sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Crash when creating new project ("Browse" button)
Labels: bug,topic:editor,needs testing,crash

### Tested versions

- Crash reproducible since 4.0 (3.2 works, 3.5.3 works, 4.0 crashes, 4.2.2 crashes)
- If I crash 4.x, then try to open 4.x it immediately closes (3.5.3 doesn't open at all, 3.2 works)

### System information

Windows 10 (19045) - Godot v4.2.2 stable - AMD RX6400 GPU, drivers v23.11.1

### Issue description

Godot crashes when creating a new project. If you select "new project", then "browse", it crashes.
If you attempt to open Godot again, it shows a window, then immediately crashes.

Restarting sometimes fixes the issue, clearing %appdata% (local and roaming) almost always fixes the issue.
If you manage to crash Godot while working on a project, it will also not reopen until clearing appdata and restarting.

Note, v3.5.3 does not crash, but won't open after crashing 4.2.2 (it hangs without showing a window). 3.2 will always open.

See video:

https://github.com/godotengine/godot/assets/51007423/4cdd0be7-5e71-44ef-a2f8-6a3f5d446310


### Steps to reproduce

- Open Godot
- Click "New Project"
- Click "browse" to select a path
- Godot crashes

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Zooming in on Tilemaps in the tilemap pane causes the Godot editor to crash occasionally
Labels: bug,topic:editor,crash,topic:2d

### Tested versions

- Found in 4.1.1 stable and 4.2.2 stable, haven't tested other versions.
- v4.2.2.stable.official.15073afe3

### System information

Windows 11, Vulkan (Forward+), 11th Gen Intel i5-1135G7 x86/64

### Issue description

When zooming in or out on tilemaps in the editor pane, the Godot editor will crash occasionally. It has happened to me twice on 4.1.1-stable, but only once in 4.2.2, all three of which caused me to loose some work, however it seems to be 

### Steps to reproduce

Don't really know. I haven't been able to determine a consistent amount of zoom, or specific events that must happen before it takes place. However, it does seem to happen more frequently after resizing the "TileSet" pane in the bottom of the screen, sometimes this can also lead to a crash. It seems any resizing of the tilemap displayed causes the crash but I cannot be sure. Doesn't crash when no tilemap (image) is added to the tilemap node's tileset. 

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: CanvasItem's visibility is not propagated before sending `NOTIFICATION_VISIBILITY_CHANGED`
Labels: discussion,breaks compat,topic:2d

### Tested versions

Reproducible in 4.2.2, 4.3.dev6, and 4.3.dev [be56cab5]

### System information

Linux

### Issue description

This prints the opposite of what is expected:
```gdscript
func _notification(what: int) -> void:
	if what == NOTIFICATION_VISIBILITY_CHANGED:
		print(get_child(0).is_visible_in_tree())
```

When the node becomes visible, it is expected that its children are also visible as well but `is_visible_in_tree` returns false in this case.

From what I can gather, `CanvasItem::_handle_visibility_change` sends `NOTIFICATION_VISIBILITY_CHANGED` [here](https://github.com/godotengine/godot/blob/be56cab58c056c074d1e02cd0b38641204e39f41/scene/main/canvas_item.cpp#L92) before its visibility is propagated to its children.

This became much more pronounced starting from 5c28814b, when `PanelContainer`, `FlowContainer`, and `SplitContainer` would not resize properly when they became visible. This was originally going to be my issue but this problem spans more than just the dev. (Should I open a separate issue?)

Moving [these lines](https://github.com/godotengine/godot/blob/be56cab58c056c074d1e02cd0b38641204e39f41/scene/main/canvas_item.cpp#L100-L108) before the aforementioned call to `notification()` appears to fix this on my end (including the resizing of containers). I can open a PR but I would like to know if this would be a sane fix before I do so.

### Steps to reproduce

1. Add a CanvasItem with a CanvasItem child
2. Attach a tool script to the parent CanvasItem that prints out the result of `get_child(0).is_visible_in_tree()` when it receives `NOTIFICATION_VISIBILITY_CHANGED`
3. Toggle the parent's visibility on and off in the editor and watch the output

### Minimal reproduction project (MRP)

[project.zip](https://github.com/godotengine/godot/files/15449107/project.zip)
If you are using a recent 4.3.dev version (last 3 weeks-ish), some of the containers may also not resize properly.
Repository: vscode
Issue: Move a webview into another editor window
Labels: feature-request,webview

<!-- ⚠️⚠️ 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. -->

I am a VSCode extension developer. In my extension I want to provide an action to **move a webview into another editor window**, like what Copilot do with `Open Chat in New Window`. Is there any API or command suitable for accomplish this? 

