sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: AudioStreamPlayer clip falsely loops after animation end in web export
Labels: bug,platform:web,topic:audio

### Tested versions

- Reproducible in 4.3.stable, 4.3.dev7

### System information

Godot v4.4.dev7 - macOS Sequoia (15.1.1) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - Apple M1 Pro - Apple M1 Pro (8 threads)

### Issue description

**Expected behavior (as in desktop exports):**
When triggering a looping audio clip to play through an AnimationPlayer, the clip always ends when either the clip ends after a trim in the animation timeline or when the animation finishes playing, regardless of the `loop` import property.

**Actual behavior:**
In web builds (with sample playback), when no "end" of the clip is reached (i.e. the end of the clip is after the animation end) the clip will keep looping indefinitely - the end of the animation does not end the clip (and its "end" outside of the animation doesn't either, even when the clip is trimmed). A particularly annoying edge-case occurs when the clip isn't trimmed and thus is allowed to keep looping until the animation stops - in web builds the clip will keep looping forever as no "playback end" is ever encountered. Once the animation has ended, playing the animation again will start a fresh instance of the clip, layering them on top.

### Steps to reproduce

1. Create a new AudioStreamPlayer
2. Import an audio file and set its `loop` import property to true
3. Create an AnimationPlayer, create an autoplaying animation, add an Audio Playback Track with the looping audio.
4. Make sure that the animation end is before the end of the audio clip.
5. Run the web export - the audio will keep looping.

Alternatively (with MRP):
1. Open the minimal reproduction project
2. Run the web export
3. Press the "Trigger animation" button to start playback
4. Note how in the editor the audio will stop after the animation end but the web version keeps playing (even though the clip is additionally trimmed)

### Minimal reproduction project (MRP)

[web-animation-audio-loop-bug.zip](https://github.com/user-attachments/files/18446101/web-animation-audio-loop-bug.zip)
Repository: flutter
Issue: 🛑 `flutter config --explicit-package-dependencies-`: Gradle release build fails with only dev-dependencies
Labels: platform-android,f: integration_test,P1,team-android,fyi-tool

In https://github.com/flutter/flutter/pull/160289, I attempt to enable `flutter config --explicit-package-dependencies`.

It's getting there... the next blocker after updating the lock files is this:
```sh
$ cd dev/integration_tests/spell_check
$ flutter config --explicit-package-dependencies
$ flutter build apk

e: file:///Users/matanl/Developer/flutter/dev/integration_tests/spell_check/android/app/src/main/kotlin/com/example/sc_int_test/MainActivity.kt:3:8 Unresolved reference: io
e: file:///Users/matanl/Developer/flutter/dev/integration_tests/spell_check/android/app/src/main/kotlin/com/example/sc_int_test/MainActivity.kt:5:22 Unresolved reference: FlutterActivity

FAILURE: Build failed with an exception.
```

From what I can tell, it's due to this stanza in `flutter.groovy`:

https://github.com/flutter/flutter/blob/90f926edc1357eb1216a09fe7b3716d5e95fe9f9/packages/flutter_tools/gradle/src/main/groovy/flutter.groovy#L600-L603

With our new logic flow (TM), it's possible for plugins to evaluate to `size() > 0` _and_ no plugins to receive the Flutter embedding dependencies. From talking to @gmackall this may or may not be intentional, we can figure that out debugging and submitting PRs fixing these tests.

