sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Platform Views][accessibility] Android Talkback cannot focus webview content when disable and re-enable it.
Labels: platform-android,a: accessibility,a: platform-views,e: OS-version specific,has reproducible steps,P2,team-android,triaged-android,found in release: 3.24,found in release: 3.27

## Summary

The webview content cannot be focused when the talkback is on.

## Steps to reproduce
1. Start the minimal app with the webview and turn on the talkback.
2. Observe that swiping right can move the focus inside the webview.
3. Turn off talkback and turn on again.
4. Observe  that swiping right cannot move the focus inside the webview. Manually touch the webview also cannot move the focus into the webview.

See the attached recording for the above steps:
https://github.com/user-attachments/assets/53f4fbd5-f359-41e2-97b8-d9b3bdfa689b

## Minimal repro code

ran the following commands on 2024-11-01 and modified the code

```dart
flutter create testapp
flutter pub add webview_flutter
```

```dart
import 'package:flutter/material.dart';
import 'package:webview_flutter/webview_flutter.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      title: 'Flutter Demo',
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});
  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  final _controller = WebViewController()
    ..setJavaScriptMode(JavaScriptMode.unrestricted)
    ..loadRequest(Uri.parse('https://flutter.dev'));

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        backgroundColor: Theme.of(context).colorScheme.inversePrimary,
        title: Text(widget.title),
      ),
      body: WebViewWidget(controller: _controller),
    );
  }
}
```
## Versions

**Flutter**
`[✓] Flutter (Channel stable, 3.24.4, on macOS 14.7 23H124 darwin-arm64, locale en)`

**dependencies**
`webview_flutter: ^4.10.0`

**plugin**
`id "com.android.application" version "8.4.1" apply false`

**gradle-wrapper.properties**
`distributionUrl=https\://services.gradle.org/distributions/gradle-8.10-all.zip`

**Android module**
`Pixel 6, Android 14`

## Impact

It is affecting google internal project release b/372690913
Repository: PowerToys
Issue: Fancyzones can't remember window based on title
Labels: Needs-Triage

### Description of the new feature / enhancement

Chrome has the feature to save a page so that it looks like an independant app. e.g., go to youtube.com, go to chrome menu-> Cast, save and share -> Install page as app. This creates an icon that for all intents and purposes, behaves like a standalone windows app...

except for fancyzones. Fancyzones can remember which zone an app opened in, and open it in the same zone next time. The trouble is, it can't tell the difference between a Chrome window, and say... Youtube installed as a Chrome app.

Now I realise this is tricky because at its heart, they are all Chrome. But normal Chrome windows have a windows title that ends with " - Google Chrome" whereas pages installed in apps don't end with " - Google Chrome".

Now it's a pity that Edge browser doesn't have this feature. You can pin a page to the taskbar, but it just opens that page as a tab in a regular browser, rather than making it behave like an app. And I think that's a terrible mistake because in this world where Windows is app-centric and yet the internet is site centric, Chrome really tied those together how it does it. So, I'm guessing that Microsoft having got lost in the weeds on this function won't be able to garner interest. However...

What I'm saying we need is for Fancyzones to be able to remember location based on title... and ideally, unfortunately it would be better if it special cased Google Chrome titles, so Chrome with " - Google Chrome" are all the same, but Chrome without " - Google Chrome" in the title are all considered different. But I guess simply basing it off title in general would be better than nothing.

### Scenario when this would be used?

90% of what I do on my computer is Google Chrome pseudo apps, whether it be Youtube, Google contacts, google news, google translate, Reddit, whatever sites I like to visit I make into apps. Windows is an app-centric operating system. Fancy zones rightly remembers window location based on what app it is. The inability to distinguish the youtube app from the google translate app from whatever, means it is completely broken for what I do.

### Supporting information

https://support.google.com/chrome/answer/9658361?hl=en&co=GENIE.Platform%3DDesktop
Repository: angular
Issue: Angular's npm README files should contain more useful information
Labels: help wanted,good first issue,P3,area: docs

Today, our npm README files are just placeholders without much information:

```markdown
The sources for this package are in the main [Angular](https://github.com/angular/angular) repo. Please file issues and pull requests against that repo.

Usage information and reference details can be found in [Angular documentation](https://angular.dev/overview).

License: MIT
```

npm README landing pages for a package are an important source of information for developers. We should expand these pages to give an overview of the specific package. This applies to all of the packages we publish to npm from this repo; each package should have its own summary. 

e.g. https://www.npmjs.com/package/@angular/core
Repository: rust
Issue: Multiple alignments on functions (`#![feature(fn_align)]`)
Labels: T-compiler,C-bug,A-repr,F-fn_align,A-align

