sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Interface Theme change in ProjectManager shows console error 'Parameter "fd" is null" after first (4.3 betas)
Labels: bug,regression,topic:gui

### Tested versions

- Reproducable in 4.3 beta1 beta 2 beta3
- Not present in previous versions of Godot.

### System information

Windows 11 23h2

### Issue description

I suspect maybe there is something slightly different that the Editor is doing or has assess to than the main program, as the first time changing a theme doesn't trigger the errors. I don't have something to compare to as this is the first time its in the Proect Manager, so it might not be a visilible bug??

Just that there are errors in the console that were not present in previously versions (only in betas).

Searching for previous issues by error or line number reports nothing back.


- Many of this error: 
```ERROR: Parameter "fd" is null.
   at: _font_is_script_supported (modules/text_server_adv/text_server_adv.cpp:3863)
```
- Occasional of this error: 
```
ERROR: Parameter "fd" is null.
   at: _shape_run (modules/text_server_adv/text_server_adv.cpp:5991)
```
- Single of this error at end: 
```
ERROR: Parameter "fd" is null.
   at: _shape_run (modules/text_server_adv/text_server_adv.cpp:5991)
```

### Steps to reproduce

- Open Godot via console.
- From settings, any of the following themes: Breeze Dark, Godot2, Light, Solarized Light + Dark, BlackOLED,    (ie Default, Grey do not trigger this). (For my testing, I found swapping between Solarized light/dark easy)
- Do this a second time again, and an error will occur this time.
- Error will occur just for those themes, only when changing **_to_** that theme, regargless of starting theme.

Situations that do not trigger this error:
- Opening the Godot ProjectManager in any non-default theme; no issues.
- First time changing the theme in the Godot ProjectManager; no issues.
- Changing the interface theme from within the main Godot program (Editor Settings > Interface > Theme :: Preset)

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Renaming a file updates it in the editor but doesn't rename it on the disk if its only the letter cases
Labels: bug,platform:windows,topic:editor,topic:porting,needs testing

### Tested versions

v4.3.beta.custom_build [97b8ad1af]

### System information

Windows 11

### Issue description

If I change only the cases in the name of file using the editor's filesystem dock, the name updates in the interface but the file isn't renamed on the disk.

There is also a cache issue going on because reloading the editor doesn't show the current filename on the disk as well.

### Steps to reproduce

* Create a new script file "player.gd"
* Use the filesystem dock to rename it to "Player.gd". It updates in the editor but doesn't rename the file in the disk.
* Rename it to "Player2.gd". Now it updates in the disk as well.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: The doc of `vstack()` should say `tuple` or `list` of tensors for `tensors` argument
Labels: triaged,module: python frontend

### 🚀 The feature, motivation and pitch

[The doc](https://pytorch.org/docs/stable/generated/torch.vstack.html) of `vstack()` says the type of `tensors` argument is `sequence of Tensors` as shown below:

> tensors (sequence of Tensors) – sequence of tensors to concatenate

But the sequence of tensors with `vstack()` doesn't work while a tuple or list of tensors works as shown below:

```python
import torch

tensor1 = torch.tensor(2)
tensor2 = torch.tensor(7)
tensor3 = torch.tensor(4)

torch.vstack(tensor1, tensor2, tensor3) # Error

torch.vstack((tensor1, tensor2, tensor3))
torch.vstack([tensor1, tensor2, tensor3])
torch.vstack(tensors=(tensor1, tensor2, tensor3))
# tensor([[2], [7], [4]])
```


### Alternatives

So, the doc should say `tuple` or `list` of tensors for `tensors` argument as shown below:

> tensors (tuple or list of Tensors) – sequence of tensors to concatenate


### Additional context

_No response_

cc @albanD
Repository: kubernetes
Issue: Document sinceTime for pod log API endpoint
Labels: kind/documentation,sig/node,kind/feature,lifecycle/stale,needs-triage

### What would you like to be added?

The documentation mentions a `sinceTime` request parameter, but does not explain how it works or what its value type is:

https://kubernetes.io/docs/reference/kubernetes-api/workload-resources/pod-v1/#get-read-log-of-the-specified-pod

> sinceSeconds (in query): integer
> [...] Only one of sinceSeconds or sinceTime may be specified.