What I'd like to see is:

1. `android_release_builds_exclude_dev_dependencies_test` showcases the failure being talked about (and is fixed)
2. The above workflow (`cd dev/integration_tests/spell_check && flutter build apk`) works when the flag is enabled

https://github.com/flutter/flutter/blob/90f926edc1357eb1216a09fe7b3716d5e95fe9f9/dev/devicelab/bin/tasks/android_release_builds_exclude_dev_dependencies_test.dart#L32-L36
Repository: godot
Issue: Objects are not shown as selected when the game is paused
Labels: discussion,topic:editor,usability

### Tested versions

v4.4.beta1.official [d33da79d3]

### System information

w10 64

### Issue description

As shown in this video, objects are not marked as selected when the game is paused.

https://github.com/user-attachments/assets/6c95adda-e950-4762-a864-a5ff3c830451

### Steps to reproduce

See the video

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: Can't open godot with Nvidia 566.36 with a 3070 gpu
Labels: bug,platform:windows,topic:rendering,needs testing

### Tested versions

Reproducible in every version of 4.4 including Dev 1

### System information

Windows 11 - Godot 4.4 (any version) - OpenGL API - Nvidia 3070 or 970(happens with both)  - AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz - 

### Issue description

![Image](https://github.com/user-attachments/assets/fa7a4e24-9107-4156-be13-55c14fbf27ff)
everytime I try to open Godot, it just closes before it even finished opening
this happens with both my 3070 and 970 gpus

### Steps to reproduce

all I do is open the application

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: proposal: cmd/covdata: html subcommand
Labels: Proposal,ToolProposal

### Proposal Details

if you need multi run coverage, it seems you currently have two options. first option:

~~~sh
go test -cover '-test.gocoverdir' cover -run Zero
go test -cover '-test.gocoverdir' cover -run One
go tool covdata textfmt -i cover -o cover.txt
go tool cover -html cover.txt
~~~

second option:

~~~sh
go test -coverprofile zero.txt -run Zero
go test -coverprofile one.txt -run One
# manually merge files
go tool cover -html cover.txt
~~~

with the first option, you are having to convert to the legacy format [1] before you can get HTML output. with the second option, it seems no current method is available for multiple runs using the text format, meaning user needs to manually combine the resulting files somehow. to that end, I propose adding a new subcommand:

~~~
go tool covdata html -i cover -o cover.html
~~~

1. https://go.dev/doc/build-cover#converting-to-legacy-text-format
Repository: pytorch
Issue: DISABLED test_sparse_add_cuda_float64 (__main__.TestSparseCSRCUDA)
Labels: module: sparse,module: rocm,triaged,module: flaky-tests,skipped

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_sparse_add_cuda_float64&suite=TestSparseCSRCUDA&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/35738066324).

Over the past 3 hours, it has been determined flaky in 3 workflow(s) with 4 failures and 3 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_sparse_add_cuda_float64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.



<details><summary>Sample error message</summary>

```
Traceback (most recent call last):
  File "/var/lib/jenkins/pytorch/test/test_sparse_csr.py", line 2338, in test_sparse_add
    run_test(m, n, index_dtype)
  File "/var/lib/jenkins/pytorch/test/test_sparse_csr.py", line 2330, in run_test
    self.assertEqual(actual, expected)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/testing/_internal/common_utils.py", line 4036, in assertEqual
    raise error_metas.pop()[0].to_error(  # type: ignore[index]
AssertionError: Tensor-likes are not close!

Mismatched elements: 3 / 15 (20.0%)
Greatest absolute difference: 5.944452556227633 at index (4, 0) (up to 1e-07 allowed)
Greatest relative difference: inf at index (4, 1) (up to 1e-07 allowed)

To execute this test, run the following from the base repo dir:
    PYTORCH_TEST_WITH_ROCM=1 python test/test_sparse_csr.py TestSparseCSRCUDA.test_sparse_add_cuda_float64

This message can be suppressed by setting PYTORCH_PRINT_REPRO_ON_FAILURE=0
```

</details>


Test file path: `test_sparse_csr.py`

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @naromero77amd @clee2000 @wdvr
Repository: vscode
Issue: Investigate inline value decoration receiving tokenization css
Labels: bug,notebook-cell-editor

              we should figure out why the decoration we add gets tokenization colors to avoid `!important` if possible.