This code specifies two alignments, but applies none. A single `align(256)` does work

```rust
#![feature(fn_align)]


#[repr(align(256), align(256))]
pub fn main() {
    let ptr = main as *const u8;
    println!("{ptr:?}");

    assert_eq!(ptr.align_offset(256), 0);
}
```

See here: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=f841ae6318f0f7abdab285ea9ec641ab

CC: https://github.com/rust-lang/rust/issues/82232

The culprit is this line here matching on slices of length 1: https://github.com/rust-lang/rust/blob/145f9cf95de1fbde3fa11e98461310e0373253e6/compiler/rustc_codegen_ssa/src/codegen_attrs.rs#L418-L420

It's a one line fix, but honestly this is trivially resolved with https://github.com/rust-lang/compiler-team/issues/796 which I'm working on. I'll make it a separate PR at some point, but I'll assign myself since it makes sure changes conflict a little less :)

@rustbot claim

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Repository: three.js
Issue: WebGPURenderer: wrong update of compressed textures
Labels: WebGPU,Needs Investigation

### Description

Updating compressed textures with the contents of others of different formats by copying them fails sometimes and have visual errors, but the same functionality works fine in WebGL. This functionality is often used when creating an empty texture while the asset loads, and then copying the loaded data to it once it's available.

I created a couple of fiddles with webgpu and webgl to compare. Webgpu only updates 3 times instead of 4 and displays a wrong texture.

### Reproduction steps

(see fiddles)

- Create an empty compressed texture
- Update it by copying others

### Code

See fiddles

### Live example

* [WebGPU fiddle](https://jsfiddle.net/2jm0x617/2/)
* [WebGL fiddle](https://jsfiddle.net/fezc8skx/)

### Screenshots

_No response_

### Version

r170

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: react
Issue: [DevTools] It is incredibly difficult to performance profile React
Labels: Status: Unconfirmed

React version: 18.2.0

1. Have a decently complex application which has a deeply nested or possibly recursive component.
2. Try performace profiling the component in chrome dev tools in the performance tab

## The current behavior
Since Fiber splits rendering into byte sized chunks, the profile is dominated by React overhead. 
<img width="536" alt="Screenshot 2024-11-01 at 10 49 20 AM" src="https://github.com/user-attachments/assets/08399f72-6aed-497c-9998-41d0571902dc">
Furthermore, its incredibly difficult to even see what code is responsible for taking the bulk of the time since it has been split along the axis of time. This is great for production, but it makes profiling in dev difficult.

## The expected behavior
There should be an option to change the behavior of the scheduler to not time-slice in debug builds so that tools like performance profiling will work well.

Related: https://github.com/facebook/react/issues/25415 which stops the chrome dev tools profiler from working
Repository: kubernetes
Issue: [Compatibility Version] alphas with emulated version
Labels: sig/api-machinery,sig/architecture,triage/accepted

Per the compatibility version KEP, alphas are outside the scope of compatibility version.

https://github.com/kubernetes/enhancements/blob/master/keps/sig-architecture/4330-compatibility-versions/README.md#non-goals

> Support --emulation-version for Alpha features. Alpha feature are not designed to be upgradable, so we will not allow alpha features to be enabled when --emulation-version is set.

We current don't have proper safeguards for this.

- [ ] Alpha features should not be permitted to be enabled with emulated version
- [ ] Alpha APIs should not be permitted to be enabled with emulated version

/cc @aaron-prindle @jpbetz 

/triage accepted
/sig architecture
/sig api-machinery
Repository: pytorch
Issue: [ONNX] Set the is_in_onnx_export flag in dynamo exporter
Labels: module: onnx,triaged

The dynamo exporter currently does not set the is_in_onnx_export flag during export. We should set the flag so users can selectively enable logic to be exported.

cc @titaiwangms
Repository: pytorch
Issue: [ONNX] Document the registration API
Labels: module: onnx,triaged

Improve documentation.
Repository: godot
Issue: v4.4 Sound quickly regresses on the Web: freezes, noises, crackles
Labels: bug,platform:web,confirmed,topic:audio,regression

### Tested versions

Reproducible in: v4.4.dev3.official [f4af8201b], v4.4.dev2, v4.4.dev1
Not reproducible in: v4.3.stable.official [77dcf97d8]

### System information

Godot v4.4.dev3 - Windows 10.0.19045 - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - GeForce GT 740M - Intel(R) Core(TM) i5-3317U CPU @ 1.70GHz (4 threads)

### Issue description

On the Web over time, the sound begins to freeze, break and crackle terribly. The heavier the stage and the weaker the hardware on which the game is launched, the faster it happens. For example, the sounds in the game I created start to freeze after a minute on a modern computer. On a weak laptop almost immediately. And immediately on a phone. Also, in remote debugging, this degradation of sounds occurs more slowly than when exporting a project.