![image](https://github.com/microsoft/vscode/assets/9302739/6d8c622d-837b-49d4-b6d7-7288ea9c3c50)


Also, I found this command `moveActiveEditor` in the document, but the arguments here are not so clear. Is there an acceptable value list for the arguments?

![image](https://github.com/microsoft/vscode/assets/9302739/a62640c2-223c-41d9-9178-418045af6f35)
Repository: godot
Issue: Vulkan: Black artifacts with OmniLight3D in scene on AMD GPU
Labels: bug,platform:windows,topic:rendering,confirmed,topic:thirdparty,topic:3d

### Tested versions

- Reproducible in v4.2.2.stable.official [15073afe3], v4.0.stable.official [92bee43ad], and v4.3.dev6.official [89850d553]
- Does not occur in v3.5.3.stable.official [6c814135b]

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 7800 XT (Advanced Micro Devices, Inc.; 31.0.24031.5001) - AMD Ryzen 5 7600X 6-Core Processor (12 Threads)

### Issue description

Black artifacts flicker in and out as the camera moves. They appear on meshes illuminated by a light, particularly on larger flat surfaces. They appear both in-editor and in-game.

https://github.com/godotengine/godot/assets/48959058/4a2e16cd-046c-4ed8-9e03-612d32b92ca4

Additional Notes:
- This issue only occurs on my desktop (the specs reported) and did not occur when testing using the same project on my laptop
- The issue only occurs in the Forward+ renderer
- The issue appears to be focused around the edges between faces. It becomes more noticeable with more subdivisions (the plane in the video has 50x40 subdivisions) but it is still present along the diagonal on an unsubdivided plane
- The issue only occurs when the camera is outside the range of the light
- My graphics drivers are up to date. All Godot project settings are at default

### Steps to reproduce

The issue is visible in Test.tscn in the MRP.

It is also visible from a new project by following the below steps:
1. Create a new 3D scene
2. Add a MeshInstance3D and an OmniLight
3. Assign a new plane mesh to the MeshInstance3D, rotate it 90 degrees in the x-axis and move it along the z-axis such that the OmniLight illuminates it
4. Zoom out such that the camera is not within the range of the OmniLight and rotate the view
This causes the artifacts to appear on my PC. The issue can be made more visible by increasing the subdivisions of the plane mesh

### Minimal reproduction project (MRP)

[Light Issue Test.zip](https://github.com/godotengine/godot/files/15449485/Light.Issue.Test.zip)
Repository: transformers
Issue: Checkpoint saving by different evaluation criterias
Labels: Feature request

### Feature request

I would like to be able to save the best checkpoint separately for each criteria in the evaluation.
For example```save_best_checkpoint=[loss,bleu,rouge]``` then we can get 3 different best checkpoint in result repo.

### Motivation

There can be 2 different best check points when training a model. For example, LOSS might be the lowest at check point 10000 and BLEU SCORE might be the highest at check point 20000.  However, the current TrainingArgument doesn't seem to support saving for these two different best checkpoints as far as I know.

### Your contribution

I did not make any PR yet. 
I am just suggesting idea
Thank you!
Repository: ollama
Issue: Can the model download page add a new ranking?
Labels: feature request,ollama.com

https://ollama.com/library
At present, there are only three types of sorting the model download page. Can it add a sort that is mainly based on model update time? This is convenient for the models that are updated on the old version recently, don't find it slowly.
![QQ截图20240527092843](https://github.com/ollama/ollama/assets/111871110/86470196-61da-43c6-be09-0ea7b55de9de)
Repository: godot
Issue: Omnilights/spotlights (broken in mobile)
Labels: bug,platform:android,topic:rendering,needs testing,topic:3d

### Tested versions

(I only tested the latest)**Godot 4.2.2stable**

https://github.com/godotengine/godot/assets/170901496/efd9cc23-f994-429a-908c-5a6ae9975e03

### System information

Android 13 - Godot 4.2.2stable vulkan 1.1(forward+))

### Issue description

![Screenshot_20240527-091547](https://github.com/godotengine/godot/assets/170901496/dcb3021b-3eb3-4a77-9144-d0ac797036ed)

![Screenshot_20240527-091542](https://github.com/godotengine/godot/assets/170901496/8b5f87cb-6f57-459b-8352-ecbe4f4dff66)


### Steps to reproduce

The screenshot only shows Omnilights but this also happens using spotlights the sun is fine(only happens in forward+ based on my testing).