_Originally posted by @rebornix in https://github.com/microsoft/vscode/pull/237995#discussion_r1919086685_
Repository: rust
Issue: `rustc-1.83` tarball contains a GCC checkout
Labels: T-bootstrap,T-release,C-discussion,A-gcc

While I understand the motivation for putting a GCC in dev environments / CI (it's good to keep the GCC backend tested), I think it might be overkill to ship it in the source tarball. This has a number of downsides:

1. It puts GPL source code into the `rustc` release tarball.
2. It's a significant increase in the size of the tarball (part of the reason we noticed was that one of the ingestion systems was unhappy with the file count).
3. To the best of my knowledge, the GCC backend is not stable - providing the ability to build it out of the stable tarball without an additional library doesn't seem necessary.
4. I suspect that most people who *want* the GCC backend (e.g. distros, specialized environments) will want to provide their own GCC.
Repository: rust
Issue: `-Csplit-debuginfo=off` is not actually supported on apple(?) targets
Labels: A-debuginfo,T-compiler,A-docs,A-CLI,O-apple

>  i will quibble with “supported” on macos, `-C split-debuginfo=off` just silently disables debuginfo there. but we should fix that in the official docs, not here.

_Originally posted by @jyn514 in https://github.com/rust-lang/rust/pull/135572#discussion_r1918357724_

The docs for this cli flag might benefit from being slightly reworded.
Repository: PowerToys
Issue: Mouse Without Borders does not switch computers when a certain app is in focus (Visual Studio Code)
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. Connect two computers
2. Install VSCode on one
3. Try and switch to the other computer while VSCode is open

### ✔️ Expected Behavior

Keyboard/mouse should switch.

### ❌ Actual Behavior

Keyboard/mouse do not switch when going to edge of screen (while when Chrome in focus it does).
![Image](https://github.com/user-attachments/assets/0b405615-9252-49bb-8423-09a2df632b56)

### Other Software

Visual Studio Code
Google Chrome
Repository: godot
Issue: Godot becomes unresponsive when editing an AnimationTree.
Labels: bug,topic:editor,needs testing,topic:animation

### Tested versions

Reproducible in Godot 4.4 Dev 7 and 4.4 Beta 1 Official.




### System information

Godot v4.4.beta1 - macOS Sequoia (15.3.0) - Multi-window, 2 monitors - Metal (Forward+) - integrated Apple M1 (Apple7) - Apple M1 (8 threads)

### Issue description

I have a project that has one AnimationTree that is a child to a CharacterBody2D node. In Godot 4.4 Dev 7 and Godot 4.4 Beta 1. Randomly when editing BlendSpace2D's (There are 4) Godot will freeze up and stop taking input specifically in the AnimationPlayer tab. I have experienced this when doing many different things within the AnimationTree editor. Creating BlendSpaces, connecting them, and editing them. I have not seen any patterns as of yet. You can select other nodes and other tabs (but you can't do anything in them).  I am running Godot on a mac m1 (Sequioa). I have not experienced this issue in other versions of Godot but I have not attempted to use AnimationTree's until now. I have to close Godot and it is fine for a while when It opens back up. 

### Steps to reproduce

I am able to reproduce the issue with just normal use of the AnimationTree editor. 

### Minimal reproduction project (MRP)

I do not have a sample project.
Repository: PowerToys
Issue: ThinkorSwim
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

87.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Control Shift ` to activate Fancy Zones; Shift-Drag window to zone


### ✔️ Expected Behavior

trying to get two trading applications (running under Win11 64) to sit side by side


### ❌ Actual Behavior

Fidelity Active Trader Pro complies with command, as expected;
ThinkorSwim does not (highlight does not appear on Shift-Drag) nor does it 'stick' to zone

### Other Software

ThinkorSwim [build1983]  Nov23, 2024 (i believe it might utilize some elements of the Chrome browser)
Repository: PowerToys
Issue: Feature Request: Add Mac-like Touchpad Gesture Support to PowerToys (Smart Zoom, Rotate, Swipe, etc.)
Labels: Needs-Triage

### Description of the new feature / enhancement

I propose adding a feature to PowerToys that enables Mac-like touchpad gestures on Windows. This feature would enhance the current Windows touchpad capabilities by implementing additional gestures such as Smart Zoom, Rotate, Swipe between pages, and Three-Finger Drag, while taking inspiration from macOS. These gestures would provide users with a more intuitive and efficient way to navigate and interact with the system.