From this paragraph about `sinceSeconds` I conclude that there exists a `sinceTime`, but `sinceTime` is not documented as a parameter.

Perhaps this is related to #108498.

### Why is this needed?

I'm trying to understand how I could get logs in chunks from the API, and `sinceTime` sounds like it may be useful, but missing documentation makes that difficult.
Repository: godot
Issue: Buttons do not return to normal state after press is released
Labels: discussion,documentation,topic:input,topic:gui

### Tested versions

Godot 4.2.2

### System information

Windows 10 - Godot 4.2.2

### Issue description

created a dummy theme, added my button states. When I press a button, the pressed state is enabled. After releasing the mouse, the button stays in PRESSED DrawMode. The only way to return a button to NORMAL state is to ...click another button? Is this intended behavior? Toggle mode is not enabled. I have looked at a few YT tutorials on Godot themes and looked at the docs, every example of theming buttons has this issue as far as I can see. Is there a recommended way to return buttons to NORMAL state other than needing another button?

### Steps to reproduce

Click a button and release the click. Button will stay in the PRESSED state

### Minimal reproduction project (MRP)

[buttons.zip](https://github.com/user-attachments/files/16216100/buttons.zip)
Repository: storybook
Issue: [Bug]: `useParameter` API is not working on initial load.
Labels: bug,needs triage

### Describe the bug

The `useParameter` API is not working on initial load.

I'm implementing and managing a `storybook-addon-cookie`.
My addon uses `useParameter` to read the cookie values entered by the user inside the story and display them in the panel.

However, since migrating to storybook version 8, when I access the parameter via `useParameter`, I get an empty value on initial load.
When I use `console.log` to `preview` and `Panel`, it appears to be getting an empty value until `preview` is called.

Is there any way to ensure that `preview.js` is called before `manager.js`?

```tsx
// Panel
export const PanelContent: React.FC = () => {
  const { path } = useStorybookState();
  const defaultCookie = useParameter<Cookie>(PARAM_KEY, {}); // TODO: Doesn't work on initial load

  const [story, setStory] = useState<string>();
  const [value, setValue] = useState<Cookie>();
  const [globals, updateGlobals] = useGlobals();

  const initCookie = () => {
    setStory(path);
    setValue(defaultCookie);
    clearCookies();
    setCookies(defaultCookie, encoding);
  };

  useEffect(() => {
    console.log('defaultCookie', defaultCookie);
    if (story !== path) {
      initCookie();
    }
  }, [defaultCookie, path, story]);
 //...
}
```
```ts
// preview
export const cookieDecorator = (
  storyFn: StoryFunction<Renderer>,
  { parameters }: DecoratorContext,
) => {
  const [flag, setFlag] = useState<boolean>(true);

  if (flag) {
    setFlag(false);
    if (!parameters) return storyFn();

    if (parameters[PARAM_PRESERVE_KEY] !== true) {
      clearCookies();
    }

    if (parameters[PARAM_KEY]) {
      console.log(parameters[PARAM_KEY]);
      setCookies(parameters.cookie, parameters.cookieEncoding);
    }
  }

  return storyFn();
};
```
![스크린샷 2024-07-14 오후 5 41 57](https://github.com/user-attachments/assets/45d5141c-a92f-4609-b355-3feb44d19be8)


### Reproduction link

https://github.com/hwookim/storybook-addon-cookie

### Reproduction steps

_No response_

### System

The package pretty much follows the settings in [addon-kit](https://github.com/storybookjs/addon-kit/blob/main/package.json).