I tried different solutions, but they all didn't work. Because of this, I had to move the whole project to version 4.3 and that solved the problem.

So at the moment version 4.4 is not playable on web platforms. At least for me.

For testing I created separate projects for 4.4 and 4.3. with a minimum number of objects just so that there is at least some load on the engine.

### Steps to reproduce

Run the project in remote debugging on the Web.
Wait a few minutes (depending on your hardware). My sound began to degrade sharply at the 3rd minute.
If you want, try to run the same project on version 4.3. You won't find any such problems, no matter how much you play.

### Minimal reproduction project (MRP)

[audiotest-4.4.zip](https://github.com/user-attachments/files/17602861/audiotest-4.4.zip)

[audiotest-4.3.zip](https://github.com/user-attachments/files/17602859/audiotest-4.3.zip)
Repository: godot
Issue: [macOS] (some) keyboard input not working in floating editor window after a while
Labels: bug,platform:macos,topic:editor,topic:input

### Tested versions

Reproducible in v4.4.dev3.official [f4af8201b]

### System information

Godot v4.4.dev3 - macOS 15.0.1 - Multi-window, 3 monitors - OpenGL 3 (Compatibility) - AMD Radeon Pro 5500M OpenGL Engine - Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz (16 threads)

### Issue description

I recently noticed this by using the floating editor window (which I usually don't use), but not 100% sure this is related:

After a while, the keyboard input stops honoring modifier keys. For example, on a French Mac keyboard (which I use), you get a `[` by using `OPTION+SHIFT+(`. Using that key combination (or similar ones) outputs nothing after a while (but a regular `(` continues to work).
Closing the floating editor and going back to the regular editor fixes the problem. So does re-detaching the editor (for a while).

It should be noted that I'm using several monitors, and the floating editor was on a different monitor from the main Godot window every time the issue happened.

### Steps to reproduce

Detach the code editor as a floating window.
Type characters that need modifier keys (may depend on the Locale being used)
Witness it produces nothing ... at some point (exact triggering condition unknown)

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: `RD::texture_create_shared_from_slice` become very slow when used extensively on a `Texture2DArrayRD`
Labels: enhancement,discussion,topic:rendering,performance

### Tested versions

- Reproducible in Godot v4.3.1.rc (725f50752)

### System information

Ubuntu 22.04.5 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 535.183.01) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

I noticed a performance issue in `RenderingDevice::texture_create_shared_from_slice`. In my game I use a `Texture2DArrayRD` and create 9 shared textures for each layer (the mipmaps). When I end up with 2000 shared textures, my game starts jittering a lot.

 I profiled my game using [Tracy](https://github.com/wolfpld/tracy) and the issue is with this line of code: `Texture texture = *src_texture;` in  `RenderingDevice::texture_create_shared_from_slice`. 80% of the duration of  `RenderingDevice::texture_create_shared_from_slice` can be spent there.

The `Texture` class has a member named `slice_trackers` which is a hashmap tracking the shared textures (correct me if I am wrong). It's the copy of this hashmap which slows down the `Texture` copy. On my system the copy takes about 50ns when the hashmap is almost empty and can reach 200µs or more when it contains 2500+ elements:

![slice_trackers copy](https://github.com/user-attachments/assets/6b173e01-45be-4edb-a5fc-41252624304c)
As I can create 100 shared textures per frame, I get frames at 40ms or more...

IMO this can be solved by not copying the `slice_trackers` member.  `slice_trackers` is only used by the owner texture and not by the shared ones. In the current implementation we have `Texture texture = *src_texture;` and then `texture->slice_trackers.clear();` comes later in `RD::_texture_make_mutable`.

I am considering creating a PR replacing the line `Texture texture = *src_texture;` by something like `Texture texture = src_texture->duplicate_as_shared_texture();` where `Texture duplicate_as_shared_texture() const` copies every members except `slice_trackers`.  

I tested this fix and I got the expected results (this the durations of `RenderingDevice::texture_create_shared_from_slice`):
![slice_trackers no copy](https://github.com/user-attachments/assets/a408f8dc-ca60-4649-b855-f151933fd860)

I am worried about maintainability and if you would like to support such a use case in the first place. So before creating a MRP (which require some work) and a PR I would like to get some feedback first.

