sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Allow setting render resolution / DPI
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

### Use case

In games, it is common to limit the resolution of the output as a tradeoff between quality and performance. Games need to run smooth even when the user has a 5K screen, so they simply render to a lower-than-native resolution.

I think this might get more and more relevant to Flutter because of the following trends:

1. Steadily increasing resolutions of screens[^1]
3. Higher and higher table-stakes for complexity of UI (e.g. todays UIs have a lot more frosted glass and always-on animations than 5 or 10 years ago)
4. Gaming itself being a promising target for Flutter (where screens are generally even more complex than in apps)
5. Flutter now targeting desktop (incl. desktop web) where a screen can easily have 8-14 megapixels
6. Moore's law slowing down[^2] or even reaching its limits (especially through memory wall)




[^1]: https://gs.statcounter.com/screen-resolution-stats/mobile/worldwide/#monthly-200903-202412
[^2]: https://www.zdnet.com/article/as-moores-law-slows-high-end-applications-may-feel-the-effect-mit-scientist-warns/

### Proposal

It would be great to have the option of switching the app (or game) to a specified resolution or limiting its DPI. A common gaming approach is to only allow this after restart (i.e. user changes resolution --> game asks to be restarted for changes to take effect). This is not ideal but better than nothing.

This is one of the things that should be _possible_ but don't need to be _easy_. The vast majority of Flutter developers won't need this. So, for example, I can imagine the embedder selecting a resolution from an environment variable and, if not present, doing its usual thing (i.e. using the highest possible DPI).
Repository: flutter
Issue: Allow limiting FPS
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

### Use case

I have noticed that Unity automatically limits games to 30 FPS on mobile devices.[^5] The developer can override this but it's a pretty well-hidden setting and I think most don't.

This is a trade off I can completely understand since 30 FPS is probably more than enough for most mobile games, and it saves battery and reduces jank (it’s much harder to miss a 33ms frame than it is to miss a 16ms frame). 

There is no such possibility in Flutter. Flutter tries to render at the native framerate. (Not sure what the story with 120Hz screens is, to be honest, but I'd expect Flutter to try to match the refresh rate of the screen.)

This problem is related to https://github.com/flutter/flutter/issues/159796 (which deals with limiting resolution/DPI rather than framerate). To pull a relevant quote from that issue:

> I think this might get more and more relevant to Flutter because of the following trends:
>
> 1. Steadily increasing resolutions of screens[^1]
> 3. Higher and higher table-stakes for complexity of UI (e.g. todays UIs have a lot more frosted glass and always-on animations than 5 or 10 years ago)
> 4. Gaming itself being a promising target for Flutter (where screens are generally even more complex than in apps)
> 5. Flutter now targeting desktop (incl. desktop web) where a screen can easily have 8-14 megapixels
> 6. Moore's law slowing down[^2] or even reaching its limits (especially through memory wall)

[^1]: https://gs.statcounter.com/screen-resolution-stats/mobile/worldwide/#monthly-200903-202412
[^2]: https://www.zdnet.com/article/as-moores-law-slows-high-end-applications-may-feel-the-effect-mit-scientist-warns/

[^5]: https://filiph.net/text/benchmarking-flutter-flame-unity-godot.html

### Proposal

To enable more complex apps, and _especially_ games, to render without jank, I suggest there's a way to tell the embedder to render at a framerate lower than the native one. 

I realize this seems like a crutch and in a perfect world there would be no need for such a setting but again, Unity (currently the most successful game engine for mobile) is doing 30 FPS _by default_.

