sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Instantiating scenes is not always thread-safe
Labels: discussion,topic:core

### Godot version

3.5.stable

### System information

not relevant

### Issue description

the godot docs says that instantiating scenes is thread-safe:
https://docs.godotengine.org/en/3.5/tutorials/performance/threads/thread_safe_apis.html#scene-tree

this is true for the most part, but there's specific exceptions, 2 that i know of

the 1st exception is if one of the nodes in the scene has an attached script with an _init function that does something that isn't thread-safe (like adding to the scene tree for example)

this should already be obvious to the user of course, because that's their own doing, so i think there's no issue there

however, what's not obvious is the 2nd exception, which is that godot has a few nodes that are unsafe to create in a thread:
AudioStreamPlayer
AudioStreamPlayer2D
AudioStreamPlayer3D

in the constructors of these nodes, they connect a signal, which is not thread-safe:
https://github.com/godotengine/godot/blob/338114d47154298cc96bb3098653bb3db3943457/scene/audio/audio_stream_player.cpp#L423
https://github.com/godotengine/godot/blob/338114d47154298cc96bb3098653bb3db3943457/scene/2d/audio_stream_player_2d.cpp#L530
https://github.com/godotengine/godot/blob/338114d47154298cc96bb3098653bb3db3943457/scene/3d/audio_stream_player_3d.cpp#L1032

it doesn't seem to be documented *anywhere* that it's not thread-safe to create these nodes or to instantiate a scene that contains these nodes

also, these nodes seem to be the only thing that prevents the instantiating of scenes from being completely thread-safe, so i wonder if it's really necessary that those connections are made in their constructors (which afaik is unusual)

could they instead be connected when they enter a tree? or deferred to the main thread?

but if it's actually necessary to be connected in the constructor, then shouldn't the docs say that it's not thread-safe to create those nodes?

it's completely unclear to me if this is an oversight of the nodes or an oversight of the documentation

---

also yes i know there's the related issues #34752 and #77518

but #34752 is about how connecting signals is not thread-safe

and #77518 is about a consequence of this issue

this issue is about if 3 certain nodes should or should not be thread-safe to create in the first place

**_i am NOT asking for a solution/workaround for safely instantiating a scene that contains these nodes_**
(it's not relevant and i already know how to do that)

### Steps to reproduce

there's nothing to reproduce

### Minimal reproduction project

N/A
Repository: next.js
Issue: searchParams undefined when route does not have params but have value when route have params in production
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #85~20.04.1-Ubuntu SMP Mon Jul 17 09:42:39 UTC 2023
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.3
      eslint-config-next: 13.4.3
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router

### Link to the code that reproduces this issue or a replay of the bug

no

### To Reproduce

i have 2 router 
`/demo/[id]/check`
`/demo/subcheck`

this is `/demo/[id]/check` :
```tsx
"use client";
interface Props {
  params: { id: string };
  searchParams: {
    sub: string;
  };
}

export default function Check({ params: { id }, searchParams: { sub } }: Props) {
  console.log(id, sub);

  return <div>Hello</div>;
}

```


this is `/demo/subcheck`: 
```tsx
"use client";
interface Props {
  searchParams: {
    id: string;
    name: string;
  };
}

export default function SubCheck({ searchParams: { id, name } }: Props) {
  console.log(id, name);
  return <div> Sub check</div>;
}

```

### Describe the Bug

I run build and run start.
this is `/demo/[id]/check`: `http://localhost:3000/demo/some-id/check?sub=some-sub`:
`some-id some-sub`

this is `/demo/subcheck`: `http://localhost:3000/demo/subcheck?id=some-id&name=some-name`
`undefined undefined`

### Expected Behavior

bolt case have value

### Which browser are you using? (if relevant)

Brave Version 1.52.130 Chromium: 114.0.5735.198 (Official Build) (64-bit)

### How are you deploying your application? (if relevant)

next start
Repository: godot
Issue: Range Sliders in the Inspector do not Assign Input Focus to their Associated Edit Control
Labels: bug,usability,topic:input,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.14.7311) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

(Similar issues with the sliders are mentioned [here](https://github.com/godotengine/godot/issues/76620)).
If you are in the Inspector and are tweaking values for something, as you navigate between controls and change values, if you decide to use a control's associated _slider control_ to adjust a value, the intended value is changed correctly (the correct edit control is updated), but if you are having trouble getting the exact value you want and decide to just type it in, whatever you type will be treated as input to the previously-focused input-capable control.

