sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Nodes in typed dictionaries do not do not show changes in game made by code (4.4 dev 3 / C#)
Labels: bug,topic:dotnet

### Tested versions

- Godot 4.4 dev 3

### System information

Godot v4.4.dev3.mono - Windows 10.0.22631 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 32.0.15.6590) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 threads)

### Issue description

I have multiple Nodes (in my case Controls) in a typed dictionary. The key is a string and value is the control.

When I want to access the Control Node in the typed dictionary and change its visibility for example, it does not reflect the made changes in game. 

It works fine when the node is just a exported property. But all changes (even changing text of labels) are not showen. When debugging the changes seem to be adopted but in the game window nothing has changed.

Example:

I made two tests. 

Pressing Right MouseButton makes changes to the exported Label "SameLabel". This is working fine.

Pressing Left MouseButton wants to make changes to the same Label but it is just in a dictionary. But this is not working. The changes will reflect in code but not in game

**Pressing RMB**
<img width="1477" alt="image" src="https://github.com/user-attachments/assets/ed61159e-4aef-40b9-b737-a1d49ca98cc4">

Changes are done correctly
<img width="134" alt="image" src="https://github.com/user-attachments/assets/94754449-7ea2-495d-983e-b4997af0a109">


**Pressing LMB**
<img width="1466" alt="image" src="https://github.com/user-attachments/assets/583cf37f-9426-40a5-afda-d62393d26581">

Changes are not done in game
<img width="141" alt="image" src="https://github.com/user-attachments/assets/51735d28-3f55-435a-892c-8edd23d9f20a">


### Steps to reproduce

1. Export a Godot.Collections.Dictionary and add a Node as value
2. Get the Node via Code
3. Change ANYTHING via code from the Node (This should not work)

### Minimal reproduction project (MRP)

[Issues.zip](https://github.com/user-attachments/files/17267189/Issues.zip)
Repository: godot
Issue: Editor glitch when changing tabs with invisible TileMapLayer
Labels: bug,topic:editor,topic:2d

### Tested versions

4.4 dev3 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

There is this message when selecting invisible TileMapLayer:
![image](https://github.com/user-attachments/assets/6388411d-436e-46c2-9188-18744d7197aa)
However when you change tabs (to Patters or Terrains etc.), the tab's content will appear under the message:
![image](https://github.com/user-attachments/assets/d906bf7c-fe34-48b5-83ad-30bf3856a427)


### Steps to reproduce

1. Add TileMapLayer
2. Make it invisible
3. In TileMap bottom editor, switch the top tab

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: "Main thread" string in Thread selector of Stack Trace getting pseudolocalized
Labels: bug,topic:editor,confirmed

### Tested versions

Reproducible: v4.4.dev3.official [f4af8201b]

### System information

Godot v4.4.dev3 - Fedora Linux 40.20241004.0 (Silverblue) on Wayland - Wayland display driver, Single-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 570 Series (RADV POLARIS10) - Intel(R) Core(TM) i3-10100F CPU @ 3.60GHz (8 threads)

### Issue description

When project setting `internationalization/pseudolocalization/use_pseudolocalization = true` is turned on, string "Main Thread" in Debugger get pseudolocalized:

![when_pseudo_on](https://github.com/user-attachments/assets/a425987a-7cad-42be-97de-03db01fa48a6)

And when turned off:

![when_pseudo_off](https://github.com/user-attachments/assets/d259aa2f-317c-4eef-ad12-e16594ce8102)

And I'm not sure, if this intended behavior.

### Steps to reproduce

1. Create empty project.
2. Add scene.
3. Add script to any node in scene with code that will cause any error.
4. Run that scene.
5. Game will be "paused" and in Debugger -> Stack Trace -> Thread, word "Main Thread" become pseudolocalized as seen in screenshot above.