// cc @bdero
Repository: angular
Issue: AOT builds with TypeScript 5.6 or later are slower in Angular 19
Labels: area: performance,regression,area: compiler

### Command

serve

### Is this a regression?

- [x] Yes, this behavior used to work in the previous version

### The previous version in which this bug was not present was

18.0.1

### Description

After upgrading my project from Angular 18 to Angular 19 using ng update, I've noticed a significant performance degradation with ng serve. Previously, rebuilds were much faster, but now they take up to 10 seconds or more.
![Image](https://github.com/user-attachments/assets/46a12f96-f48c-4f42-93e3-e4fe4a2bfcab)

![Image](https://github.com/user-attachments/assets/d4edeed7-f77f-44a9-828f-279da77eddd9)


### Minimal Reproduction

https://github.com/Oussemasahbeni/saha-meter-frontend

I made the repo public until the issue got resolved, its a close source project for my company
Please check the clean-up branch

### Exception or Error

```text

```

### Your Environment

```text
Angular CLI: 19.0.2
Node: 22.11.0
Package Manager: npm 10.9.0
OS: win32 x64

Angular: 19.0.1
... animations, cdk, common, compiler, compiler-cli, core, forms
... material, material-luxon-adapter, platform-browser
... platform-browser-dynamic, router, service-worker
... youtube-player

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1900.2
@angular-devkit/build-angular   19.0.2
@angular-devkit/core            19.0.2
@angular-devkit/schematics      19.0.2
@angular/build                  19.0.2
@angular/cli                    19.0.2
@schematics/angular             19.0.2
rxjs                            7.8.1
typescript                      5.6.3
zone.js                         0.15.0
```

### Anything else relevant?

I managed to make it a little bit faster by disabling aot in development
```
"development": {
                            "optimization": false,
                            "extractLicenses": false,
                            "aot":false,
                            "sourceMap": true
                        }
```
but still a lot of people told that is not a solution but a workaround and it can hurt the project in the long term
Repository: vscode
Issue: typescript and javascript language features extension loading foreever
Labels: info-needed


Type: <b>Bug</b>

This is happening a lot lately. After working for a while on my TypeScript Next.js project, Intellisense is taking forever to do whatever. "Loading Intellisense Status" is not ending.

VS Code version: Code 1.95.3 (Universal) (f1a4fb101478ce6ec82fe9627c43efbf9e98c813, 2024-11-13T14:50:04.152Z)
OS version: Darwin arm64 24.1.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M4 (10 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|5, 4, 3|
|Memory (System)|32.00GB (0.04GB free)|
|Process Argv|. --crash-reporter-id 35286e07-1ff0-4f8f-8d92-418d938ced52|
|Screen Reader|yes|
|VM|0%|
</details><details><summary>Extensions (24)</summary>

Extension|Author (truncated)|Version
---|---|---
typescript-language-features|vsc|1.88.1
codewhisperer-for-command-line-companion|ama|1.5.0
vim-cheatsheet|And|0.0.1
spellright|ban|3.0.140
vscode-tailwindcss|bra|0.12.15
bracket-select|chu|2.0.2
vscode-markdownlint|Dav|0.57.0
vscode-eslint|dba|3.0.10
javascript-ejs-support|Dig|1.3.3
es7-react-js-snippets|dsz|4.4.3
gitlens|eam|16.0.4
EditorConfig|Edi|0.16.4
prettier-vscode|esb|11.0.0
auto-rename-tag|for|0.1.10
copilot|Git|1.246.0
copilot-chat|Git|0.22.4
prettier-sql-vscode|inf|1.6.0
workspace-cacheclean|Mam|0.0.2
remote-containers|ms-|0.388.0
prisma|Pri|6.0.0
vscode-icons|vsc|12.9.0
vscode-todo-highlight|way|1.0.5
pretty-ts-errors|Yoa|0.6.1
markdown-all-in-one|yzh|3.6.2

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
pythonvspyt551cf:31179979
vscod805:30301674
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythonnoceb:30805159
asynctok:30898717
pythonmypyd1:30879173
2e7ec940:31000449
pythontbext0:30879054
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
dvdeprecation:31068756
dwnewjupytercf:31046870
2f103344:31071589
nativerepl1:31139838
pythonrstrctxt:31112756
nativeloc2:31192216
cf971741:31144450
iacca1:31171482
notype1:31157159
5fd0e150:31155592
dwcopilot:31170013
stablechunks:31184530

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: Device check missing in torch.linalg.solve_triangular leading to hard crash
Labels: module: crash,good first issue,triaged,module: linear algebra