Similar to the behavior of _spin button_ controls in Windows, when you activate a control's "buddy control," (e.g. spin buttons, or the range slider in Godot) focus should shift to associated parent control.  This is what the user would normally expect as they are effectively _clicking in the client area of a control of interest_. This behavior can also be confirmed with with comboboxes - when you click the drop-down arrow, focus changes to the combobox.


### Steps to reproduce

1. With any project open, add and/or select a **Node2D** node.
2. Navigate to the Inspector and drop open the **Transform** pane.
3. Click into the _Position x_ control and enter a value.  
4. Click on the slider for _Rotation_ and use it to change the rotation.  Now type **45** as if you were trying to change the rotation to 45 degrees.  

Instead of **Rotation** changing, the value for **_Position x_** will be changed instead.  This is not the expected behavior.  (Also, if the previous control was a button, <**SPACE**> or <**ENTER**> would activate the button as well.)

This problem can be replicated with other slider controls as well, for different kinds of Nodes/objects.


### Minimal reproduction project

N/A
Repository: go
Issue: x/playground: "// GOEXPERIMENT=xxx“ line often causes "timeout running go build”
Labels: Performance,NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.21
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

https://go.dev/play/p/VwcNVnozJlu

### What did you expect to see?

```

Program exited.
```


### What did you see instead?

```
timeout running go build

Go build failed.
```
Repository: TypeScript
Issue: Better error message when a module declaration is not found, but a module augmentation is?
Labels: Suggestion,Help Wanted,Experience Enhancement

### 🔎 Search Terms

declaration, augmentation

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about module augmentation and declaration files


### ⏯ Playground Link

Can't be shown on Playground, since it requires two files

### 💻 Code

```ts
// declaration.d.ts

import { ComponentType } from "react";

declare module "a/b" {
    const B: ComponentType<any>;
    // const B: import("react").ComponentType<any>;
    export default B;
}
```

```ts
// file.ts
import B from "a/b";
```

### 🙁 Actual behavior

The error message is "Cannot find module 'a/b' or its corresponding type declarations (2307)". I know this works as indended from https://github.com/microsoft/TypeScript/issues/49043#issuecomment-1124047244, so my proposal is only about changing the error message.

### 🙂 Expected behavior

In the case where TypeScript can't find a declaration of a module but _can_ find its augmentation, it seems very likely the user intended to make it a declaration, but didn't know top-level `import`/`export` change the meaning (like I didn't yesterday). It would be nice to have the message tell the user about the problem and guide to fixing it.
Repository: TypeScript
Issue: "Add braces to arrow function" refactor triples some comments
Labels: Bug,Help Wanted

### 🔎 Search Terms

refactor braces arrow comments

### 🕗 Version & Regression Information

- This is the behavior in every version I tried



### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/MYewdgzgLgBFCm0YF4YAoCWAuGYCuAtgEbwBOAlCgHwwBQMMA9IzBCAfDKAQfTBjADUMAIwAGANxA

### 💻 Code

```ts
const test = (i: number) => 
  // some comm
  i + 10;
```


### 🙁 Actual behavior

```ts
const test = (i: number) => 
  // some comm
  {
        /* some comm*/
        return
            // some comm
            i + 10;
    };
```

Notice that this change also introduces an ASI problem.