Put the following lights in a forward+ project.

### Minimal reproduction project (MRP)

[BUG LIGHTS MOBILE Godot v4.2.2stable.zip](https://github.com/godotengine/godot/files/15449809/BUG.LIGHTS.MOBILE.Godot.v4.2.2stable.zip)

**Use forward+ in v4.2.2stable and use phone**
Repository: deno
Issue: Support `SSLKEYLOGFILE` environment variable
Labels: cli,suggestion,tls

To debug encrypted traffic on the client side, utilities like Wireshark [need encryption secrets](https://wiki.wireshark.org/TLS#tls-decryption).  User applications generate a log file (contains encryption secrets) that can be consumed by Wireshark if you set `SSLKEYLOGFILE` environment variable or provide an appropriate flag. 

The format used in log file is [NSS Key Log Format](https://udn.realityripple.com/docs/Mozilla/Projects/NSS/Key_Log_Format) ([primary](https://developer.mozilla.org/en-US/docs/Mozilla/Projects/NSS/Key_Log_Format) source returns 404).

SSL Key Log generation is supported by the following environments:
- Both Chrome and Firefox support `SSLKEYLOGFILE` environment variable
- Go provides `KeyLogWriter` field in config of crypto/tls package https://pkg.go.dev/crypto/tls#example-Config-KeyLogWriter
- Node.js provides [`--tls-keylog`](https://nodejs.org/api/cli.html#--tls-keylogfile) flag and emits [`keylog`](https://nodejs.org/api/tls.html#event-keylog) event 
- cURL supports the [environment variable](https://everything.curl.dev/usingcurl/tls/sslkeylogfile.html)

Edit: the implementation should be straightforward. Rustls already supports the [environment variable](https://github.com/rustls/rustls/blob/99abca5e4965340cf6d96eaefd64452281376063/examples/src/bin/simpleclient.rs#L26).
Repository: excalidraw
Issue: Excalidraw library is difficult to navigate when add many libraries.
Labels: enhancement,libraries

I usually use 3 excalidraw library when I design UI.  there will be 150+ elements in library.
It is difficult to quickly find what I need without a group function.

I suggest enhance the excalidraw library to allow for expand/collapse by group.
or display every libraries as a dock icon, and use popover to pick element inside it.
or some search function.

![image](https://github.com/excalidraw/excalidraw/assets/246542/3f15c712-8026-4535-acac-f33be9d0a028)

![image](https://github.com/excalidraw/excalidraw/assets/246542/fa9aaf27-2967-47c0-82ff-d6940cebc027)
Repository: godot
Issue: `RigidBody2D` rotation resets when calling `apply_force`
Labels: bug,topic:physics,topic:2d

### Tested versions

v4.3.dev6.mono.official [89850d553]

### System information

Godot v4.3.dev6.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 5GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

![GIF 2024-5-27 11-05-01](https://github.com/godotengine/godot/assets/35988767/de25ad71-cdbb-480b-95a1-65b81ac8eb4b)
when not call apply_force, the rotation will keep PI*0.5 at the last,
but when call apply_force, the rotation will reset to 0.0 at the last.

### Steps to reproduce

run the MRP

### Minimal reproduction project (MRP)

[rottest.zip](https://github.com/godotengine/godot/files/15450361/rottest.zip)
Repository: flutter
Issue: SliverAppBar should allow for a custom scroll physics or some control over collapse/expand speed, or should at least give an option to mirror native iOS behavior
Labels: c: new feature,platform-ios,framework,f: material design,a: fidelity,f: scrolling,c: proposal,P2,team-design,triaged-design

### Use case

SliverAppBar (and likely AppBar) appear to collapse and expand at the same speed as the associated scrollable (say a SliverList in a customscrollview).  This appears to my eye to mirror stock android behavior.

However, on native iOS it looks like a top appbar will collapse and expand based on the users flick speed, not the speed of the scrollable.  SO if a user flicks slow but creates alot of momentum with the slow flick, the scrollable will scroll quickly and the appbar will open/close more slowly.  This is a unique feeling created by apps on iOS.   

