sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] I try to use libloading load Value Object in tauri, but it is show (exit code: 0xc0000005, STATUS_ACCESS_VIOLATION)
Labels: type: bug,status: needs triage

### Describe the bug

this pic is I use `libloading` without tauri crate in cargo.toml
![pic1](https://github.com/user-attachments/assets/c2f0227d-6ea5-435d-99a0-3bf5738e0c7a)
this pic is I use `libloading` in tauri
![pic2](https://github.com/user-attachments/assets/de90fc8e-7850-4a76-9e56-47819d5a874d)
I cannot use Value Object in libloading 

### Reproduction

Just like in Describe two pic, when using `libloading` to send or receive a Value Object to or from a Rust-style dynamic library, an error will occur.

### Expected behavior

The pic1 and pic2 console outputs should be the same

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.22631 X64
    ✔ WebView2: 127.0.2651.98
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 20.11.1
    - pnpm: 9.1.0
    - yarn: 1.22.22
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 1.7.1
    - tauri-build [RUST]: 1.5.3
    - wry [RUST]: 0.24.10
    - tao [RUST]: 0.16.9
    - @tauri-apps/api [NPM]: 1.6.0
    - @tauri-apps/cli [NPM]: 1.6.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

```text
[f72d1337] Created instance!
before: Object {"name": String("John Doe"), "age": Number(30), "phones": Array [String("555-555-5555"), String("555-555-5556")]}
error: process didn't exit successfully: `D:\code\plugin-system-example-master\target\debug\dyplugin.exe` (exit code: 0xc0000005, STATUS_ACCESS_VIOLATION)
```


### Additional context

_No response_
Repository: pytorch
Issue: compiled autograd + dynamic shapes fails with constraint violation
Labels: triaged,oncall: pt2,module: dynamic shapes,module: compiled autograd

example code:
```
import torch


@torch.compile(backend="aot_eager_decomp_partition")
def f(x):
    return x.sin().sin()

with torch._dynamo.utils.maybe_enable_compiled_autograd(True):

    x = torch.randn(2, 3, requires_grad=True)
    torch._dynamo.mark_dynamic(x, 0)
    out = f(x)
    out.sum().backward()

    x = torch.randn(4, 3, requires_grad=True)
    torch._dynamo.mark_dynamic(x, 0)
    breakpoint()
    out = f(x)
    out.sum().backward()
```

This fails with:
```
torch.fx.experimental.symbolic_shapes.ConstraintViolationError: Constraints violated (L['inputs'][1].size()[0])! For more information, run with TORCH_LOGS="+dynamic".
  - Not all values of RelaxedUnspecConstraint(L['inputs'][1].size()[0]) are valid because L['inputs'][1].size()[0] was inferred to be a constant (2).
```

The proximal cause is that:

(1) compiled autograd is passing in a FakeTensor tangent in the backward that has only static shapes, when its shape is supposed to be dynamic: https://github.com/pytorch/pytorch/blob/main/torch/_functorch/_aot_autograd/runtime_wrappers.py#L1709

(2) when we trace the backward graph from AOTDispatcher, we do some compute like `aten.mul(activation, tangent)`. The activation has a (`s0, 3`) size, while the tangent has static shape `(2, 3)`, so we infer that `s0 == 2` and incorrectly specialize the shape.

I'm not entirely sure how compiled autograd figures out that it should be fakeifying tensors with dynamic or static shape, but maybe we need to properly plumb this information?

cc @ezyang @chauhang @penguinwu
Repository: excalidraw
Issue: Google wont work
Labels: Embeddable

It says its whitelisted, can someone fix this now? Thank you for reading.
Repository: godot
Issue: Unable to load Array of custom classes directly from load/preload to statically typed variable
Labels: bug,topic:gdscript,confirmed,regression

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]
- Not present in v4.2.stable.official [46dc27791]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

In 4.2 and earlier, one could load arrays of custom object types directly from a loaded resource file in one line. E.g. ```var myvar: Array[SomeResource] = preload("somefile.tres").someVariable```. Now, it gives the following error message: "Cannot assign a value of type Array[res://SomeResource.gd] to variable "myvar" with specified type Array[SomeResource]." 