### 🐛 Describe the bug

It seems there is a device check missing in `torch.linalg.solve_triangular`.
When I run 

```
import torch

sq_shape = (3, 3)
device = torch.device('mps:0')
A = torch.normal(torch.zeros(sq_shape), torch.ones(sq_shape)).to(device=device)
eye = torch.eye(A.shape[0], device=torch.device('cpu'))
torch.linalg.solve_triangular(A, eye, upper=True)
```
it crashes with the following error.
```
Process finished with exit code 139 (interrupted by signal 11:SIGSEGV)
```

Running all on `cpu` or `mps` works fine.

### Versions

Collecting environment information...
PyTorch version: 2.5.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.5 (arm64)
GCC version: Could not collect
Clang version: 16.0.0 (clang-1600.0.26.4)
CMake version: Could not collect
Libc version: N/A

Python version: 3.12.6 (main, Sep  6 2024, 19:03:47) [Clang 15.0.0 (clang-1500.3.9.4)] (64-bit runtime)
Python platform: macOS-14.5-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Max

Versions of relevant libraries:
[pip3] mypy==1.13.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==2.1.3
[pip3] pytorch-lightning==2.4.0
[pip3] torch==2.5.1
[pip3] torchmetrics==1.6.0
[pip3] torchvision==0.20.1
[conda] libtorch                  2.4.0           cpu_generic_hf1facdc_0    conda-forge
[conda] nomkl                     1.0                  h5ca1d4c_0    conda-forge
[conda] numpy                     1.26.4          py310hd45542a_0    conda-forge
[conda] pytorch                   2.4.0           cpu_generic_py310hb190f2a_0    conda-forge


cc @jianyuh @nikitaved @pearu @mruberry @walterddr @xwang233 @Lezcano
Repository: vscode
Issue: Paste mode button looks different to other inline buttons
Labels: ux,polish,under-discussion

The blue background is very heavy and it's white on blue compared to the normal buttons that show up (yellow/blue foreground lightbulbs on transparent)

![Image](https://github.com/user-attachments/assets/de0f4019-69bd-4d9c-8d7f-014aff06837a)

It also features a shadow which the light bulbs don't:

![Image](https://github.com/user-attachments/assets/7190b5b2-8a69-487a-81be-43a666162157)

![Image](https://github.com/user-attachments/assets/8557a43d-a4c7-46bf-88c4-c41222a98cf2)
Repository: tensorflow
Issue: TPU not support TensorFlow 2.18 and 2.17.1
Labels: stat:awaiting tensorflower,type:bug,comp:tpus,TF 2.18

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.18 and tf. 2.17.1

### Custom code

No

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

`import tensorflow as tf` results `segmentation fault core dumped`

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
```


### Relevant log output

_No response_
Repository: tensorflow
Issue: Are checkpoints broken in >= 2.16?
Labels: stat:awaiting tensorflower,type:bug,comp:apis,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

binary

### TensorFlow version

2.16, 2.17

### Custom code

No

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

The example given in https://www.tensorflow.org/guide/checkpoint does not seem to work as expected in 2.16 and 2.17, while working fine in 2.15. After restoring and restarting the training process, it starts training from the very beginning.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1n76Mu5BhdBJBSXc7cXYJMr0lMDER2JRa?usp=sharing
```


### Relevant log output

_No response_
Repository: angular
Issue: The `provideAnimations()` return type is `Provider` instead of `EnvironmentProviders`
Labels: area: animations,state: has PR,P3,bug

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

platform-browser

### Is this a regression?

No

### Description

The `provideAnimations()` return type is `Provider` which makes it possible to add it to the `providers: []` of standalone component which is never correct as the multiple provisions could lead to multiple instances of created injectables which leads to random errors at runtime.

For example we had case where `@if` was adding but never removing the created elements...