### Minimal reproduction project (MRP)

[main_thread_localized.zip](https://github.com/user-attachments/files/17267311/main_thread_localized.zip)
Repository: godot
Issue: Unexplained Blue Area on Visual Profiler in Compatibility Renderer
Labels: topic:editor,needs testing

### Tested versions

- Reproducible in: 4.3, 4.0

### System information

Godot v4.0.4.stable - Windows 10.0.22631 - Vulkan (Compatibility) - NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 32.0.15.6109) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

In the Visual Profiler there is an unexplained blue Area, which doesn't appear in the in the left overview. It seems like it would be accurate, if it weren't there.
![Screenshot 2024-10-05 205415](https://github.com/user-attachments/assets/5609cf46-640f-42ed-8bf3-3c14a52ffc4c)
I would expect it to either be removed, in case its a bug, or added in the left overview in case it does measure something worthwhile. In that case it would also need to be added to Mobile and Forward+ Renderers.

### Steps to reproduce

A new project with any 2D or 3D Scene in Compatibility Renderer. Start the Visual Profiler and it should be there

### Minimal reproduction project (MRP)

[new-game-project.zip](https://github.com/user-attachments/files/17267335/new-game-project.zip)
Repository: godot
Issue: Narrowing conversion warning requires multiple ignores to silence
Labels: bug,topic:gdscript

### Tested versions

Reproduced in 3.5.2 and 3.6.0

May possibly be a duplicate of https://github.com/godotengine/godot/issues/46878

### System information

Windows 10

### Issue description

The NARROWING_CONVERSION warning is duplicated, and is not silenced unless two warning-ignore comments are used.

### Steps to reproduce

1. Create a node (I used TileMap because that was how I observed the issue)
2. Attach the following script.
3. Observe the warning console.

```gdscript
extends TileMap


func _ready():
  var cell := Vector2(1.0, 1.0)

  var notIgnoredAtAll = get_cell_autotile_coord(cell.x, cell.y)
  
  # warning-ignore: narrowing_conversion
  var onlyIgnoredOnce = get_cell_autotile_coord(cell.x, cell.y)
  
  # warning-ignore: narrowing_conversion
  var nowItIsIgnored = get_cell_autotile_coord(cell.x, cell.y) # warning-ignore: narrowing_conversion

  name = notIgnoredAtAll # Just getting rid of unused variable warning.
  name = onlyIgnoredOnce # Just getting rid of unused variable warning.
  name = nowItIsIgnored # Just getting rid of unused variable warning.

```

### Minimal reproduction project (MRP)

[Test Narrowing Conversion Double Warning Bug.zip](https://github.com/user-attachments/files/17267402/Test.Narrowing.Conversion.Double.Warning.Bug.zip)
Repository: godot
Issue: [3.x] Endless importing with indefinitely increasing memory usage
Labels: bug,needs testing,topic:import

### Tested versions

- Reproducible in 3.5.3
- Reproducible in 3.6

### System information

Windows 11 - Godot 3.6 stable - Nvidia GTX 1650, Intel i5 9300H, 8GB of RAM

### Issue description

This started with me playing the [Index Purger Demo](https://store.steampowered.com/app/2989940/Index_Purger_Demo_v10/), noticing performance issues with it with NPCs and other things. 

The developer provided me with the source code of the game, so that I can use Godot's profiler to perform my own performance testing of the game, as the demo available on Steam does not have a profiler built in. The source code did not have a `.import` folder as it was ignored by .gitignore and etc.

When I launched the project in Godot, it seemed to be importing normally. I left it running and returned to see it crashed. Curious, I opened it and set the process priority of Godot to `High` and watched it in task manager. The RAM usage slowly increase until it crashed.

Since my laptop normally runs at 50% idle ram usage, I closed and shut down every app and background task I could get away with closing until my ram usage was at 39% idling (around 4.6gb free), then launched Godot. Godot started normally, then suddenly [the console was flooded with import errors](https://github.com/user-attachments/assets/4940bcef-10c6-471e-9caf-1890d07b358e), and attempted to reimport said files. The ram usage spiked to 2GB of ram usage, then 4GB, then 5GB, where it then fluctuated between 3-4GB until it crashed. When it crashed, it could have gone on for longer. There was more than enough ram left for it to use, yet it still crashed.