### Steps to reproduce

- Create a `Texture2DArrayRD` with 1024 layers
- Call 10 times `RD::texture_create_shared_from_slice` for each layer

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/17607001/mrp.zip)
Repository: godot
Issue: Project setting `debug/shapes/collision/shape_color` requires a restart to take effect, but does not prompt restart
Labels: bug,topic:editor

### Tested versions

4.3

### System information

Windows 10

### Issue description

The project setting `debug/shapes/collision/shape_color` requires a restart to take effect, but does not prompt the user to restart. Likely a similar problem to https://github.com/godotengine/godot/issues/82813. 

### Steps to reproduce

- Add new 3D Scene.
- Add a CollisionShape3D. Add a SphereShape resource to the collision shape.
- Observe default bluish teal color for the collision shape.
- Open Project Settings, change `debug/shapes/collision/shape_color` to another color. Close project settings, observe that the shape's outline has not changed.
- Reload current project. Observe that the color has changed.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: [Image Resizer]: Option to force Fallback encoder
Labels: Idea-Enhancement,Help Wanted,Product-Image Resizer

### Description of the new feature / enhancement

Add an option to the **Image Resizer** tool to always apply the **Fallback encoder**, regardless if the encoder of the original format is available, so the tool can resize and re-encode images on a different format in a single step.

### Scenario when this would be used?

With the option enabled a user can select a bunch of PNG images on the File Explorer and resize and re-encode them in JPG all in one go. Useful when dealing with several images on various formats that should be optimized, in both format and size, for deployment e.g. web.

### Supporting information

_No response_
Repository: vscode
Issue: `OutputChannel`/`LogOutputChannel` `hide()` method doesn't work
Labels: info-needed

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.96.0-insider
- OS Version: Windows 11/Linux (Tested on Windows Desktop and in Github Codespaces [not web])

## Reproduction

Repro branch here: https://github.com/JustinGrote/_PR-FORK-vscode-extension-samples/tree/issue/cannotHideOutputChannel/helloworld-sample

```typescript
import { ExtensionContext, window } from "vscode";

export function activate(context: ExtensionContext) {
	const outputChannel = window.createOutputChannel("OutputChannel");
	const logOutputChannel = window.createOutputChannel("LogOutputChannel", {log: true});
	outputChannel.hide();
	logOutputChannel.hide();
}
```

### Expected
Output Windows are hidden
### Actual
![Image](https://github.com/user-attachments/assets/dbb27e43-c840-4edd-821f-b6964c983c29)
Repository: vscode
Issue: Incorrect scaling detection on Linux (GNOME)
Labels: bug,upstream,linux,electron,multi-monitor

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: v1.95.1
- OS Version: Fedora 41 (GNOME)

Steps to Reproduce:

1. Connect 2 DP monitors to your system
2. Open VS Code on primary screen
3. Change the scaling on the second screen

VSCode detects this change but it doesn't respect the monitor this update was intended for. Sometimes this also results in a broken window where the window size did not update but the content did scale. If this happens you get a window where the content is zoomed and you have no window decorations as they where also scaled. So you only option is to alt+f4 and restart vscode.
Repository: pytorch
Issue: [export] `run_decomposition` fails for permute->view sequence
Labels: oncall: pt2,export-triage-review,oncall: export

### 🐛 Describe the bug

 Here, I came across this issue with MAISI network from MONAI.
 
To reproduce, you would need to pull branches from : 
https://github.com/Project-MONAI/MONAI/pull/8153 and https://github.com/Project-MONAI/model-zoo/pull/701

In https://github.com/Project-MONAI/model-zoo/pull/701/files#diff-03a91f505707ef6644547abb4c5fd665e73003b4e828a185a4c71707f73b4ef5:
if I change line 19 from : 
"controlnet": "$trt_compile(@controlnet_def.to(@device), @trained_controlnet_path)"
to: 
"controlnet": "$trt_compile(@controlnet_def.to(@device), @trained_controlnet_path, args=@c_trt_args)" 
and run : 
''python -m monai.bundle run --config_file "['configs/inference.json', 'configs/inference_trt.json', 'configs/256.json']"
in model-zoo/models/maisi_ct_generative,
the following error would come up with 2.6.0.dev20241010+cu124 during export:
E1031 12:58:15.024000 1613897 torch/_subclasses/fake_tensor.py:2051] ValueError: Cannot view a tensor with shape torch.Size([1, 4096, 8, 32]) and strides (1048576, 32, 131072, 1) as a tensor with shape (1, 4096, 256)!

Non-dynamo export is successful.

### Versions

Pytorch nightly.

cc @ezyang @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4