### Scenario when this would be used?

Smart Zoom: Double-tap with two fingers to zoom in on a specific area, similar to macOS.
Rotate: Use two fingers to rotate images or objects in supported applications.
Swipe Between Pages: Enable two-finger horizontal swipes to navigate back and forward between pages in browsers or supported apps.
Three-Finger Drag: Drag windows or select text with three fingers, eliminating the need for a click-and-drag action.
Show Desktop: A four-finger pinch to quickly minimize all windows and reveal the desktop.
Launchpad/Quick Launch: Use a four-finger pinch-out gesture to launch a customizable utility or application menu (similar to macOS's Launchpad).
By incorporating these gestures, users can enjoy a more seamless and versatile touchpad experience on Windows.

### Supporting information

[Mac Touchpad Gestures - Apple Support](https://support.apple.com/en-us/102482)
Repository: PowerToys
Issue: Workspace doesn't recognize application: Thinkorswim
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

87.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Workspaces

### Steps to reproduce

After having activated WORKSPACES, i try to add "Fidelity Active Trader" and "ThinkorSwim", both Win 64 applications

### ✔️ Expected Behavior

The applications should be saved in the Workspace mechanism.
After saving the workspace, the applications should launch from the taskbar shortcut that was created in prior step.

### ❌ Actual Behavior

Fidelity Active Trader launches, in its expected quadrant of the Desktop (Workspace), ( THINKORSWIM wouldn't save to the Workspace)

this is probably similar to the condition that i reported in FancyZones

### Other Software

ThinkorSwim [build1983] Nov23, 2024 (i believe it might utilize some elements of the Chrome browser)
Repository: angular
Issue: linkedSignal should provide previous value to computation fn without source
Labels: area: core,needs: discussion,core: reactivity,cross-cutting: signals

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

Currently, the only way to get the previous value of a linkedSignal is via a source/computation object.

> When the value of the computation changes, the value of the `linkedSignal` changes to the computation result.
> https://angular.dev/guide/signals/linked-signal

Ultimately, I see value in the simple `linkedSignal` API to provide the `previous` value as well.

current:
```ts
export function linkedSignal<D>(
  computation: () => D,
  options?: {equal?: ValueEqualityFn<NoInfer<D>>},
): WritableSignal<D>;
```

proposed:
```ts
export function linkedSignal<D>(
  computation: (previous?: D) => D,
  options?: {equal?: ValueEqualityFn<NoInfer<D>>},
): WritableSignal<D>;
```

As an aside, I'm not really sure why we have a separate `source` input here since we could have multiple sources and they'd all automatically be handled by the same logic as a normal `computed`, so I don't really see the value in having an explicit input object separate from the simpler API which mostly mirrors `computed`.

### Proposed solution

```ts
export function linkedSignal<D>(
  computation: (previous?: D) => D,
  options?: {equal?: ValueEqualityFn<NoInfer<D>>},
): WritableSignal<D>;
```

### Alternatives considered

This is not ideal:

```ts
protected readonly columnSettingsKey = linkedSignal<unknown, number>({
    source: this.columnSettings,
    computation: (source, prev) => {
      const preVal = prev?.value ?? 0;

      return preVal + 1;
    },
  });
```

not sure if this is an anti-pattern, but this is feels cleaner to me, since I do not care about the previous source value, only the previous computed value
```ts
protected readonly columnSettingsKey = linkedSignal((prev) => {
      // trigger when:
      this.columnSettings();

      const preVal = prev?? 0;
      return preVal + 1;
  });
```
Repository: angular
Issue: hmr causes element disappear
Labels: area: core,core: hot module replacement (HMR)

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

No

### Description

After upgrading to 19.1, template change keeps causing strange behaviors: 

- binding stops until I resize the browser window (variable binding with checkbox on the page for example)
- my change simply does not appear not even a total page reload until I restart ng server
- element disappear after any change happening on template ex. a nested component inside the template just disappears after I made tiny change on the template to trigger a hmr

I had to use `no-hmr` ng server --no-hmr to avoid this from happening. 

