect skeleton and uv when using `gl_compatibility` renderer.



rendering_method = forward_plus (vulkan):
![image](https://user-images.githubusercontent.com/12966814/196105403-2556a058-89b2-4e28-b2da-18e8b7f5e564.png)

rendering_method = gl_compatibility:
![image](https://user-images.githubusercontent.com/12966814/196105655-7d68fc79-8ff3-48db-8865-848d9bcf4841.png)


### Steps to reproduce

Download the reproduction project and open in editor.

Switch `Rendering Method` from `forward_plus` to `gl_compatibility` and restart the editor.

### Minimal reproduction project

[gl_bug.zip](https://github.com/godotengine/godot/files/9797537/gl_bug.zip)

Using a .glb model from [tps-demo](https://github.com/godotengine/tps-demo).
Repository: flutter
Issue: Clipped glyphs when painting text with Canvas
Labels: framework,a: typography,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-framework,triaged-framework

An app that I'm working on is experiencing some minor glyph clipping when painting text with a `Canvas`.

We're implementing text rendering based on incoming documents, which tell us where and how to paint text.

For the most part, the text that we paint looks fine. But we're seeing minor clipping throughout the text that we paint. Here's an example:

![Screen Shot 2022-10-17 at 12 34 27 AM](https://user-images.githubusercontent.com/7259036/196117568-b1d2cf07-4fd0-429b-acc5-2d33220cda52.png)
![Screen Shot 2022-10-17 at 12 34 32 AM](https://user-images.githubusercontent.com/7259036/196117574-02c3f3a0-3149-41a3-80f0-f15122e80ddc.png)

My guess is that this clipping is a side effect of how the documents tell us to paint text. They set the font size to `1.0`, and then they tell us to transform the canvas by scaling it up 12x for 12pt fonts, or 24x for 24pt fonts. In theory, this shouldn't effect anything, but that's my best guess for why this clipping problem is happening.

Here's a minimal reproduction based on actual style and size values in one of our documents: https://gist.github.com/matthew-carroll/5ecf8d00ce2840b3ab525d7d5d82fa6c

Flutter version:
```
Flutter 3.3.3 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 18a827f393 (3 weeks ago) • 2022-09-28 10:03:14 -0700
Engine • revision 5c984c26eb
Tools • Dart 2.18.2 • DevTools 2.15.0
```
Repository: flutter
Issue: Allow custom native IntegrationTestRunners for custom test method channels
Labels: c: new feature,platform-ios,framework,c: proposal,f: integration_test,P3,team-ios,triaged-ios

## Use case

I would like to interact with the native test sdk for be able to test native features like Face ID, notification dialogs or interactions like moving the app into background or foreground.
This can be implemented by a platform channel that is created on the native side inside our `MainActivityTest` on Android or an integration test on iOS.

The Flutter integration test sdk already does this in `FlutterTestRunner` and `FLTIntegrationTestRunner`.

## Proposal

Add a way to register an own test runner that can setup method channels for native testing.
On Android we can simply extend the default `FlutterTestRunner` but on iOS I don't see a way of extending `FLTIntegrationTestRunner` and adding my own test plugin.