I repeated this procedure multiple times, even deleting the `.import` folder entirely. All resulted in the same outcome.

[This](https://youtu.be/BvGKxKG8DYc) is a video (sped up by 4 times) showcasing the entire scenario unfolding. Please watch it to get a full visualization of the issue.

This issue occurs on `Normal`, `High` and `Realtime` process priority in task manager, and occurs on both 3.5.3 and 3.6. It occurs on HDD and SSD.
Setting the priority to `Realtime` just makes it die faster.






### Steps to reproduce

1. Launch the Index Purger SDK from Steam, or manually open it in Godot 3.6.
2. Wait and monitor through task manager.
3. You will observe that the ram increases until it eventually crashes.

### Minimal reproduction project (MRP)

The Index Purger SDK.

I'm not sure what more to do in regards to this. Dadaskis will have more in this aspect.
Repository: terminal
Issue: nohup process terminates when terminal disconnects from ssh session
Labels: Needs-Repro,Issue-Bug,Product-Terminal,Needs-Tag-Fix

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.22631.4169

### Other Software

_No response_

### Steps to reproduce

1. ssh to a remote machine from the Windows terminal
2. run a program (e.g., a node process that spins up a server listening to connections) like `nohup npm run &`

leave terminal connected. after some period of inactivity (could be few hours) terminal will disconnect (broken pipe) as machine could go to sleep etc.

When this happens the program you started on the remote machine also terminates.

### Expected Behavior

program you started on the remote machine should keep running.

### Actual Behavior

program you started on the remote machine terminates. _Note this does not happen if you exit from the ssh session by typing the `exit` command vs. leaving the terminal connected and it disconnects due to inactivity_. if it helps, on Mac (with iTerm), the problem does not happen when leaving the terminal connected and it disconnects due to inactivity
Repository: godot
Issue:  Android build of C# project doesn’t include native libraries from NuGet packages (probably iOS also?)
Labels: bug,platform:android,topic:dotnet

### Tested versions

Godot 4.3 (but probably in all 4.x)

### System information

Android

### Issue description

It appears that the Android (and iOS?) build of my C# project does not include some native libraries from NuGet packages. Specifically, the SQLite.NET package, which includes native Android *.so libraries, is not being included in the build. According to the official .NET documentation, these libraries should be included ([SQLite.NET Documentation](https://learn.microsoft.com/en-us/previous-versions/xamarin/android/data-cloud/data-access/using-sqlite-orm)).

`E 0:00:01:0671   :0 @ (): System.TypeInitializationException: The type initializer for 'SQLite.SQLiteConnection' threw an exception. ---> System.DllNotFoundException: e_sqlite3
  <C++ Error>    System.TypeInitializationException
  <C++ Source>   :0
  <Stack Trace>  :0 @ ()
                 :0 @ ()
                 :0 @ int SQLitePCL.SQLite3Provider_e_sqlite3.SQLitePCL.ISQLite3Provider.sqlite3_libversion_number()
                 :0 @ void SQLitePCL.raw.SetProvider(SQLitePCL.ISQLite3Provider)
                 :0 @ void SQLitePCL.Batteries_V2.Init()
                 :0 @ SQLite.SQLiteConnection..cctor()
                 :0 @ --- End of inner exception stack trace ---()
                 :0 @ ()
                 :0 @ void SqLite._Ready()
                 :0 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
                 :0 @ bool SqLite.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
                 :0 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
`


### Steps to reproduce

1. Create a new C# project targeting Android.
2. Add the SQLite.NET NuGet package to the project.
3. Write some code to use "SQLite.NET"
4. Build the project targeting Android (or iOS) with "Deploy with Remote Debug" enabled.




### Minimal reproduction project (MRP)

[cs_libs.zip](https://github.com/user-attachments/files/17267435/cs_libs.zip)
Repository: langchain
Issue: DOC: with_structured_output => example of setting enum
Labels: 🤖:docs

### URL

https://python.langchain.com/docs/how_to/structured_output/

### Checklist

- [X] I added a very descriptive title to this issue.
- [X] I included a link to the documentation page I am referring to (if applicable).