No error is brought up and code runs as usual if ```myvar``` is not statically typed. The error is also avoided if split up into two lines, e.g.

```gdscript
var myvar = preload("somefile.tres")
var yourvar: Array[SomeResource] = myvar.someVariable
```

### Steps to reproduce

In the minimum reproduction project, the ```node.gd``` file will display the error. It can be reproduced by 

1. Creating a custom class
2. Creating a resource with an array of that class as a variable
3. Trying to load that data into a statically typed variable.

### Minimal reproduction project (MRP)

[Bug-Reporting.zip](https://github.com/user-attachments/files/16627056/Bug-Reporting.zip)

_Bugsquad edit:_ Fix formatting.
Repository: vscode
Issue: conpty process blocked update on Windows
Labels: bug,install-update,windows,confirmed,terminal-conpty,papercut :drop_of_blood:,terminal-process

I attempted to update Insiders today using the usual "apply update and restart" action and ran into the following error. It looks like some console-related processes blocked update. No VS Code windows were open.

![image](https://github.com/user-attachments/assets/b4099b06-d1d5-44e5-b828-59fc695c7d48)

The command line of the process doing the blocking was:

```
"c:\Users\conno\AppData\Local\Programs\Microsoft VS Code Insiders\resources\app\node_modules.asar.unpacked\node-pty\build\Release\conpty\OpenConsole.exe" --headless --inheritcursor --width 80 --height 30 --signal 0x638 --server 0x69c
```

I am using the new `windowsUseConptyDll` setting, if that matters.
Repository: go
Issue: runtime: confusing panic on parallel calls to yield function
Labels: NeedsInvestigation,compiler/runtime

### Go version

go1.23.0-windows-amd64

### Output of `go env` in your module/workspace:

```shell
set GO111MODULE=on
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\hauntedness\AppData\Local\go-build
set GOENV=C:\Users\hauntedness\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=rangefunc
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\hauntedness\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\hauntedness\go
set GOPRIVATE=
set GOPROXY=https://goproxy.cn,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.23.0
set GODEBUG=
set GOTELEMETRY=on
set GOTELEMETRYDIR=C:\Users\hauntedness\AppData\Roaming\go\telemetry
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=D:\temp\dot\go.mod
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\Users\HAUNTE~1\AppData\Local\Temp\go-build2719328347=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

```go
package main

import (
	"fmt"
	"sync"
)

func main() {
	for i := range WaitAll(10) {
		fmt.Println(i)
	}
}

func WaitAll(total int) func(yield func(i int) bool) {
	return func(yield func(i int) bool) {
		wg := &sync.WaitGroup{}
		wg.Add(total)
		for i := range total {
			go func(j int) {
				defer wg.Done()
				if !yield(j) {
					panic("Shouldn't be broken.")
				}
			}(i)
		}
		wg.Wait()
	}
}
```
See [https://go.dev/play/p/_X0iHMy6lH1](url)

### What did you see happen?

==================
panic: runtime error: range function continued iteration after loop body panic

goroutine 21 [running]:
main.main-range1(0x2)
        D:/temp/dot/play/iter.go:9 +0xf3
main.main.WaitAll.func1.1(0x2)
        D:/temp/dot/play/iter.go:21 +0x8c
created by main.main.WaitAll.func1 in goroutine 1
        D:/temp/dot/play/iter.go:19 +0x8c
exit status 2

### What did you expect to see?

No panic
Repository: flutter
Issue: Update Material 3 `DatePicker` default size to use updated tokens 
Labels: framework,f: material design,f: date/time picker,c: proposal,P2,team-design,triaged-design

### Use case

Date Picker currently uses hard-coded default size values instead of using the values generated by the Material Design tokens.

https://github.com/flutter/flutter/blob/ea87865364c60d482fb53f064f07c6ef172b214a/packages/flutter/lib/src/material/date_picker.dart#L43-L51

https://github.com/flutter/flutter/blob/ea87865364c60d482fb53f064f07c6ef172b214a/dev/tools/gen_defaults/data/date_picker_modal.json#L6-L11

These tokens are out of sync we updated tokens database in the Flutter repository 
https://github.com/flutter/flutter/pull/120149/files#diff-000e91c61f8c573a6e6e5875f0f72d46ded315376423746c0ab977b50d266150

### Proposal

Update Date Picker to use the updated Material Design tokens

Related to. https://github.com/flutter/flutter/issues/153397
Repository: rust
Issue: suboptimal llvm-ir due to missing noalias annotations after mir inlining
Labels: P-medium,C-bug,A-mir-opt-inlining,regression-untriaged

<!--
Thank you for filing a regression report! 🐛 A regression is something that changed between versions of Rust but was not supposed to.

Please provide a short summary of the regression, along with any information you feel is relevant to replicate it.
-->

suboptimal llvm-ir due to missing noalias annotations after mir inlining

### Code

I tried this code:

```rust
#[inline(never)]
#[no_mangle]
pub unsafe fn noalias_ptr(x: *mut i32, y: *mut i32) -> i32 {
    #[inline]
    fn noalias_ref(x: &mut i32, y: &mut i32) -> i32 {
        *x = 16;
        *y = 12;
        *x
    }

    let x = &mut *x;
    let y = &mut *y;
    noalias_ref(x, y)
}
```

I expected to see this happen: generated asm on x86-64

```asm
noalias_ptr:
  mov dword ptr [rdi], 16
  mov dword ptr [rsi], 12
  mov eax, 16
  ret
```

Instead, this happened: generated asm on x86-64

```asm
noalias_ptr:
  mov dword ptr [rdi], 16
  mov dword ptr [rsi], 12
  mov eax, dword ptr [rdi]
  ret
```

### Version it worked on

<!--
Provide the most recent version this worked on, for example:

It most recently worked on: Rust 1.47
-->

It most recently worked on: rust 1.64

### Version with regression

<!--
Provide the version you are using that has the regression.
-->

`rustc --version --verbose`:
```
rustc 1.80.0 (051478957 2024-07-21)
binary: rustc
commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
commit-date: 2024-07-21
host: x86_64-unknown-linux-gnu
release: 1.80.0
LLVM version: 18.1.7
Compiler returned: 0
```

### Fun fact
changing `noalias_ref(x, y)` to `(noalias_ref as fn(_, _) -> _)(x, y)` "fixes" the issue in this case, since it seems to block the mir inliner

@rustbot modify labels: +regression-from-stable-to-stable-regression-untriaged
Repository: godot
Issue: Exported values stuck at default even when changed in inspector
Labels: bug,topic:editor,needs testing

### Tested versions

- Tested in 4.3-rc3 and 4.3-stable

### System information

Windows 11; Godot 4.3-stable; Forward +

### Issue description

I have code that has several exported variables:

```gdscript
@export_group("Assists")
## The coyote time duration in seconds.
## The player will be able to jump for this extra amount of time after
## stopped touching the ground. It reduces the risk of the player falling off the platform
## when intended to jump.
@export_range(0.0, 1.0) var coyote_duration: float = 0.1

## Display the coyote timer debug label.
@export var debug_coyote: bool = false
```

The problem didn't occur initially. Now, when I change the exported value in the editor (inspector), it doesn't update during gameplay. Interestingly, it does update the value in the scene file.

![image](https://github.com/user-attachments/assets/f39d1864-bc1e-4f40-a405-db3a817ad4d4)

During gameplay I added a quick debug print:
```gdscript
func start_coyote(delta):
	print("Starting coyote with duration of %.3fs" % coyote_duration)
	print("Delta is %.3fs" % delta)
	var time_left = coyote_duration - delta
	print("Time left is %.3fs" % time_left)
	coyote_timer.start(time_left)
	is_coyote = true
	coyote_started.emit()
```

Even though the value is set to `0.28` in the scene, during runtime the value shows as the default `0.1`:

```
Starting coyote with duration of 0.100s
Delta is 0.017s
Time left is 0.083s
```

The same goes for the checkbox and other values. They seem to stop reacting to changes in the editor.

### Steps to reproduce

Not sure how to reproduce as this worked flawlessly for a while and then out of nowhere it stopped working without making any related code changes.

### Minimal reproduction project (MRP)

The whole project is available at GitHub (including assets): https://github.com/Xkonti/PlatformerToolkitGodot
Repository: flutter
Issue: Check .github/labeler.yml in packages metadata validator
Labels: team,package,team-ecosystem,P2,triaged-ecosystem

There's a check in the flutter/packages CI now that makes sure we don't forget to add new packages to things like the README table and the dependabot config; we should also be checking that `.github/labeler.yml` is updated to include the new package in that check.
Repository: vscode
Issue: Editor GPU: Persist texture atlas to disk
Labels: plan-item,editor-gpu

To save warming up the atlas every start up for every window, we could persist to disk and invalidate it when things like theme/font size/etc. change.
Repository: godot
Issue: Unfocused windows can't be dragged.
Labels: bug,platform:windows,topic:porting,confirmed,regression,topic:gui

### Tested versions

- Issue Version: v4.3.stable.official [77dcf97d8]
- Working Version: v4.2.2.stable.official [15073afe3]

### System information

Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.6070) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

Provided is a video of the Project Manager, but the same issue happens with the Editor as well.
When the window is unfocused, and you go to drag the window - via the title bar, the window will not drag.

https://github.com/user-attachments/assets/d4baae6a-70d0-40b2-a4cc-74be1098b0d3



### Steps to reproduce

- Open Godot.
- Un-focus the window.
- Attempt to drag the window via the title bar.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: [torchbind x compile] Can't register a torchbind operator that mutates a tensor
Labels: triaged,module: torchbind,oncall: pt2,module: pt2-dispatcher,vllm-compile

cc @ezyang @chauhang @penguinwu @bdhirsh
Repository: rust
Issue: Inefficient Match Statement Optimization for Unit-Only Enums with Fixed Offsets
Labels: A-LLVM,I-slow,A-codegen,T-compiler,A-patterns,llvm-fixed-upstream,C-optimization

**Description:**
The `match` statement in the provided Rust code generates a jump table with `-O3` optimizations, despite the fact that the discriminant values for the enum variants have a fixed offset from their target characters. This results in suboptimal code generation when a more efficient approach is possible.

**Reproduction:**

```rust
use std::fmt::{Display, Formatter};

#[derive(Copy, Clone)]
enum Letter {
    A,
    B,
    C,
}

impl Display for Letter {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        let letter = match self {
            Letter::A => 'a',
            Letter::B => 'b',
            Letter::C => 'c',
        };
        write!(f, "{}", letter)
    }
}
```

**Expected Behavior:**
Since each discriminant value of the `Letter` enum is exactly 97 units away from the corresponding target characters in the `match` statement, the compiler should ideally optimize this code to use a direct calculation rather than generating a jump table.

**Example of Hand-Optimized Code:**

```rust
use std::fmt::{Display, Formatter};

#[derive(Copy, Clone)]
enum Letter {
    A,
    B,
    C,
}

impl Display for Letter {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        let letter = ((*self as u8) + 97) as char;
        write!(f, "{}", letter)
    }
}
```

**Compiler Explorer Links:**
- **Original Code with Suboptimal Optimization:** [View on Compiler Explorer](https://godbolt.org/z/fKTMETrfs)
- **Hand-Optimized Code:** [View on Compiler Explorer](https://godbolt.org/z/oP4s643hT)

**Additional Notes:**
Although manual optimization achieves the desired performance, automatic optimization by the compiler is preferred to ensure both efficiency and maintainability of the code.
Repository: ollama
Issue: Dynamic Functions Load
Labels: feature request

Hi All,

As this is the first post here, I'd like to say thank you for the great work everyone is doing! I love `ollama` and am using it permanently.

It is great that function support has been added and in relation to that I was wondering if you could extend it by adding an option to load preconfigured functions from a JSON file somewhere - i.e. `~/.config/ollama_func.json` or `~/.ollama/func.json` with something like:
```
{
  "user_functions": [
    {
      "type": "function",
      "function": {
        "name": "get_current_weather",
        "description": "Get the current weather for a city",
        "parameters": {
          "type": "object",
          "properties": {
            "city": {
              "type": "string",
              "description": "The name of the city"
            }
          },
          "required": [
            "city"
          ]
        }
      }
    }
  ]
}
```

and, on server (re)start, automatically add these to the list or create it if none exist.

Cheers,
Ivo
Repository: rust
Issue: Significantly worse codegen for SIMD shuffles after Rust 1.73.0
Labels: A-LLVM,I-slow,P-medium,regression-untriaged,llvm-fixed-upstream,C-optimization

See https://godbolt.org/z/jKczKPMMe.

The code is the following:

```rust
use std::arch::x86_64::*;

#[no_mangle]
pub unsafe fn custom_shuffle(x: __m128i) -> __m128i {
    let mut tmp1 = _mm_unpacklo_epi8(x, _mm_setzero_si128());
    tmp1 = _mm_shuffle_epi32::<78>(tmp1);
    tmp1 = _mm_shufflelo_epi16::<27>(tmp1);
    tmp1 = _mm_shufflehi_epi16::<27>(tmp1);

    let mut tmp2 = _mm_unpackhi_epi8(x, _mm_setzero_si128());
    tmp2 = _mm_shuffle_epi32::<78>(tmp2);
    tmp2 = _mm_shufflelo_epi16::<27>(tmp2);
    tmp2 = _mm_shufflehi_epi16::<27>(tmp2);

