sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [camera] access to audio stream during video recording
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

### 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

The `camera` plugin has an option to specify `onLatestImageAvailable` callback that receives "preview" images from the camera during video recording in order to facilitate on-the-fly video analysis.

However there is no option to specify callback for an audio stream analysis. It would be really handy to have an option to get audio data while recording is still in progress in order to do audio analysis or some visualization during video recording.

### Proposal

The `camera` plugin  API `CameraController.startVideoRecording()` could have an additional parameter to specify callback to receive the raw audio data (not encoded). E.g. something like this:

```
typedef onAudioAvailable = Function(List<int> audioData);

Future<void> startVideoRecording(
      {onLatestImageAvailable? onAvailable, onAudioAvailable onAudio}) async {
  ...
```
Repository: godot
Issue: Volumetric Fog stops working when enabling shadows for positional lights until 3D buffers are recreated
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.2.beta2.official [f8818f85e]

### System information

Godot v4.2.beta2 - Windows 11 22H2 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.4584) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)

### Issue description

In [Bistro-Demo-Tweaked/4.2-dev](https://github.com/Jamsers/Bistro-Demo-Tweaked/tree/4.2-dev), changing the "Quality Scaling" to High enables shadows for the lamppost Omnilights.

This happens:

https://github.com/godotengine/godot/assets/39361911/13fab8d5-863e-4fdb-a38a-99d7fcef9f0a

But, as you can see, changing the render scaling in-game makes the issue go away?

### Steps to reproduce

Reproduction steps as detailed at [Bistro-Demo-Tweaked](https://github.com/Jamsers/Bistro-Demo-Tweaked/tree/4.2-dev)'s [#16](https://github.com/Jamsers/Bistro-Demo-Tweaked/issues/16):
 - Set the Density in the FogMaterial in the FogVolume to 0.2 (makes the issue much easier to see)
 - Run the demo
 - Set the Time Of Day to Night
 - Switch Quality Scaling between Normal and High
 
 Changing Render Resolution in-game makes the issue go away.

### Minimal reproduction project

I haven't been able to isolate a minimal reproduction project yet, I'll upload one as soon as I've found a root set of circumstances.

Issue can currently be reproduced at [Bistro-Demo-Tweaked/4.2-dev](https://github.com/Jamsers/Bistro-Demo-Tweaked/tree/4.2-dev).
Repository: pytorch
Issue: [dynamo] Tracking: object identity
Labels: low priority,triaged,tracker,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

This covers many things:
1. Tensor Identity
2. User objects identity - usual objects, enums, builtins??

Use cases
- [ ] https://github.com/pytorch/pytorch/issues/111550
- [x] https://github.com/pytorch/pytorch/issues/111556

Tensor Aliasing Methods and Obstacles
- [x] https://github.com/pytorch/pytorch/issues/111585
- [x] https://github.com/pytorch/pytorch/issues/111649
- [x] https://github.com/pytorch/pytorch/issues/111544

Overall Obstacles and Discussion
- [x] https://github.com/pytorch/pytorch/issues/111542
- [ ] https://github.com/pytorch/pytorch/issues/111562 - not sure if we want to implement non-aliasing for general objects


cc @ezyang @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov
Repository: flutter
Issue: Under linux arm64 flutter application did not free shared memory, even after exit. 
Labels: platform-linux,a: desktop,perf: memory,P2,platform-host-arm,team-linux,triaged-linux

After some time system may hang.

### Steps to reproduce

The problem appears on singleboard computer as RaspberryPi/OrangePi with Ubuntu, Debian, Armbian distros right up to kernel 6.1
for example: OrangePi, Ubuntu 22.04.3 LTS
![изображение](https://github.com/flutter/flutter/assets/5476275/1ad91bb5-de43-47d7-a0aa-f6ccd6f9a0fb)

Flutter installed from snap or https://github.com/Breeze-1/Flutter-SDK-ARM64. Building setuped in Oracle Cloud (also in Armbian).

- Minimal "hello world" application builded for Linux and runned. 