The `provideAnimationsAsync()` already returns correct `EnvironmentProviders` type which prevents this misuse

### 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
_                      _                 ____ _     ___
    / \   _ __   __ _ _   _| | __ _ _ __     / ___| |   |_ _|
   / △ \ | '_ \ / _` | | | | |/ _` | '__|   | |   | |    | |
  / ___ \| | | | (_| | |_| | | (_| | |      | |___| |___ | |
 /_/   \_\_| |_|\__, |\__,_|_|\__,_|_|       \____|_____|___|
                |___/


Angular CLI: 19.0.2
Node: 22.11.0
Package Manager: npm 10.9.0
OS: linux x64

Angular: 19.0.1
... animations, cdk, common, compiler, compiler-cli, core, forms
... material, platform-browser, platform-browser-dynamic, router

Package                      Version
------------------------------------------------------
@angular-devkit/architect    0.1900.2
@angular-devkit/core         19.0.2
@angular-devkit/schematics   19.0.2
@angular/build               19.0.2
@angular/cli                 19.0.2
@schematics/angular          19.0.2
rxjs                         7.8.1
typescript                   5.6.3
zone.js                      0.15.0
```

### Anything else?

_No response_
Repository: vscode
Issue: Support an executable based recommendation by executable prefix name
Labels: feature-request,extensions,extension-recommendations

MongoDB compass does not seem to be recommended for me on my machine.
Code pointer https://github.com/microsoft/vscode-distro/blob/main/mixin/insider/product.json#L875

MacOS

1. Install https://www.mongodb.com/products/tools/compass
2. Open VS Code Insiders
3. No recommendation 🐛
Repository: flutter
Issue: `Linux_pixel_7pro new_gallery_opengles_impeller__transition_perf` is timing out sometimes
Labels: P2,c: flake,team-engine,triaged-engine

Examples:

- https://ci.chromium.org/ui/p/flutter/builders/prod/Linux_pixel_7pro%20new_gallery_opengles_impeller__transition_perf/5379/overview
- https://ci.chromium.org/ui/p/flutter/builders/prod/Linux_pixel_7pro%20new_gallery_opengles_impeller__transition_perf/5288/overview

spawned from https://github.com/flutter/flutter/pull/156073
Repository: vscode
Issue: Add to `vscode.window.createWebviewPanel` an option to open detached (new `ViewColumn`)
Labels: feature-request,api,webview,workbench-auxwindow

<!-- ⚠️⚠️ 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. -->
Hi All!

I tried and followed many suggestions here to simulate the feature of copying a tab into a new window `ctrl+k o` by opening the tab in a detached window like shown in the gif below

![Image](https://github.com/user-attachments/assets/f0d88e2f-9b16-4be4-b9b5-14fff2b295c1)

what I meant here is to start the tab in a completely detached way other than 'Beside' option.

![Image](https://github.com/user-attachments/assets/94b5725a-9410-474f-998c-f281d5d4e793)

I tried to execute commands such as `vscode.newWindow` and `vscode.openFolder` without specifying a folder path as suggested from @bpasero [suggestion](https://github.com/microsoft/vscode/issues/18034#issuecomment-270150728) ,but it doesn't make sense.

if there any other suggestion I'll be glad to hear.
Repository: vscode
Issue: `shellIntegration.ps1` adds additional errors to `$Error` variable when errors occur
Labels: bug,confirmation-pending,terminal-shell-pwsh

## Env info

- VS Code Version: 1.95.3
- OS Version:  Windows 11 24H2 x64
- PowerShell version: v7.4.6 x64
- Extension: PowerShell v2024.0

## Reproduce

In a PowerShell Extension terminal, do:

```pwsh
# Clear error
$Error.Clear()

# Invoke request known to fail
$null = Invoke-RestMethod -Method 'Post' -Uri 'https://graph.microsoft.com' -Body @{'test' = [string]'test'} 

# Count errors, should be 1 but is 3
$Error.Count
```

I then found out by looking at `$Error[0]` that one of the errors were added by VSCode `shellIntegration.ps1`.