    _mm_packus_epi16(tmp2, tmp1)
}

```

The regression happened between Rust 1.72.0 and Rust 1.73.0.
Repository: godot
Issue: Gamepad face buttons are not recognized correctly
Labels: bug,platform:macos,topic:input,regression

### Tested versions

- Reproducible in: 4.3.stable
- Not reproducible in: 4.2.2.stable

### System information

Godot v4.3.stable - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

After updating to 4.3 from 4.2.2, the face buttons in my gamepad started being wrongly recognized by Godot.
- The Top Action is recognized as the Left Action.
- The Left Action is recognized as the Top Action.
- The Bottom Action is recognized as the Right Action.
- The Right Action is recognized as the Bottom Action.

The gamepad I use is an 8bitdo Pro 2 (https://www.8bitdo.com/pro2/), connected via wired connection to my computer.
I tried going to a 4.2.2 project, and it's still recognized properly there.

### Steps to reproduce

1. In a 4.3 project, go to the Input Map.
2. Try to set an input with a gamepad's face buttons.

Note that since I only have access to one gamepad, I'm not sure if this can be reproduced with other gamepads.

### Minimal reproduction project (MRP)

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Gallery opens next image in Firefox (115.14.0esr)
Labels: bug-report,help-wanted

### 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
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

When generating images in txt2img using Firefox, clicking on an image to enlarge opens the next one instead and the gallery switches to the next image too.

### Steps to reproduce the problem

1. Generate a batch of images.
2. Click on any image in gallery.
3. The next image in the gallery opens.

### What should have happened?

The image that was selected when clicked on should have opened.

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

Mozilla Firefox

### Sysinfo

[sysinfo-2024-08-15-18-45.json](https://github.com/user-attachments/files/16629052/sysinfo-2024-08-15-18-45.json)


### Console logs

```Shell
venv "C:\Users\XXXXXXX\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: v1.10.1
Commit hash: 82a973c04367123ae98bd9abdf80d9eda9b910e2
Launching Web UI with arguments: --xformers --medvram-sdxl
ControlNet preprocessor location: C:\Users\XXXXXXX\stable-diffusion-webui\extensions\sd-webui-controlnet\annotator\downloads
2024-08-15 20:48:24,058 - ControlNet - INFO - ControlNet v1.1.455
Loading weights [fe7578cb5e] from C:\Users\XXXXXXX\stable-diffusion-webui\models\Stable-diffusion\1.5\Real\realisticVisionV60B1_v60B1VAE.safetensors
Creating model from config: C:\Users\mir\stable-diffusion-webui\configs\v1-inference.yaml
C:\Users\XXXXXXX\stable-diffusion-webui\venv\lib\site-packages\huggingface_hub\file_download.py:1150: FutureWarning: `resume_download` is deprecated and will be removed in version 1.0.0. Downloads always resume when possible. If you want to force a new download, use `force_download=True`.
  warnings.warn(
2024-08-15 20:48:24,388 - ControlNet - INFO - ControlNet UI callback registered.
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 16.6s (prepare environment: 6.2s, import torch: 2.7s, import gradio: 1.5s, setup paths: 1.5s, initialize shared: 1.3s, other imports: 0.9s, load scripts: 1.6s, create ui: 0.5s, gradio launch: 0.2s).
Applying attention optimization: xformers... done.
Model loaded in 2.4s (create model: 0.5s, apply weights to model: 1.0s, calculate empty prompt: 0.8s).
100%|...| 20/20 [00:03<00:00,  5.34it/s]
100%|...| 20/20 [00:02<00:00,  8.23it/s]
```


### Additional information

I used fresh profile of Firefox 115.14.0esr.
It works on Microsoft Edge.

There was an old bug report of this 2y ago #5941 but it says it was fixed, but its bugged now.
Repository: flutter
Issue: document how to SSH into Chromium VMs
Labels: team-infra,P1,infra: security,triaged-infra,:hourglass_flowing_sand:

We are experiencing a failure that only happens in CI. Understanding (and fixing) this failure is critical to our testing efforts.

Can someone with knowledge, explain how to access our machines?