sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot 4.1.1 crashes upon project creation, 4.0.3 works
Labels: bug,needs testing,crash

### Godot version

4.1.1 and 4.2-dev3

### System information

Edition	Windows 11 Home Version	22H2 Installed on	‎2023-‎01-‎31 OS build	22621.2134 Experience	Windows Feature Experience Pack 1000.22659.1000.0   Device name	MSI Processor	Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz   2.60 GHz Installed RAM	16.0 GB (15.8 GB usable) Device ID	E3C8EB7D-8DFA-42F6-88EA-D2B74DA30EF3 Product ID	00325-81745-77718-AAOEM System type	64-bit operating system, x64-based processor Pen and touch	Pen and touch support with 2 touch points

### Issue description

Tested on godot version 4.1.1 and 4.2-dev3, I can open the project manager but upon project creation (after going threw the "Create New Project" window), a blank editor window appears and then crashes a few seconds later. This also happens when trying to open previous projects made in the 4.0.3 version, which does not crash. It happens whether the project is saved in my C:\ directory or D:\ directory.

### Steps to reproduce

Open Godot's project manager, create a new project and choose the project name and directory, click "create & edit", and the engine crashes. 

### Minimal reproduction project

None needed
Repository: godot
Issue: Windowed mode doesn't work if the window size in project settings is set equal to monitor resolution
Labels: bug,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 30.0.14.7212) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

-  If set window size equal to monitor resolution in project settings(my monitor resolution is `1920×1080`), the windowed mode is borderless even the `Borderless` is false in project settings.
- But if you set window size by code, the windowed mode seems to work fine.

### Steps to reproduce

**reproduce issue**
- Window size in project settings should be `1920×1080`(my monitor resolution).Change window size in project settings to your monitor resolution.
- Run minimal reproduction project.
- It should be windowed mode, but it looks just like fullscreen mode.
- Using option button to select  a lower size like `1152×648`， you will see a borderless window even `Borderless` is false in project settings.

**one way  to avoid this issue**
- Set all project settings to default value, although make sure your monitor resolution is not equal to default value.
- Run the project.
- Using option buttons to change window size and mode,  everything seems works fine.

### Minimal reproduction project

[godot4.1-minimal-reproduction.zip](https://github.com/godotengine/godot/files/12420168/godot4.1-minimal-reproduction.zip)
Repository: PowerToys
Issue: Find my mouse method is enabled even set to off
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Mouse Utilities

### Microsoft PowerToys version

0.72.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

In "Mouse Utilities" tab, set "Enable Find My Mouse" to Off;

In this case even pressed left Ctrl twice Find My Mouse is showed.

### ✔️ Expected Behavior

Find My Mouse shouldn't be shown.

### ❌ Actual Behavior

Find My Mouse is shown.

### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Implement zero-1-to-3 into webui
Labels: enhancement,extension-request

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

[Zero 1-to-3](https://github.com/cvlab-columbia/zero123) is a model that converts either images into 3d textured models. This capability would be a great addition to the UI, making it even more useful for prototyping for many fields.

### Proposed workflow

1. Generate a bunch of candidate images until you get one you think will work well.
1. Click on button called "Send to img2mesh" which will switch you to a new tab called img2mesh and load that image to the left hand side.
1. Change any exposed settings from the model to change the generation and click generate.
1. After finishing the generation process, the model would be displayed on the right with simple tools to view it such at rotate, zoom, pan, etc.
1. If the user does not have automatic saving on, then they would have the option to save the mesh in a variety of formats.

### Additional information

_No response_
Repository: godot
Issue: project's window gets minimized, and becomes non-focusable when set window mode
Labels: bug,crash,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 30.0.14.7212) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

**Project's window gets minimized, and becomes non-focusable when you run it If three conditions are met as the images showed below**

- Project settings(`1920×1080` is my monitor resolution)
![image](https://github.com/godotengine/godot/assets/72542400/3e010476-6408-4475-9323-9db932d67ac3)

- Change window size in code
![image](https://github.com/godotengine/godot/assets/72542400/5f1931d8-4033-4506-84d2-eaa110966581)

### Steps to reproduce

- Make sure the window size in project settings  is equal to your monitor resolution.
- Run minimal reproduction project and you will see project crash and exit.

### Minimal reproduction project

[godot4.1-minimal-reproduction.zip](https://github.com/godotengine/godot/files/12420329/godot4.1-minimal-reproduction.zip)
Repository: material-ui
Issue: [docs][system] Provide Custom Component demo without `styled-components`
Labels: docs,package: system,support: docs-feedback

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/system/getting-started/custom-components/

### Kind of issue

Other

### Issue description

Installing `@mui/system` tells you that Emotion is the default styling engine. It is weird to me how a few demoes later on the Custom Components page, the demo is then written with Styled Components instead.