![изображение](https://github.com/flutter/flutter/assets/5476275/815b0625-4ca2-45d6-b85a-0a84ec5f06bf)

- Button hited 200 times, total memory consumption - 2.67G

![изображение](https://github.com/flutter/flutter/assets/5476275/2faa1e3f-cd26-4f02-972c-2a2d4cafe49e)

- Application closed, memory consumption has remained almost unchanged

![изображение](https://github.com/flutter/flutter/assets/5476275/843ee69d-4609-48cf-b1d1-1394f990f282)


![изображение](https://github.com/flutter/flutter/assets/5476275/11ef2814-8b8a-4d09-b743-c9c7123cbb70)

if you keep pressing the button or after 2-3 launches of the application RAM is exhausted, active use of swap begins, the system freezes, only hard-reset helps.

### Expected results

Under linux x86 application work as expected. 

- Application only started

![изображение](https://github.com/flutter/flutter/assets/5476275/49bf4c40-a165-4719-88d0-fcd4ed4d400f)

- Button hitted 200 times, the amount of memory consumed has changed slightly and is not growing

![изображение](https://github.com/flutter/flutter/assets/5476275/e05a38ad-6ac6-411d-aef7-7d659d6a9f9f)

- After close application memory is freed correctly

![изображение](https://github.com/flutter/flutter/assets/5476275/efa6a589-de5f-437b-ad83-d64d78bcbde8)

![изображение](https://github.com/flutter/flutter/assets/5476275/1b08e342-a05e-4e47-9b67-bc6f9c6acded)



### Actual results

Actually now Flutter applications under Linux arm64 are almost impossible to use

### Code sample

standart Flutter minimal application used

### Flutter Doctor output

![изображение](https://github.com/flutter/flutter/assets/5476275/d92d0f6e-4d34-44f8-a3a2-1ff7cb2928dd)
Repository: pytorch
Issue: Buffer overflow not prevented on MPS devices
Labels: module: error checking,triaged,module: advanced indexing,module: mps

### 🐛 Describe the bug

When indexing using an indexing tensor (or list), it is possible to read or write outside the valid range of the tensor.

Minimal example:

```python
import torch

x = torch.arange(4, device=torch.device("mps"))
y = x[:2]
y[torch.tensor([3])] = -1
x[3]
```

This code should raise an IndexError and leave x unchanged, but it instead gives -1.

In this example, the overflow reaches a known memory location, but perhaps in general it can reach arbitrary memory on the GPU.

### Versions

Collecting environment information...
PyTorch version: 2.1.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.5.2 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.0.40.1)
CMake version: version 3.27.7
Libc version: N/A

Python version: 3.10.8 (main, Nov 24 2022, 08:08:27) [Clang 14.0.6 ] (64-bit runtime)
Python platform: macOS-13.5.2-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M2 Pro

Versions of relevant libraries:
[pip3] flake8==6.1.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.1
[pip3] torch==2.1.0
[conda] numpy                     1.26.1                   pypi_0    pypi
[conda] torch                     2.1.0                    pypi_0    pypi

cc @kulinseth @albanD @malfet @DenisVieriu97 @razarmehr @abhudev
Repository: pytorch
Issue: Dynamo Compile samples should record file/line that raised exception
Labels: triaged,enhancement,oncall: pt2,module: dynamo,dynamo-logging

### 🐛 Describe the bug

@voznesenskym and I were looking at https://fburl.com/scuba/dynamo_compile/7pzz3bi1 and we noticed that while "Fail reason" doesn't include the file/line that raised the exception, which would be useful.

cc @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov @yanboliang 

### Versions

main
Repository: pytorch
Issue: [export] self.buffer += 1 raises error
Labels: triaged,module: graph breaks,export-triage-review,oncall: export

```
import torch

class Mod(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.register_buffer("foo", torch.ones(2, 3))

    def forward(self, x: torch.Tensor) -> torch.Tensor:
        self.foo += x
        return self.foo

torch.export(Mod(), (torch.ones(2, 3),))
```
produces
```
Mutating module attribute foo during export.

from user code:
   File "/tmp/ipykernel_578241/3307013751.py", line 9, in forward
    self.foo += x

Set TORCH_LOGS="+dynamo" and TORCHDYNAMO_VERBOSE=1 for more information
```

Changing `self.foo += x` to the equivalent `self.foo.add_(x)` works as expected.