### Additional context

_No response_
Repository: deno
Issue: Production Deploys from `deployctl` use KV data from preview database instead
Labels: ext/kv

With Deno Deploy, calling `kv.set()`/`kv.get()` from production uses "preview" KV database, rather than the main database as expected. _This only happens on production deploys made with `deployctl --prod`, if Github integration is also active._

**Reproduction Steps**

1. Start a project using deployctl
2. Add Github integration and a deployment via it
4. Make another production deploy with deployctl
5. Using `kv.set(["key", "id"], data)` on that production deployment will store to preview database
6. (You can easily verify in the Deno dashboard)

**Additional Info**
- I only have a main branch on my github repo
- I started with `deployctl --prod` and switched to github deployments
- These calls are being made on the version served from my custom domain

**Reproduction**
To test this, I created a new minimal setup that stores into the KV. It stores a random number for a given slug, and is enough to reproduce the above

```ts
const kv = await Deno.openKv()

Deno.serve(async (request: Request) => {
  const random = String(Math.floor(Math.random() * 1000))
  const slug = request.url.split("/").pop() || ""

  if (!slug) {
    return new Response("Please provide a slug.", { status: 404 })
  }

  await kv.set(["random", slug], random)
  console.log("Stored:", random, "for", slug)

  return new Response(`Stored: ${random} for ${slug}`)
})
```

When running this code on a Deno Deploy project that has the Github integration set up and has its latest prod deploy created via the `deployctl` tool, it will store into the preview database. You can verify in the dashboard. Side note: without a preview branch, I wouldn't even expect this database to exist.

<img width="656" alt="Screenshot 2024-07-14 at 11 16 14" src="https://github.com/user-attachments/assets/9e2ec996-6680-4382-99bf-432d86161e16">

<img width="884" alt="Screenshot 2024-07-14 at 11 16 49" src="https://github.com/user-attachments/assets/67deca93-7eb3-4b03-8fb9-86b2a530da66">


**Version**: Deno Deploy / Deno 1.45.1
Repository: terminal
Issue: Add an option to show notification when copying content
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

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# Description of the new feature/enhancement

We want to see a box that says "Copied" when we copy a text inside a Terminal window. For example, if we highlighted a text called "C:\Windows\System32" while running Command Prompt inside a Terminal window, the dialog box would say "Copied".

# Proposed technical implementation details (optional)

Add "Show notification when copying content" in Terminal Settings->Interaction.
Repository: godot
Issue: Selecting windows taskbar menu application item starts new duplicate process instead of activating application
Labels: bug,platform:windows,topic:porting,needs testing

### Tested versions

4.3b3

### System information

WIndows 10

### Issue description

In the windows task bar you can right-click to bring up a menu with options (like open windows, closing etc). This top item in this menu shows the application name and selecting this item usually activates and brings the application to the front if it's running. 

![Screenshot 2024-07-14 115752](https://github.com/user-attachments/assets/c985ed0e-abbc-4dcf-9189-ba3f3c691352)


However, for Godot exported application (including the Godot editor) selecting this top item instead starts a new duplicate process, which I think is both unintentional and unexpected. It also effectively allows you to run multiple instances of all exported Godot windows applications, which they're likely not designed to allow. 

### Steps to reproduce

- Run an exported Godot application on windows (including the Godot editor)
- Right click the icon in the task bar to bring up the menu
- Select the top item and observe a new duplicate copy of the application being started.


### Minimal reproduction project (MRP)

Just the editor is required, or any exported windows project.
Repository: tauri
Issue: [feat] Download file able on mobile.
Labels: type: feature request,platform: iOS,platform: Android

### Describe the problem

Android cannot download/create a file. (To be precise, there is an API to create it, but there is no way to know the path, so it is impossible to know the path that can be saved.)

If you download from a link, the file will be stored in the download directory, so the app doesn't need to know the path, and I thought it would be easy for users to understand as it would be a familiar behavior.

So, I try create blob link and click this link on Android. but it cannot download.

Blob link creation.

``` 
      let data = JSON.stringify(logs);
      const blob = new Blob([data], { type: 'text/plain' });
      const blobUrl = URL.createObjectURL(blob);
      setDataBlobUrl(blobUrl);
```

and link creation.

```
              <a
                href={dataBlobUrl}
                download={"worklog." + exportType}
                onClick={() => {
                  setTimeout(() => {
                    URL.revokeObjectURL(dataBlobUrl);
                    setDataBlobUrl(null);
                  }, 0);
                }}>ダウンロード</a>
```

additional try.