This is currently impossible to replicate with a Flutter app, since SliverAppBar speed is tied to the scrollable current scroll position

### Proposal

Several possible options to correct this behavior:

1.  Create an iOS platform specific SliverAppBar collapse/expand speed that matched the actual flick speed and not the current scrollable speed, maybe via a flag?  Seems complicated to do, but for the end user would be the easiest to implement
2. Implement a CupertinoSliverAppBar, that would have this type of scroll behavior baked in.  Could also benefit from another iOS specific behavior: https://github.com/flutter/flutter/issues/118591
3. Allow custom scroll physics to be added to a SliverAppBar.  This will be very cumbersome for devs to implement, but might conversely be the most logical approach
Repository: godot
Issue: Android editor can not remove tiles from  tilemap
Labels: topic:editor,needs testing,topic:2d

### Tested versions

3.6 beta5

### System information

Android 14 Godot 3.6beta5

### Issue description

Install Android editor on a mi pad 6 max, my pad has a keyboard, it's not possible to erase a tile by hold down ctrl and click on a tile.

### Steps to reproduce

add a tilemap
put tiles on the map
ctrl + click on a tile
the tile can not removed

### Minimal reproduction project (MRP)

g
Repository: flutter
Issue: Add display dpi information to MediaQuery to calculate display size
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Use case

I would like to know the display size as a media query to increase the font size on small displays.

### Proposal

Please extend the MediaQuery class to provide the display size (or at least if available the dpi x/y to calculate it yourself). As a starting point you could check the available package [display_metrics](https://github.com/nukeolay/display_metrics).
Repository: ant-design
Issue: Updates to Grammar within Documentation
Labels: help wanted,Inactive,unconfirmed

### What problem does this feature solve?

Within the English documentation there are some areas where the grammar is not proper in a way that it may hinders someone's ability to read documentation quickly. By updating the grammar to be a bit more consistent the readability of the documentation may be better allowing developers using the documentation able to understand what is being said more efficiently.

### What does the proposed API look like?

The documentation changes will simply involve updating certain lines throughout the documentation to use proper grammar.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: [Bug]: SB/React diffing is very slow
Labels: bug,performance issue,addon: docs,sev:S3

### Describe the bug

This is a pretty niche case, but it is with a popular library (`tanstack/react-table`), and shows something underlying must be wrong.

The reason I say it is the React diffing is because in the reproduction url, uncommenting line 139 (Removing table from being passed in props) fixes the issue. `table` is a huge object with lots of functions (you can console.log it to see). This does not happen in normal React so it is not a react-table issue.

I doubt it is only for react-table, but this is the use case I found the issue in. It most likely happens from large deep objects (Needs further narrowing/testing though).

Just noting it down: In the profiler I also see a function called "hookify" a lot which comes from storybook.

### Reproduction link

https://stackblitz.com/edit/github-8gtech

### Reproduction steps

1. Visit the URL above
2. Open the "Demo" story
3. In the "Filter emails..." text field, type "abc" and observe the delay/freezing
4. Scroll down to the "Fixed" story
5. Repeat step 3 but on the "Fixed" story
6. Observe the instant feedback

### System

```bash
Storybook Environment Info:

  System:
    OS: Windows 10 10.0.19045
    CPU: (8) x64 Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz
  Binaries:
    Node: 20.11.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.8.1 - C:\Program Files\nodejs\npm.CMD <----- active
    pnpm: 9.0.6 - ~\AppData\Roaming\npm\pnpm.CMD
  Browsers:
    Edge: Chromium (125.0.2535.67)
  npmPackages:
    @storybook/addon-essentials: ^8.0.10 => 8.0.10
    @storybook/addon-interactions: ^8.0.10 => 8.0.10
    @storybook/addon-links: ^8.0.10 => 8.0.10
    @storybook/blocks: ^8.0.10 => 8.0.10
    @storybook/react: ^8.0.10 => 8.0.10
    @storybook/react-vite: ^8.0.10 => 8.0.10
    eslint-plugin-storybook: ^0.8.0 => 0.8.0
    storybook: ^8.0.10 => 8.0.10
    storybook-dark-mode: ^4.0.1 => 4.0.1
```


### Additional context

This is a very odd bug because you can remove the `props: any` from the Demo story, and the issue is fixed. I need to be able to pass props to this story though.
```[tasklist]
### Tasks
```
Repository: tauri
Issue: [feat] Avoid calling `convertFileSrc` twice.
Labels: type: feature request

### Describe the problem

Our team is using the `convertFileSrc` to show some pictures in local storage, but sometimes our team members may make mistakes. For example, somebody has already converted the url in his field, but another one calls `convertFileSrc` again before displaying the image.