The motivation behind disallowing attribute mutation makes sense. However, buffers should be mutable, and dynamo should be smart enough to recognize that `+=` desugars to `add_` when done on a tensor.

cc @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @ydwu4
Repository: PowerToys
Issue: Reffrence File for PowerRename
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

This proposed feature involves introducing an option that allows users to rename multiple files simultaneously using PowerRename utility. The unique aspect of this feature is that the new names for the files would be derived from a separate reference file. Each file's name would be replaced with the corresponding name indicated in the provided reference file, utilizing the file's index to establish the correct association.

### Scenario when this would be used?

 - Renaming audio files with their track names based on an accompanying reference file
 - Renaming image files according to the descriptions or tags stored in a reference file
 - Renaming scanned documents using information from a catalog or index
 - Renaming files for translated content based on the original source's titles or keywords

### Supporting information

_No response_
Repository: terminal
Issue: DOSKEY aliases work unexpectedly
Labels: Product-Conhost,Issue-Bug,Needs-Tag-Fix,Priority-3,Impact-Visual,Area-CookedRead

### Windows Terminal version

current main

### Windows build number

10.0.19045.3448

### Other Software

_No response_

### Steps to reproduce

According to https://learn.microsoft.com/en-us/windows-server/administration/windows-commands/doskey

> $T or $t 	Separates commands. Use either of these special characters to separate commands when you create macros or type commands on the doskey command line. These special characters are equivalent to using the ampersand (&) on a command line.

and https://ss64.com/nt/doskey.html

> Advanced macro definitions:
>
>   $T     If you put more than one command in a DOSKEY macro, use $T. 
>          to separate them. Equivalent to & in a batch file.


the following commands

```
doskey test=echo 123 $t echo 456
test
```

and 

```
echo 123 & echo 456
```
should give the same output.

### Expected Behavior

```
C:\Users\sdn>doskey test=echo 123 $t echo 456

C:\Users\sdn>test
123
456

C:\Users\sdn>
```

### Actual Behavior

```
C:\Users\sdn>doskey test=echo 123 $t echo 456

C:\Users\sdn>test
123

C:\Users\sdn>456

C:\Users\sdn>
```

Related to #14991
Repository: godot
Issue: Godot 4 for Linux runs noticeably slower with non-Latin script language than with latin script language
Labels: platform:linuxbsd,topic:editor,confirmed,topic:gui,performance

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia; 535.113.01) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

On Godot 4  Linux runs noticeably slower with non-Latin script language (e.g. CJK, Georgian, Thai and so on) than with Latin script language (English, Spanish, Portuguese and so on). As can be compared in the two videos below (English and Traditional Chinese comparison).
[vokoscreenNG-2023-10-21_01-37-57.webm](https://github.com/godotengine/godot/assets/45969856/6f14644c-1fbe-4404-8325-f722b5cf2ec0)
[vokoscreenNG-2023-10-21_01-38-21.webm](https://github.com/godotengine/godot/assets/45969856/fd432021-00ca-4c01-af93-1583cbb58221)

The speed loss may be different for different distributions (even for those based on Ubuntu, the speed loss would be different), but is probably more significant on those with Language Support of "multiple language support at once" (the Firefox style language support that applies the translation of the topmost available language of a ordered list, as pictured below).
![image](https://github.com/godotengine/godot/assets/45969856/fbb31a69-62a8-41a9-bd98-dab1842006e5)

The tests and comparison can be made on live-usbs and the running time and speed loss is almost the same.

The time it takes open an empty project in Fedora is around 8-9 seconds, and is about half a minute if on Zorin OS (which is also an Ubuntu-based distribution that features the Firefox style language support mentioned above). 

I suspect that the cause of this situation is the same as issue #82063. Issue #82105 seems to be related too.

### Steps to reproduce

Create an empty project and open it for the first run, then close the editor (the first run takes longer time for shaders). Then open the newly created empty project with English language (or other Latin script language) and a non-Latin script language (Traditional Chinese in my case), and the speed loss on the non-Latin script one is quite obvious. 

This comparison can be made on Linux live-usb drives of various Linux distributions.