There should be more consistency in what is recommended, and the docs should adhere to that. Demoes using other tools can (and should of course) still be included, but right now it feels like the documentation tells you "here is what we recommend, and here is why you were wrong to follow our recommendation because now we'll do it the other way".

### Context 🔦

_No response_
Repository: flutter
Issue: Engine java unit tests should migrate from Robolectric.setupActivity to activity scenario 
Labels: platform-android,engine,P2,c: tech-debt,team-android,triaged-android

Activity Scenario documentation
https://developer.android.com/reference/androidx/test/core/app/ActivityScenario
Extension function that sets up and shuts down an activity  before and after each test. 
https://developer.android.com/reference/androidx/test/ext/junit/rules/ActivityScenarioRule 

Test manifest issue that we might run into during migration. 
https://github.com/robolectric/robolectric/pull/4736
Repository: kubernetes
Issue: Evented PLEG job is failing 
Labels: priority/important-soon,sig/node,priority/important-longterm,kind/failing-test,lifecycle/rotten,needs-triage

### Which jobs are failing?

ci-crio-cgroupv1-evented-pleg

### Which tests are failing?

Random

### Since when has it been failing?

About 15 days

### Testgrid link

https://testgrid.k8s.io/sig-node-cri-o#ci-crio-cgroupv1-evented-pleg

### Reason for failure (if possible)

Unknown at this point. 

### Anything else we need to know?

_No response_

### Relevant SIG(s)

/sig node
Repository: flutter
Issue: Expand the linters that run as part of engine android unit tests
Labels: platform-android,engine,P2,c: tech-debt,team-android,triaged-android


Can either follow the android lint documentation https://developer.android.com/studio/write/lint
Or can modify the gradle java compile flags like we do in packages https://github.com/flutter/packages/blob/main/script/tool/lib/src/gradle_check_command.dart See methods _validateJavacLintConfig and _validateGradleDrivenLintConfig
Repository: vscode
Issue: International settings in VS Code
Labels: feature-request,l10n-platform

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Hi.
It would be great to be able to set international format like time or date for example the timeline window in explorer it shows the time in 12 hours.
When i change vs code ui language to Polish then the timeline shows the time in 24 hours and the date is display like numeric day,month and year.
Repository: go
Issue: cmd/go: add support for dealing with flaky tests
Labels: Proposal,Proposal-Accepted,GoCommand

## Background

First off, flaky tests (a test that usually passes but sometimes fails) are the worst and you should not write them and fix them immediately.

That said, the larger teams & projects & tests get, the more likely they get introduced. And sometimes it's technically and/or politically hard to get them fixed. (e.g. the person who wrote it originally left the company or works on a new team) You're then left deciding whether to skip/delete the entire test (which might be otherwise super useful), or teach your team to become immune to and start ignoring test failures, which is the worst, when teams start submitting when CI's red, becoming blind to real test failures.

Google doesn't have this problem internally because Google's build system supports detecting & annotating flaky tests: https://bazel.build/reference/be/common-definitions

Tailscale has its [own test wrapper](https://github.com/tailscale/tailscale/blob/main/cmd/testwrapper/testwrapper.go) that retries tests [annotated with `flakytest.Mark`](https://github.com/tailscale/tailscale/blob/main/cmd/testwrapper/flakytest/flakytest.go) as flaky. We can't use `go test -exec=...` unfortunately, as that prevents caching (https://github.com/golang/go/issues/27207). So instead we need a separate tool wraps `cmd/go` (kinda awkwardly, as it turns out).

Go internally also uses these flaky test markers 79 times:

* https://pkg.go.dev/internal/testenv#SkipFlaky
* https://pkg.go.dev/internal/testenv#SkipFlakyNet

So, clearly flaky tests are a problem. And `cmd/go` isn't helping.

## Proposal

I propose that Go:

* let users annotate known flaky tests (ala `tb.MarkFlaky(urlOrMessage string)`)
* let `cmd/go` support re-running marked flaky tests up to N times (default 3 like Bazel?). Maybe add `-retrycount` or `-maxcount` aside the existing `-count` flag?
* output machine readable output from `cmd/go` (that `test2json` recognizes) to say that a test was flaky and failed but eventually passed, that users can plug into their dashboards/analytics, to find tests that are no longer flaky
* optional: support re-running even tests not annotated as flaky after they fail, to discover that they're flaky. (perhaps it can still fail the test if not annotated, but it can fail with a different failure type, so the users learn it's flaky and can go fix or annotate)

## FAQ

Won't this encourage writing flaky tests? No. Everybody hates flaky tests.