1. delete download attribute from 'a' tag : can view data on WebView
2. add download attribute for 'a' tag : can not download

### Describe the solution you'd like

Not limited to Blob links, I would like to download files to the mobile device's file system from a Tauri application by some method.

### Alternatives considered

fs plugin's save dialog.
but it is not implement on mobile.

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: a lot of No module named 'scripts.xxx'
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

when launching, a lot of similar error happen in extensions. They share the same pattern,
for example,
controlnet extension, we have

....../sd-webui-controlnet\internal_controlnet\args.py", line 12, in <module>
        from scripts.enums import (
    ModuleNotFoundError: No module named 'scripts.enums'

and as long as an extension use from scripts.xxx import yyy,
error happens.


### Steps to reproduce the problem

None

### What should have happened?

None

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

None

### Console logs

```Shell
None
```


### Additional information

_No response_
Repository: ant-design
Issue: pass Skeletone for modal loading 
Labels: 🗣 Discussion,💡 Feature Request,Inactive

### What problem does this feature solve?

skeletone not always reflect the content I want to pass a skeleton Node as a property 

### What does the proposed API look like?

<Modal skeleton={\<Skeletone/\>} />

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: kubernetes
Issue: Add kubelet configuration option to adjust eviction period
Labels: sig/node,kind/feature,lifecycle/stale,needs-triage

### What would you like to be added?

Add an kubelet configuration option to adjust https://github.com/kubernetes/kubernetes/blob/7ec344dcef9a04920578aabe4e122bc0b3404afe/pkg/kubelet/kubelet.go#L163

### Why is this needed?

For a steady node, evictions are very rare so executing eviction routine for every 10s is unnecessarily costly, which consumes about 1% CPU
Repository: godot
Issue: Switching from TAA to MSAA breaks compositor effects
Labels: discussion,topic:rendering,usability,topic:3d

### Tested versions

4.3-beta3

### System information

Windows and Linux

### Issue description

Switching AA method from TAA to MSAA breaks compositor effects using color buffers.
While I understand this is intended and there's a toggle for `access_resolved_color`, i believe this should be on by default. It would be really finnicky if changing AA settings on a shipped game would suddenly cause all compositor effects that access the color buffer to break, since AA method is often something that changes between graphic settings.

### Steps to reproduce

/

### Minimal reproduction project (MRP)

/
Repository: godot
Issue: MSAA is not functional with motion blur compositor effect, even with access resolved color on.
Labels: bug,topic:rendering,topic:3d

### Tested versions

Master post 4.3 beta3

### System information

Windows and Linux

### Issue description

Enabling MSAA causes compositor effect at pre-transparent stage to not work.



### Steps to reproduce

- download MRP
- launch project.

When downloading the project and launching, you;ll see a scene with teapots moving. 

- go back to editor, disable MSAA
- observe correct output: 

![image](https://github.com/user-attachments/assets/b9f645b1-5e82-4ef5-923a-3d06a41f9f9e)

Initial scene by Wojtekpil, motion blur effect from Sphynx, mrp put together by Capry.

### Minimal reproduction project (MRP)

[wojte_scene_sphynx_effect.zip](https://github.com/user-attachments/files/16227696/wojte_scene_sphynx_effect.zip)
Repository: rust
Issue: Macro metavar expr concat doesn't work with nested repetitions
Labels: A-macros,T-compiler,C-bug,F-macro_metavar_expr_concat