### Minimal reproduction project

An empty project. The speed loss exists on other projects as well, just make sure to open the same project with Latin script language and a non-Latin one respectively.
Repository: PowerToys
Issue: FancyZones Grid
Labels: Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Grid option should have rows and columns as settings and not a basic "number of zones"

![Snipaste_2023-10-20_20-36-16](https://github.com/microsoft/PowerToys/assets/22579965/36bf1018-9cbf-4193-bcde-440720565519)


### Scenario when this would be used?

Since the feature is called "Grid" the number of zones should be the product of columns and rows, not a generic integer that leaves most of the time an empty space at the bottom.

Also i'm forced to use the aspect ratio that provides FancyZones, i may want to have greater control over the width of the zones which every time are too wide limiting what i can fit inside 

### Supporting information

_No response_
Repository: godot
Issue: x11 splash screen is usually not right size
Labels: bug,platform:linuxbsd,platform:macos,topic:porting,confirmed

### Godot version

v4.2.dev.custom_build [918f04635]

### System information

Godot v4.2.dev (918f04635) - Ubuntu 23.10 23.10 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

![Screenshot from 2023-10-19 15-29-12](https://github.com/godotengine/godot/assets/962340/48e0db3d-aa27-432e-b8e4-4ea6683e4462)

When loading a project, sometimes (usually) the splash screen wrong size?

https://github.com/godotengine/godot/pull/83692

### Steps to reproduce

Open any project from command line or Project Manager.

### Minimal reproduction project

n/a
Repository: pytorch
Issue: [export] 14k models: AssertionError: graph-captured input # 2, of type <class 'torch.nn.parameter.Parameter'>, is not among original inputs of types
Labels: low priority,triaged,oncall: pt2,export-triage-review,oncall: export

167 errors like: AssertionError: graph-captured input # 2, of type <class 'torch.nn.parameter.Parameter'>, is not among original inputs of types: (<class 'torch.Tensor'>) (example ./generated/test_XPixelGroup_BasicSR.py:SPADEResnetBlock # pytest ./generated/test_XPixelGroup_BasicSR.py -k test_030)

cc @ezyang @anijain2305 @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4 @msaroufim @wconstab @bdhirsh @zou3519
Repository: PowerToys
Issue: text extractor add preferred language option to use your selected input language
Labels: Idea-Enhancement,Product-Text Extractor

### Description of the new feature / enhancement

if the option to use selected input language is enabled and i have english selected as my input language it would treat english as my preferred language for text extractor

### Scenario when this would be used?

if you commonly want to copy text in images from different languages it would be useful
Repository: godot
Issue: Property getters are always being called in editor for tool objects
Labels: discussion,topic:editor

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Sun Jul 16 16:48:53 UTC 2023 - Wayland - Vulkan (Compatibility) - Mesa Intel(R) UHD Graphics 600 (GLK 2) () - Intel(R) Celeron(R) N4020 CPU @ 1.10GHz (2 Threads)

### Issue description

If you define a property, any kind of property (an script property or a property defined through `get_property_list`), and set a getter for that property (either through `get:` or `_get()`), editor will call it, infinitely, when you inspect that object:
![image](https://github.com/godotengine/godot/assets/7025991/1d686eb6-1be1-4b17-a92e-911df3a24ae2)


Somehow, somewhere, editor inspector (or editor property) is getting the variable in a loop (maybe is using internal process to keep the value updated?). This is not an expected behavior, specially if you're trying to make a tool that updates many heavy stuff in editor, causing editor freezes reaching that point due always being updating the view and not when is needed.

 While back in Godot 3, this issue was not present:
 
![image](https://github.com/godotengine/godot/assets/7025991/400d18bb-e0d3-4621-9492-277889750a44)


### Steps to reproduce

Create a node and attach this script:
```gdscript
@tool
extends Node

var prop_defined_in_script:
	get: return get_prop_in_script()

func _init():
	print("Object created")

func get_prop_in_script():
	print("get: prop_defined_in_script")
	return 3

func _get(property):
	if property == "prop_only_in_property_list":
		print("get: prop_only_in_property_list")
		return 2

func _get_property_list():
	var p := []
	p.append({"name":"prop_only_in_property_list", "type":TYPE_INT})
	p.append({"name":"prop_defined_in_script", "type":TYPE_INT})
	return p

```

Then, reload the scene and select the node.