Won't this discourage fixing flaky tests? No. We're already retrying flaking tests. We're just fighting cmd/go to do so.

Why do you have flaky tests? Unit tests for pure functions aren't flaking. The tests usually flaking are big and involve timeouts and the network and subprocesses, even hitting localhost servers started by the tests. Many CI systems are super slow & oversubscribed. Even super generous network timeouts can fail.

Wasn't there already a proposal about this? Yes, in 2018: #27181. The summary was to not write flaky tests. I'm trying again.
Repository: flutter
Issue: [Impeller] Create thread specific ContextVK's
Labels: engine,c: proposal,P3,e: impeller,team-engine,triaged-engine

This basically means refactor CommandPookVK to not use a `thread_local std::map<uint64_t, std::shared_ptr<CommandPoolVK>>` variable. 

The problems with the current design are:
1) Accessing the CommandPoolVK incurs overhead from the thread_local
1) Accessing the CommandPoolVK incurs overhead from the std::map
1) `thread_local` non-trivially deleted objects have undefined deletion order (we've worked around this issue with weak_ptr checks and releasing vk wrapper objects)
1) the `thread_local` data can leak when a shared thread pool is used for multiple engines

(internal) design doc: [go/impeller-context-thread-specific](https://goto.google.com/impeller-context-thread-specific)

The suggestion is to make a ContextVK subclass that is used for background threads and stores its own CommandPoolVK, or to wrap up the context in an object that stores the thread specific information like the CommandPoolVK.
Repository: godot
Issue: Inconsistent is_on_wall() behavior on CharacterBody3D
Labels: bug,topic:physics,topic:3d

### Godot version

4.1.1, 4.2.dev3.official[013e8e3af]

### System information

Godot v4.2.dev3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3667) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

Sometimes when moving against a wall, is_on_wall() will change to false when releasing the move button, even if it's still colliding.
It's inconsistent because depending on the speed of the body and the initial distance between the body and wall before moving, when the body collides, it will trigger the expected behavior, which is is_on_wall() always true when colliding against the wall.
I'm calling move_and_slide() to move the body. Tried changing the Safe Margin, and while it seems it reduces the chance of changing back to false on higher margin values, it still happens.




### Steps to reproduce

Move a CharacterBody3D against a wall and check if is_on_wall() is true after the body collides with the wall and the move button is released.

### Minimal reproduction project

[4.2_dev3_is_on_wall_bug.zip](https://github.com/godotengine/godot/files/12421886/4.2_dev3_is_on_wall_bug.zip)
Repository: vscode
Issue: Consider persisting results for quick search
Labels: feature-request,search

Currently, if you exit the quick text search, all of your results are gone. It would be nice to see the search quick access retain state like the quick chat does. This would also retain your position in the pick

cc @TylerLeonhardt
Repository: flutter
Issue: SliverTableView Feature Request
Labels: c: new feature,framework,f: scrolling,would be a good package,c: proposal,P3,would require significant investment,team-framework,triaged-framework

_Status: The TableView widget in the [two_dimensional_scrollables](https://pub.dev/packages/two_dimensional_scrollables) package is recommended here._

---

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Using a normal TableView inside of a scrollable view (ListView, SliverList, CustomScrollView, etc) is a pain and I fear, bad for performance. Even if you manage to get a TableView working in a scrollable, good luck trying to render 500+ rows at once.

### Proposal

I'm proposing a `SliverTableView` widget with all of the familiar named constructors (`.builder()` and `.list()` respectively). This is useful in cases where you need other widgets in the scrollable view (including other `SliverTableView`s) but need your pinned columns and rows to stay pinned.
Repository: pytorch
Issue: [feature request] [discussion] Include basic `ctypes` bindings for `cudart`/`cublasLt`/`cublas`/`nvrtc`/`cudnn` with stock PyTorch
Labels: feature,module: cuda,triaged,module: cublas

### 🚀 The feature, motivation and pitch

This would make it more approachable experimenting with some new function variants (like quantized int8 gemms) earlier.