```pwsh
PS > $Error[0].InvocationInfo

MyCommand             : Select-Object
BoundParameters       : {}
UnboundArguments      : {}
ScriptLineNumber      : 218
OffsetInLine          : 64
HistoryId             : 55
ScriptName            : 
Line                  :             $global:Error[0] | Where-Object { $_ -ne $null } | Select-Object -ExpandProperty InvocationInfo

Statement             : Select-Object -ExpandProperty InvocationInfo
PositionMessage       : At line:218 char:64
                        + … bject { $_ -ne $null } | Select-Object -ExpandProperty InvocationInfo
                        +                            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSScriptRoot          : 
PSCommandPath         : 
InvocationName        : Select-Object
PipelineLength        : 0
PipelinePosition      : 0
ExpectingInput        : False
CommandOrigin         : Internal
DisplayScriptPosition :

PS > $Error[0].ScriptStackTrace

at Update-PoshErrorCode, <No file>: line 218
at <ScriptBlock>, <No file>: line 272
at Global:Prompt, C:\Program Files\Microsoft VS Code\resources\app\out\vs\workbench\contrib\terminal\common\scripts\shellIntegration.ps1: line 96

PS >
```

Could find `shellIntegration.ps1`, but I can't find that invocation line in it.

* <https://github.com/microsoft/vscode/blob/main/src/vs/workbench/contrib/terminal/common/scripts/shellIntegration.ps1>

Doing the same in "vanilla" `pwsh -NoProfile` only adds one error to the `$Error` variable:

```pwsh
PowerShell 7.4.6
PS > $null = Invoke-RestMethod -Method 'Post' -Uri 'https://graph.microsoft.com' -Body @{'test' = [string]'test'}
Invoke-RestMethod: Response status code does not indicate success: 405 (Method Not Allowed).
PS > $Error.Count
1
PS >
```
Repository: terminal
Issue: Use Bold To Mean Bold Text Where It Is Currently Ignored
Labels: Issue-Feature,Area-Rendering,Area-VT,Product-Terminal

### Description of the new feature

Currently, the presence of the bold tag (\e[1m) is used to indicate that one of the original 8 basic colors (30-37) ought to be "bold".  The meaning of bold is configurable, but the default is that these colors are promoted to their bright variants.  If the color is not 30-37, if it is 256-color, if it is a true-color, the bold tag is ignored, unless the terminal has been configured to use bold text for the bold tag.

This decision was made because this is the original behavior (and is still broadly in use) of the bold tag for the 8 basic colors.

However, under this scheme, using the bold tag in conjunction with a 256-color (for instance \e[0;1;38;5;1) will cause the bold tag to be ignored entirely unless the terminal has been specifically configured otherwise.  It is far more common when these tags are used together to use bold text, even in cases where a terminal interprets bold as bright. There's also no downside to interpreting it this way, since there is no expectation that the bold tag will change the color of text being styled with 256-colors or true-colors.

The one downside is what to do when text transitions away from text that was using bold-is-bright into a 256-color.  I would argue that there is no real problem with either maintaining the bold styling even in this case, or in not doing so.  I assume the former is easier.

### Proposed technical implementation details

When the bold tag is active and the text is colored using 256 or truecolor, display bold text.

For instance, the following uses the terminal settings (which by default would make the text bright red):
\e[0;1;31mI am bright red!\e[0m

But the following would display dark red in bold text:
\e[0;1;38;5;1mI am bold dark red!\e[0m

And the following would display bright red in bold text:
\e[0;1;38;5;9mI am bold bright red!\e[0m

The following would display the first portion in bright red and the second portion in bold dark red:
\e[0;1;31mI am bright red! \e[38;5;1mI am bold dark red!\e[0m
Repository: vscode
Issue: Reduce space taken up by cached data
Labels: debt

I have a macbook with only 256GB SSD as I am not willing to pay the insane upgrade prices of apple

Thus, 700MB here and there do add up and I want to reduce the disk space taken up by software so I can store more photos etc.

Is it really necessary to keep these VSIX cached after they have been installed?
Can their size be minified somehow?

![Image](https://github.com/user-attachments/assets/1059f2c9-0416-4fae-ac5d-a10e464cc932)