### Minimal reproduction project

Let me know if a reproduction project is needed, since only a script is needed to replicate the behavior.
Repository: godot
Issue: GPU Particles 3D dies if their "Scale Curve" stays in zero for too long
Labels: bug,topic:rendering,confirmed,topic:3d,topic:particles

### Godot version

v4.1.2.stable; v4.2.beta2

### System information

Godot v4.2.beta2 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

### Issue description

3D particles with a scale curve that stays in zero for a period of time will die silently.
- The period seems to be around 0.05+ of the normalized curve time.
- Those particles disappear and don't emit sub-particles.
- 2D particles don't have the same issue.

The workaround is to use small values, like 0.001, instead of absolute zero.

![Scale Curve](https://github.com/godotengine/godot/assets/16827309/d8b30184-d6b8-40a2-b614-c2833471036f)


### Steps to reproduce

The reproduction project has a "main_3d" scene that shows the issue, even in the editor.
There is also a "main_2d" scene to show that 2D particles work fine using the same curve.

### Minimal reproduction project

[GPUParticle3D Scale Curve Zero.zip](https://github.com/godotengine/godot/files/13058477/GPUParticle3D.Scale.Curve.Zero.zip)
Repository: pytorch
Issue: Add more flexibility on print / output console
Labels: module: cpp,triaged,enhancement

### 🚀 The feature, motivation and pitch

For a large number of debug usage, printing tensors on console is clearly usefull. The current C++ API output fix the `std::cout` precision on float to 4 decimals. 

> float can hold up to 7 decimal digits accurately while double can hold up to 15

The only 'user' parameter of `torch::print()` is the `int64_t linesize = 80`.

### Alternatives

I see at least two major options that can be usefull for common usage:

1. set the number of decimal (see `std::set_precision`) for floating-point numbers.
2. set the scientific output optional, not automatic (see `std::fixed` / `std::scientific`) 

### Additional context

I currently output (`std::cout << tensor`) two differents 8x8 Float Tensors for comparison:

```
 0.2360  0.0258  0.1689  0.1564 -0.2261  0.0567  0.1844  0.3033
 0.2940 -0.2500 -0.0653 -0.0805  0.2112 -0.1635  0.2915  0.3023
 0.2912  0.0944  0.1377 -0.1824 -0.1882 -0.2844  0.0189 -0.2718
-0.2812 -0.0292 -0.3035 -0.0724  0.1665 -0.2391  0.0724 -0.1974
-0.2716  0.1460 -0.3044  0.1312  0.2848  0.1549  0.2815  0.1874
 0.0980 -0.1967  0.1135  0.2974 -0.1395  0.2800 -0.2298  0.2627
 0.2153  0.1423  0.2779  0.0157 -0.3499  0.1718  0.2147  0.2121
 0.2856  0.2004  0.0951 -0.0757 -0.3016  0.0643 -0.2685 -0.1260
[ CUDAFloatType{8,8} ]

 0.2360  0.0258  0.1689  0.1564 -0.2261  0.0567  0.1844  0.3033
 0.2940 -0.2500 -0.0653 -0.0805  0.2112 -0.1635  0.2915  0.3023
 0.2912  0.0944  0.1377 -0.1824 -0.1882 -0.2844  0.0189 -0.2718
-0.2812 -0.0292 -0.3035 -0.0724  0.1665 -0.2391  0.0724 -0.1973
-0.2716  0.1460 -0.3044  0.1312  0.2848  0.1549  0.2815  0.1874
 0.0980 -0.1967  0.1135  0.2974 -0.1395  0.2800 -0.2298  0.2627
 0.2153  0.1423  0.2779  0.0157 -0.3499  0.1718  0.2147  0.2121
 0.2856  0.2004  0.0951 -0.0757 -0.3016  0.0643 -0.2685 -0.1260
[ CUDAFloatType{8,8} ]
```

But the `torch::allclose(actual, expected, rtol, atol);` (where `rtol = atol = 1e-5`) give me a `false`.

This `false` is probably `true`, but console output don't help for a quick check.

!!! Thank you for Torch !!!

cc @jbschlosser