### 🙂 Expected behavior

I think the comment should stick to the return statement so smth like:
```ts
const test = (i: number) => {
    // some comm
    return i + 10;            
};
```
Repository: next.js
Issue: Image Type Error In Github Actions
Labels: bug,Image (next/image)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:23 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6020
    Binaries:
      Node: 20.1.0
      npm: 9.6.4
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.14-canary.2
      eslint-config-next: 13.4.13
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/Carlwirkus/next-image-type-error

### To Reproduce

1. Create a new next project
2. Import an image
3. Run tsc in github actions

### Describe the Bug

Imported image type definitions are  not working inside GitHub actions however they do work locally. In this [repo](https://github.com/Carlwirkus/next-image-type-error) there is a new nextjs project with an action checking the type definitions by running tsc.

You get the following error even though the types are being imported with `next-env.d.ts`

```
app/page.tsx:2:19 - error TS2307: Cannot find module '@/public/ricky.jpg' or its corresponding type declarations.

2 import image from "@/public/ricky.jpg"
```



### Expected Behavior

No type error in CI

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: "Node not found" editor error when reparenting MeshInstance3D between StaticBody3D and CollisionShape3D
Labels: bug,topic:editor

### Godot version

v4.2.dev.mono.custom_build [7ba79d68b] and v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.2.dev.mono (7ba79d68b) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When re-parenting MeshInstance3D between StaticBody3D and CollisionShape3D nodes, editor throws this error:
```
ERROR: Node not found: "../CollisionShape3D" (relative to "/root/@EditorNode@16997/@Control@6/@Panel@7/@VBoxContainer@15/@HSplitContainer@18/@HSplitContainer@26/@HSplitContainer@34/@VBoxContainer@35/@VSplitContainer@37/@VSplitContainer@63/@VBoxContainer@64/@PanelContainer@109/MainScreen/@CanvasItemEditor@9410/@VSplitContainer@9235/@HSplitContainer@9237/@HSplitContainer@9239/@Control@9240/@SubViewportContainer@9241/@SubViewport@9242/StaticBody3D/CollisionShape3D/MeshInstance3D").
   at: (scene\main\node.cpp:1626)
```
When this error is triggered renaming CollisionShape3D will throw same error again.

### Steps to reproduce

1. Make a new scene whose parent is StaticBody3D.
2. Add CollisionShape3D as a child of StaticBody3D.
3. Add MeshInstance3D as a child of CollisionShape3D.
4. Click on MeshInstance3D with your mouse then drag and drop it between StaticBody3D and CollisionShape3D to trigger error.
5. Rename CollisionShape3D  to trigger same error again.

https://github.com/godotengine/godot/assets/8630984/a4c60ea7-d402-4509-87d5-c8cb9d6ae59b



### Minimal reproduction project

NA
Repository: pytorch
Issue: memoryview support for `torch._C.import_ir_module_from_buffer`
Labels: oncall: jit

### 🚀 The feature, motivation and pitch

Currently `torch._C.import_ir_module_from_buffer` require buffer to be `std::string`(corresponding to `str` and `bytes` via pybind11), and immediately convert it to `std::istringstream`.
https://github.com/pytorch/pytorch/blob/b897c57d47f99807528feb022a06e7f5a9d88d00/torch/csrc/jit/python/script_init.cpp#L1887-L1911

However, copy is inevitable to obtain a `bytes`. `memoryview.tobytes()` will copy the data, `io.BytesIO`'s initialization will copy the data(there has been [copy-on-write optimization](https://github.com/python/cpython/issues/66202) since Python 3.5, but only for `bytes` initialization), and `.read()` will copy the data again!

If `torch._C.import_ir_module_from_buffer` supports memoryview, I can do zero-copy `torch.jit.load` after receiving scriptmodule binary through network:
```python
class BufferWrapper:
    def __init__(self, buffer):
        self.buffer = buffer
    
    def read(self):
        return self.buffer

mem: memoryview = network_recv(...)
model = torch.jit.load(BufferWrapper(mem))
```
BTW, the parameter description of `torch.jit.load` seems too strict: `f` only need to support `read`, instead of "has to implement read, readline, tell, and seek".
https://github.com/pytorch/pytorch/blob/b897c57d47f99807528feb022a06e7f5a9d88d00/torch/jit/_serialization.py#L86-L169

### Alternatives

_No response_

### Additional context

There might be a concern that memoryview can be mutable, however, regular files are mutable too.