### Issue with current documentation:

It would be helpful to show how to restrict the model output to a set of values (enum). This can be tricky for a new user of langchain, given the lack of python code examples at both the langchain docs and the [OpenAI API docs](https://platform.openai.com/docs/guides/structured-outputs).

### Idea or request for content:

_No response_
Repository: next.js
Issue: private fields broken in specific case
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/cool-yalow-zzkp58

### To Reproduce

Click preview
Wait for it to hydrate
It throws an error: "attempted to get private field on non-instance"

### Current vs. Expected behavior

Here is the same code running in react without Next.js:
[https://codesandbox.io/p/sandbox/tslrlg](https://codesandbox.io/p/sandbox/tslrlg)
The getter does not throw and returns the value of the private field.

In the broken Next.js version, it renders fine on the server side, but when it rehydrates it throws.
The bug only happens if all of these are true:
- using Next.js
- a function is imported from another file
- that looks like this: `() => new class ClassName {/* class body */}`
- the returned instance is passed through useMemo or useRef

The following function formats do not trigger the error:
- `() => { return new class ClassName {/* class body */} }`
- `() => new ClassName()`
- `() => instance`
- exporting the class constructor


```js
"use client";
import { useRef } from "react";
import { construct } from "./construct";

export default function Home() {
  const a = construct()
  const ref = useRef(a);
  const b = ref.current;

  return b.test;      // throws client-side
}
```

```js
export const construct = () => new class {
  #test = 99
  get test() { return this.#test }
}
```

### Provide environment information

```bash
It's running on CodeSandbox
```


### Which area(s) are affected? (Select all that apply)

Runtime

### Which stage(s) are affected? (Select all that apply)

next dev (local)
Repository: vscode
Issue: Welcome tab still opens in Codespaces even when `workbench.startupEditor` is set to `"none"` in Remote settings
Labels: bug,getting-started

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 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: 1.94.0, [d78a74bcdfad14d5d3b1b782f87255d802b57511](https://github.com/microsoft/vscode/commit/d78a74bcdfad14d5d3b1b782f87255d802b57511)
- OS Version: Codespaces

Steps to Reproduce:

1. Create a new codespace using a `.devcontainer.json` with `"workbench.startupEditor": "none"`.
1. Welcome tab still appears on first launch.

## Notes

Just wanted to re-surface https://github.com/microsoft/vscode/issues/160635, which doesn't seem to have been fixed by https://github.com/microsoft/vscode/pull/169674, at least in Codespaces. Per screenshots below, new codespaces still open for the first time with a Welcome tab, even with a minimalist `.devcontainer.json` containing only:

```json
{
  "customizations": {
    "vscode": {
      "settings": {
        "workbench.startupEditor": "none"
      }
    }
  }
}
```

## Screenshots

![Screenshot 2024-10-05 at 8 59 14 PM](https://github.com/user-attachments/assets/5836c2c1-e290-48f9-ab0d-a26f803f2399)

![Screenshot 2024-10-05 at 8 59 07 PM](https://github.com/user-attachments/assets/7fbede3a-d17e-4737-9c74-480606987058)

CC @rongxin-liu
Repository: rust
Issue: Implicit returns and missing semicolons after `return` might cause a different drop order
Labels: A-destructors,T-lang,C-discussion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
struct D(&'static str);
impl Drop for D {
    fn drop(&mut self) {
        println!("dropping {}", self.0);
    }
}

fn f1() {
    println!("===== f1 =====");
    let _local = D("drop initialized first");
    (D("drop initialized second"), ()).1
}

fn f2() {
    println!("===== f2 =====");
    let _local = D("drop initialized first");
    (D("drop initialized second"), ()).1;
}

fn f3() {
    println!("===== f3 =====");
    let _local = D("drop initialized first");
    return (D("drop initialized second"), ()).1
}

fn f4() {
    println!("===== f4 =====");
    let _local = D("drop initialized first");
    return (D("drop initialized second"), ()).1;
}