> Is it a known issue that this doesn't seem to work with identifiers repeating at a depth?

```Rust
#![feature(macro_metavar_expr_concat)]

macro_rules! many_idents {
    ($a:ident, $c:ident) => {
        const ${concat($a, B, $c, D)}: i32 = 1;
    };
}

// Paste implementation included for reference
macro_rules! many_idents_paste {
    ($a:ident, $c:ident) => {
        paste::paste! {
            const [<$a B $c D>]: i32 = 2;
        }
    };
}

macro_rules! many_idents_multi_metavar {
    ($($a:ident, $c:ident;)*) => {
        $(
            const ${concat($a, B, $c, D)}: i32 = 3;
        )*
    };
}

// Paste implementation included for reference
macro_rules! many_idents_multi_paste {
    ($($a:ident, $c:ident;)*) => {
        $(
            paste::paste! {
                const [<$a B $c D>]: i32 = 3;
            }
        )*
    };
}

fn main() {
    many_idents!(A, C);
    assert_eq!(ABCD, 1);
    many_idents_paste!(F, G);
    assert_eq!(FBGD, 2);
    many_idents_multi_paste! {
        H, I;
        J, K;
        L, M;
    }
    assert_eq!(HBID, 3);
    assert_eq!(JBKD, 3);
    assert_eq!(LBMD, 3);
    many_idents_multi_metavar! {
        N, O;
        P, Q;
        R, S;
    }
}
```

```Rust
error: attempted to repeat an expression containing no syntax variables matched as repeating at this depth
  --> src/main.rs:19:10
   |
19 |           $(
   |  __________^
20 | |             const ${concat($a, B, $c, D)}: i32 = 3;
21 | |         )*
   | |_________^
   ```
   
   The `paste` version works without errors.
   
   I can go a bit further with `ignore`
```Rust
macro_rules! many_idents_multi_metavar {
    ($($a:ident, $c:ident;)*) => {
        $(
            ${ignore($a)}
            ${ignore($c)}
            const ${concat($a, B, $c, D)}: i32 = 3;
        )*
    };
}
```

> But then I get:
```Rust
error: `${concat(..)}` currently only accepts identifiers or meta-variables as parameters
  --> src/main.rs:22:29
   |
22 |             const ${concat($a, B, $c, D)}: i32 = 3;
   |     
   ```

> This seems like a major limitation.

_Originally posted by @crumblingstatue in https://github.com/rust-lang/rust/issues/124225#issuecomment-2180345042_
Repository: node
Issue: Support for running bin scripts using `node --run`
Labels: feature request,cli

### What is the problem this feature will solve?

This feature will help run the `bin` scripts in package.json, similar to running `scripts`. During local development, it's very common to run the bin scripts, and it would be great if the node task runner supported it. 

### What is the feature you are proposing to solve the problem?

Add `node --run --bin` or `node --run-bin`. This will run the bin script similar to what `node --run` does, except it looks for a `bin` field.

I know node task runner is not a replacement for something like `yarn`, but, another option is to support both the fields (`scripts` and `bin`) with `node --run,` similar to what `yarn` does. 

### What alternatives have you considered?

_No response_
Repository: three.js
Issue: VideoTexture: Slow performance on Quest Browser in non-XR mode.
Labels: Browser Issue,Needs Investigation

### Description

The WebGPURenderer is a lot slower on Quest. People are reporting that their experiences are running poorly.

In the console I see: 
```
WebGPU canvas configured with a different format than is preferred by this device ("rgba8unorm"). This requires an extra copy, which may impact performance.
webgpu_video_panorama.html:1 entries[2] is not an ExternalTexture when the layout contains an ExternalTexture entry.
 - While validating [BindGroupDescriptor "bindGroup_object"] against [BindGroupLayout (unlabeled)]
 - While calling [Device].CreateBindGroup([BindGroupDescriptor "bindGroup_object"]).

webgpu_video_panorama.html:1 entries[2] is not an ExternalTexture when the layout contains an ExternalTexture entry.
 - While validating [BindGroupDescriptor "bindGroup_object"] against [BindGroupLayout (unlabeled)]
 - While calling [Device].CreateBindGroup([BindGroupDescriptor "bindGroup_object"]).

webgpu_video_panorama.html:1 [Invalid BindGroup "bindGroup_object"] is invalid.
 - While encoding [RenderPassEncoder (unlabeled)].SetBindGroup(0, [BindGroup], 0, ...).

webgpu_video_panorama.html:1 [Invalid CommandBuffer from CommandEncoder "renderContext_0"] is invalid.
 - While calling [Queue].Submit([[Invalid CommandBuffer from CommandEncoder "renderContext_0"]])
```

### Reproduction steps

1. open browser on Quest 2 or higher
2. browser to https://threejs.org/examples/?q=pan#webgpu_video_panorama
3. observe that the movie plays at 3-5fps

### Version

dev

### Device

Quest 2 and higher

### Browser

Quest Browser

### OS

Quest v67