Example of such ctypes bindings: https://github.com/OpenBMB/cpm_kernels/tree/master/cpm_kernels/library
Including in core some bindings like this would be great! (maybe under some `torch.cuda.ctypes.cublasLt` or something similar)

Examples of such C bindings: https://github.com/TimDettmers/bitsandbytes/blob/18e827d666fa2b70a12d539ccedc17aa51b2c97c/csrc/ops.cu#L434

Another set of bindings is now in `bitsandbytes`, but having it directly available in Python would make it more approachable for experimentation and benchmarking

There might be problems with versions, but maybe then some bindings could be versioned as well: `torch.cuda.ctypes.cublatltV8` or sth like that, so that the user is responsible for using the correct bindings for their experiments

### Alternatives

_No response_

### Additional context

_No response_

cc @ptrblck @csarofeen @xwang233
Repository: godot
Issue: Heavy stutter and flicker on Steam Deck when using an external monitor
Labels: bug,platform:windows,topic:rendering,confirmed,topic:thirdparty

### Godot version

4.1.1 Stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Custom GPU 0405 (Advanced Micro Devices, Inc.; 31.0.14033.2008) - AMD Custom APU 0405 (8 Threads)

### Issue description


https://github.com/godotengine/godot/assets/24918282/a041c0fa-eb6a-44b2-ba9d-20ce8d3a2b91

```
Godot Engine v4.1.1.stable.official.bd6af8e0e - https://godotengine.org
OpenGL API 3.3.0 Core Profile Context 22.40.33.02.230227 - Compatibility - Using Device: ATI Technologies Inc. - AMD Custom GPU 0405

Editing project: Z:/Documents/Documents/Godot/Test2
Godot Engine v4.1.1.stable.official.bd6af8e0e - https://godotengine.org
Vulkan API 1.3.237 - Forward+ - Using Vulkan Device #0: AMD - AMD Custom GPU 0405

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
```

Tested with Vega 64 desktop computer, issue doesn't happen, but I am disabled and I cannot sit in front of a desktop all day.

### Steps to reproduce

1) Clean reinstall Windows
2) Clean reinstall all drivers
3) Clean reinstall Godot 4.1.1
4) Create new project
5) Rotate the view

### Minimal reproduction project

[Test2.zip](https://github.com/godotengine/godot/files/12422477/Test2.zip)
Repository: flutter
Issue: [Impeller] Make RenderPass commands more granular.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Follow-up for https://github.com/flutter/flutter/issues/132781.

To reduce both cycles and memory pressure when encoding RenderCommands, we could make the RenderPass encoding API more granular to more closely reflect how the backends need to track command state anyhow. The viewport and scissor don't have to be part of every command. Nor do all of the binding types, etc.

If we eventually find ourselves in a world where we want to switch Impeller's HAL to [not have pipelines](https://www.khronos.org/blog/you-can-use-vulkan-without-pipelines-today) (something which I'm increasingly finding likely), then slimming down RenderCommands will become even more necessary with time, since much of the state that is currently set on pipelines (for example, pipeline blend ops) will need to be moved into the RenderCommand, bloating its size even more.

Our current command encoding setup isn't just wasteful in terms of memory: We also need to optimize for reduction of graphics API traffic, and so we currently check every field of every command for differences and only encode changes that have occurred between commands anyhow.

For packing these smaller commands in a buffer, I would recommend reworking the RenderPass API to take simpler commands (like `BindTexture`, `DrawIndices`, `SetViewport`, etc.) and have these commands encode a discriminated union chunk into the internal encoding buffer. The discriminated union's enum can be used by the backend as an index into a per-backend dispatch table (ordered list of functions) that knows how to handle encoding each of the subcommands.

I'd strongly recommend against any solution that involves boxing individual buffer commands with smart pointers.
Repository: next.js
Issue: Revalidate value ignored on page.tsx until first revalidation
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
npx --no-install next info

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.17.1
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.3
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router, Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/JonBernardHealia/next-13-caching-issue

### To Reproduce

We've added Prisma to demonstrate interacting with a database.

### Setup/start app

1. Install `yarn` globally if you don't have it.
2. Run `yarn` in install packages
3. Start/Install Docker Desktop
4. Run `yarn db` to start postgres db in docker
5. In a new terminal, run `yarn migrate` to set up the db
6. Kill `yarn db` process
7. Run `yarn dev` to start app
8. Go to `localhost:3000` in your browser

### Steps to reproduce

1. Notice no todos show in list
2. Click `Add to-do` link at the top
3. On the add page, click the `add todo` button several times. Notice the client request counter goes up.
4. Click `Back to list` link at the top
5. Notice no todos show in list
6. Click the add and back links several times and no items in the list show up until the cache is revalidated once
7. When they do show up, add some more todos and click the back link. the new todos show up instantaneously

Note: refreshing the browser updates the list every time (but restarts that first revalidation clock), just not when you navigate with the router through the `Link` component or the `useRouter` hook from `next/navigation`.

### Describe the Bug

It appears that the `revalidate` value on pages in the new App router (`app/page.tsx`) is ignored until the first cache is invalidated. Once that happens, updates happen instantaneously.

### Expected Behavior

I would expect that if you use `export const revalidate = 0;` in a server component, it would never cache what is on this page, but it appears to be doing that on first render.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_