The final url may looks like `asset://asset%3A%2F%2Flocalhost%2F%252FUsers%252Fczf%252FDesktop%252F1.jpg`. It will lead to some bugs and it is a little bit hard to fix because you don't know where and when they call the `convertFileSrc`. This is a really big trouble in our team.

### Describe the solution you'd like

To fix this problem, we encapsulated some functions to avoid calling `convertFileSrc` twice. By the way, we also provide a function to convert the url back to the raw file path.

``` typescript
import { convertFileSrc } from '@tauri-apps/api/tauri'
import { type, OsType } from '@tauri-apps/api/os';

// it will store the conversion result
const urlMap = new Map<string, string>();

/**
 * convert the asset url back to file path
 * @param url tauri asset url
 * @returns file path, it may not exist if it is not converted before.
 */
export function urlConvertToPath(url: string): string | undefined {
    return urlMap.get(url);
}

// to avoid repeated `if` statements, we use a variable to store the judgement function
let osType: OsType | null = null;
let checkIfConverted: (path: string) => boolean;

export async function pathConvertToUrl(path: string): Promise<string> {
    // this statement will be optimized when osType is configured, so it will not have drawbacks in performance
    if (!osType) {
        osType = await type();

        if (osType === "Windows_NT") {
            checkIfConverted = (path: string) => {
                return path.startsWith("https://asset.localhost/");
            }
        } else {
            checkIfConverted = (path: string) => {
                return path.startsWith("asset://localhost/");
            }
        }
    }

    // avoid double conversion
    if (checkIfConverted(path)) {
        return path;
    }

    // store the conversion result in Map, so you can convert is back to file path through this Map
    const url = convertFileSrc(path);
    urlMap.set(url, path);
    return url;
}
```

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: opencv
Issue: Removing "break" statements from While loop - calib3d, USAC source code
Labels: invalid

### System Information

There is a code smell "break" in loop in the calib3d, USAC source code in the following source code module:
sampler.cpp

See attached screenshots for examples:
![Screenshot from 2024-05-17 22-40-18](https://github.com/opencv/opencv/assets/35121256/cd1b45ac-4d29-420a-8fd1-7ff174506f94)



### Detailed description

The whle loops below should be rewritten to not rely on "break" statements to terminate. They should instead have a condition written into the while loops to terminate when a value is reached, instead of just "breaking".
![Screenshot from 2024-05-17 22-40-18](https://github.com/opencv/opencv/assets/35121256/819dd6e4-c24b-403c-b469-ca79a667046c)


### Steps to reproduce

One can have embedded while loops to terminate where a break is reached. Here is the link to the file as is:

https://github.com/opencv/opencv/blob/4.x/modules/calib3d/src/usac/sampler.cpp

This can be written similar to as shown in the After chunk of code, compared to the Before chunk:

Before
---
    void setSampleNumber (int k) {
        kth_sample_number = k;

        // If the method should act exactly like RANSAC
        if (kth_sample_number > growth_max_samples)
            return;
        else { // Increment the size of the sampling pool while required
            subset_size = sample_size; // reset subset size as from the beginning
            while (kth_sample_number > growth_function[subset_size-1]) {
                subset_size++;
                if (subset_size >= points_size){
                    subset_size = points_size;
                    break;
                }
            }
            if (termination_length < subset_size)
                termination_length = subset_size;
        }
    }
---

Proposed
---
    void setSampleNumber (int k) {
        kth_sample_number = k;
        **int stop = 0;**

        // If the method should act exactly like RANSAC
        if (kth_sample_number > growth_max_samples)
            return;
        else { // Increment the size of the sampling pool while required
            subset_size = sample_size; // reset subset size as from the beginning
            while (kth_sample_number > growth_function[subset_size-1] ) {
                subset_size++;
                if (subset_size >= points_size **and stop_int == 0**){
                    subset_size = points_size;
                    **stop = 1;**
                }
            }
            if (termination_length < subset_size)
                termination_length = subset_size;
        }
    }
---



### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)