So, it seems it's related to hmr.

Binding failure appears quite often on wsl2 but not appearing on Ubuntu 24 machine.

The element disappearing happens on both wsl2 and Linux. 
```
Distributor ID: Ubuntu
Description:    Ubuntu 24.04.1 LTS
Release:        24.04
Codename:       noble
```
```
Angular CLI: 19.1.0
Node: 22.12.0
Package Manager: npm 10.9.0
OS: linux x64

Angular: 19.1.0
... animations, cli, common, compiler, compiler-cli, core, forms
... localize, platform-browser, platform-browser-dynamic
... platform-server, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1900.7
@angular-devkit/build-angular   19.1.0
@angular-devkit/core            19.1.0 (cli-only)
@angular-devkit/schematics      19.1.0
@angular/cdk                    19.0.5
@schematics/angular             19.1.0
rxjs                            7.8.1
typescript                      5.6.3
zone.js                         0.15.0
```




### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

```true

```

### Please provide the environment you discovered this bug in (run `ng version`)

```true

```

### Anything else?

_No response_
Repository: go
Issue: cmd/compile: TestScript/issue70173 failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "cmd/compile" && test == "TestScript/issue70173"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8725554851541405009)):

    === RUN   TestScript/issue70173
    === PAUSE TestScript/issue70173
    === CONT  TestScript/issue70173
        run.go:223: 2025-01-16T23:23:33Z
        run.go:225: $WORK=/Users/swarming/.swarming/w/ir/x/t/TestScriptissue701733273506122/001
        run.go:232: 
            BOTO_CONFIG=/Users/swarming/.swarming/w/ir/x/a/gsutil-bbagent/.boto
            CIPD_ARCHITECTURE=amd64
            CIPD_CACHE_DIR=/Users/swarming/.swarming/w/ir/cache/cipd_cache
            CIPD_PROTOCOL=v2
    ...
            PWD=/Users/swarming/.swarming/w/ir/x/t/TestScriptissue701733273506122/001
            WORK=/Users/swarming/.swarming/w/ir/x/t/TestScriptissue701733273506122/001
            TMPDIR=/Users/swarming/.swarming/w/ir/x/t/TestScriptissue701733273506122/001/tmp
            
            > go run main.go
            [stderr]
            # runtime
            ThreadSanitizer: CHECK failed: tsan_sync.cpp:95 "((0)) != (0)" (0x0, 0x0) (tid=478668)
        run.go:232: FAIL: testdata/script/issue70173.txt:1: go run main.go: exit status 1
    --- FAIL: TestScript/issue70173 (23.51s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: With instance uniform shader 2D, queue_free instances don't clear the buffer
Labels: bug,topic:shaders

### Tested versions

The problem is related to version 4.4 beta 1 which adds support for uniform instances for 2D shaders

### System information

Godot v4.4.beta1 - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.6636) - AMD Ryzen 7 2700X Eight-Core Processor (16 threads)

### Issue description

I used the uniform instances of 2D shaders ( from 4.4 beta 1 ) in my project but I get an error after a while, the buffer seems saturated, I don't know if this is normal behavior, destroying the instances is not supposed to clear the buffer ?

The errors I get:
global_shader_parameters_instance_allocate: Too many instances using shader instance variables. Increase buffer size in Project 
global_shader_parameters_instance_allocate: Condition "global_shader_uniforms.instance_buffer_pos.has(p_instance)" is true. 

### Steps to reproduce

Simply instantiated a lot of elements that use uniform instances (the problem being that deleting them does not free up space in the buffer)

### Minimal reproduction project (MRP)

"N/A"