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: stable-diffusion-webui
Issue: ModuleNotFoundError: No module named 'basicsr.version'
Labels: asking-for-help-with-local-system-issues

Hello,
I know there are many other request for this problem but none of them worked for me so I put this here
I don't know what more I can do it has been the fith time by now that I reset the installation because of that **"No module name"**

![ModuleNotFoundError (No module named basicsr version)](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/142114639/14729d45-5bd1-4be4-a549-3f44d36314d7)

_Originally posted by @R3tr053 in https://github.com/AUTOMATIC1111/stable-diffusion-webui/discussions/12494_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Queueing for Prompt Generation
Labels: enhancement,extension-request

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Able to create a queue of generations, like most (all?) other SD UIs, such as Comfy, SDNext, StableSwarm, etc.

### Proposed workflow

A Generate button that comes back online before generation is finished, the sooner the better after it is pushed.

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: In Batch img2img - Make seeds be readable from the filename.
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Reads the seed to be used from the filename or the image metadata. Optionally you can also allow them to initialize prompts from the metadata. 

### Proposed workflow

1. Go to batch img2img batch process tab.
2. Here, we need a clickable radio button that turns on the feature "READ metadata from image" metadata from the source image (if available). 
3. IF ENABLED, let us choose which parts of the metadata can be initialized:
    Example: prompts, seeds, model-checkpoint, etc.

### Additional information

This will be helpful for someone who is trying to upscale/modify  batches of images generated by txt2img in img2img.
Repository: material-ui
Issue: [docs] Scroll position still the same when I move across pages
Labels: docs,component: tooltip,enhancement

### Duplicates

- [ ] I have searched the existing issues

### Latest version

- [ ] I have tested the latest version

### Summary 💡

https://mui.com/material-ui/react-tooltip/
I want sidebar scroll position to stay the same

### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: godot
Issue: Setting project window size to screen size prevents toggling between fullscreen and windowed mode
Labels: bug,topic:core,topic:porting

### Godot version

Multiple, see description

### System information

Multiple, see description

### Issue description

Working on a project with a small group of people, we faced a problem when playing with the borderless window feature. When the project window size is set to the same dimensions as the screen size, toggling between the 2 modes (MODE_WINDOWED and MODE_FULLSCREEN) is not possible: depending on the OS, only 1 flag is possible.

This behavior was tested with the same MRP on 4 OSes and the result is different for each OS (see the steps to reproduce below):
- Manjaro Linux with Cinnamon DE
- Arch Linux with KDE Plasma DE
- Windows 10
- Windows 11

Godot versions used for the tests were:
- 4.1-stable
- 4.1.1-stable
- 4.2.dev3.


### Steps to reproduce

1°) Run the MRP and press 4 times on the **Toggle** button then the **Quit** one. This toggles between the windowed and fullscreen mode and output should be:
```
window mode = 0 # MODE_WINDOWED
window mode = 3 # MODE_FULLSCREEN
window mode = 0
window mode = 3
```
2°) Change the size of the window in the project settings to match the size of your screen. Then repeat step 1°). Output is then one of these:
```
# Manjaro Linux, Cinnamon DE, stuck on fullscreen mode once toggled
window mode = 0
window mode = 3
window mode = 3
window mode = 3
# Arch Linux, KDE Plasma DE, stuck on maximized mode since the beginning
window mode = 2 # MODE_MAXIMIZED
window mode = 2
window mode = 2
window mode = 2
# Windows 10 and Windows 11, stuck on exclusive fullscreen mode since the beginning
window mode = 4 # MODE_EXCLUSIVE_FULLSCREEN
window mode = 4
window mode = 4
window mode = 4
```

Even more tests were made on Linux, disabling the borderless flag:
```
# I'll report tests results for the other OSes in comment once I got them
window mode = 0
window mode = 3
window mode = 3 # Should have been 0
window mode = 3
window mode = 0
window mode = 3
window mode = 3 # Should have been 0
window mode = 3
... # Cycle repeats
```