fn f5() {
    println!("===== f5 =====");
    let _local = D("drop initialized first");
    let result = (D("drop initialized second"), ()).1;
    result
}

fn main() {
    f1();
    f2();
    f3();
    f4();
    f5();
}
```

I expected to see this happen:
All these functions should do exactly the same. The parameters would be dropped in opposite initialization order.
To my understanding of Rust, implicitly and explicitly returning the last argument should do the same.
Also the semicolon after a `return` shouldn't make a difference.
And binding the result of something to a variable and then returning it, should also do the same.

Instead, this happened:
`f1` and `f3` drop parameters in initialization order while `f2`, `f4` and `f5` drop parameters in opposite initialization order.
It's especially weird that the semicolon after the return has any effect. `cargo fmt` will add semicolons after  `return`.
So if this is intentional, there's a bug in `cargo fmt`. Formatting should never do a semantic change.
So when reproducing this bug, be sure to turn off automatic formatting if you have it enabled.

I also had some discussion with somebody on Reddit.
It seems to be necessary for lifetimes of temporary values to work correctly.

But I still think, this is confusing. So at least the `return` case should be fixed. The compiler could just implicitly add a semicolon after the return.

And for implicit return values, even if it's just the implicit return value of a subscope, the `let` transformation (like in `f5`) should fix the issue.
And since it's possible to generally fiix this with code, I'm sure this can also be fixed in the compiler.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.81.0 (eeb90cda1 2024-09-04)
binary: rustc
commit-hash: eeb90cda1969383f56a2637cbd3037bdf598841c
commit-date: 2024-09-04
host: x86_64-unknown-linux-gnu
release: 1.81.0
LLVM version: 18.1.7
```

(no backtrace available, since it doesn't crash)
Repository: pytorch
Issue: BUG: MPS backend matmul with empty tensor
Labels: module: crash,triaged,module: mps

I dissected this out of a SciPy array API testsuite failure with `torch` `2.4.1` as the backend. This may ultimately be a simpler reproducer for the same problem described at gh-133179. Working on MacOS ARM M3 , Sonoma 14.7. `torch` installed from PyPI binary.

```python
import torch
print(torch.__version__)

for device in ["cpu", "mps:0"]:
    x = torch.empty((0, 9), device=device)
    y = torch.ones((9,), device=device)
    res = x @ y
    print(res)
```

crashes for MPS backend only:

```
2.4.1
tensor([])
Traceback (most recent call last):
  File "/Users/treddy/github_projects/scipy/repro.py", line 7, in <module>
    res = x @ y
          ~~^~~
RuntimeError: [srcBuf length] > 0 INTERNAL ASSERT FAILED at "/Users/runner/work/pytorch/pytorch/pytorch/aten/src/ATen/native/mps/OperationUtils.mm":387, please report a bug to PyTorch. Placeholder tensor is empty!
```

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: PowerToys
Issue: Image Resizer - UI Enhancment
Labels: Needs-Triage

### Description of the new feature / enhancement

Old UI made it easier to do 1 sided image conversions. ie if you put in 600px wide their was a scale button and it would gray out one of the other.

Put a check bnox to auto scale 1 or the other size to make UI more intuitive

I found how to work by putting a 0 but was not easy to id that

### Scenario when this would be used?

UI

### Supporting information

_No response_
Repository: Python
Issue: Game Theory algorithms are missing
Labels: enhancement

### Feature description

Minimax Algorithm with Alpha-Beta Pruning: Commonly used in games like Tic-Tac-Toe, Chess, etc.
Nim Game and Grundy Numbers: Problems related to combinatorial game theory.
Repository: Python
Issue: DevContainer setup fails
Labels: bug

### Repository commit

3cd92013abece2cc4ea31ab81075852da4134519

### Python version (python --version)

Python 3.12

### Dependencies version (pip freeze)

N/A

### Expected behavior

DevContainer should build successfully

### Actual behavior

Devcontainer build fails with the following error

![image](https://github.com/user-attachments/assets/c007a4e4-4569-45c1-88d7-2e8585d628ff)