### Minimal reproduction project

[Fullscreen Toggle MRP.zip](https://github.com/godotengine/godot/files/12329973/Fullscreen.Toggle.MRP.zip)
Repository: storybook
Issue: [Bug]: storybook init hang in vite project
Labels: bug,needs triage

### Describe the bug

```sh
pnpm create vite example-repo --template react-ts
cd example-repo
pnpm i
storybook init

# ---

storybook init - the simplest way to add a Storybook to your project. 

 • Detecting project type. ✓
 • Preparing to install dependencies. ✓

...

Running Storybook

> storybook-hmr-hook-issue@0.0.0 storybook /home/homa/code/cyberuni/storybook-hmr-hook-issue
> storybook dev -p 6006 "--initial-path=/onboarding" "--quiet"

@storybook/cli v7.2.3

info => Starting manager..  # <-- hang here
```


### To Reproduce

_No response_

### System

```shell
Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 22.04.3 LTS 22.04.3 LTS (Jammy Jellyfish)
    CPU: (16) x64 AMD Ryzen 7 5800X 8-Core Processor
  Binaries:
    Node: 18.12.1 - ~/.nvm/versions/node/v18.12.1/bin/node
    Yarn: 1.22.19 - /mnt/c/Program Files/nodejs/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v18.12.1/bin/npm
  Browsers:
    Chrome: 115.0.5790.170
  npmPackages:
    @storybook/addon-essentials: ^7.2.3 => 7.2.3 
    @storybook/addon-interactions: ^7.2.3 => 7.2.3 
    @storybook/addon-links: ^7.2.3 => 7.2.3 
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8 
    @storybook/blocks: ^7.2.3 => 7.2.3 
    @storybook/react: ^7.2.3 => 7.2.3 
    @storybook/react-vite: ^7.2.3 => 7.2.3 
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: next.js
Issue: Apply Apollo for Next 13.4.12
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
When i install and setup apollo for next, i got a issue about next router
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/anhtudo97/nft-marketplace-next

### To Reproduce

`yarn add -s -D @apollo/client@rc @apollo/experimental-nextjs-app-support`

Apply HOC wrapper provider:
```
'use client';

import { ApolloLink, HttpLink } from '@apollo/client';
import {
  NextSSRApolloClient,
  ApolloNextAppProvider,
  NextSSRInMemoryCache,
  SSRMultipartLink,
} from '@apollo/experimental-nextjs-app-support/ssr';

const GRAPHQL_URI = process.env.NEXT_PUBLIC_GRAPH_URL;

function makeClient() {
  const httpLink = new HttpLink({
    uri: GRAPHQL_URI,
  });

  return new NextSSRApolloClient({
    cache: new NextSSRInMemoryCache(),
    link:
      typeof window === 'undefined'
        ? ApolloLink.from([
            new SSRMultipartLink({
              stripDefer: true,
            }),
            httpLink,
          ])
        : httpLink,
  });
}

export function ApolloWrapper({ children }: React.PropsWithChildren) {
  return (
    <ApolloNextAppProvider makeClient={makeClient}>
      {children}
    </ApolloNextAppProvider>
  );
}
`

Apply code for layout.tsx
`
import { ApolloWrapper } from 'lib/apollo-wrapper'
import './globals.css'
import type { Metadata } from 'next'
import { Inter } from 'next/font/google'

const inter = Inter({ subsets: ['latin'] })

export const metadata: Metadata = {
  title: 'NFT Market',
  description: 'About transfer, create NFT',
}

export default function RootLayout({
  children,
}: {
  children: React.ReactNode
}) {
  return (
    <html lang="en">
      <ApolloWrapper className={inter.className}>{children}</ApolloWrapper>
    </html>
  )
}
```

### Describe the Bug

![bug](https://github.com/vercel/next.js/assets/38291962/bc883ce3-f50f-4a75-bb49-8f880d29178f)


### Expected Behavior

No more issue about next router when custom layout.tsx page

### Which browser are you using? (if relevant)

Chrome 115.0.5790.171

### How are you deploying your application? (if relevant)

npx create-next-app