sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [go_router] Expose routingConfig / similar via go_router
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Use case

I am building a navigation tree for an app with dynamic routing with `GoRouter.routingConfig(routingConfig: myRoutingConfig)`. I would like to be able to rebuild the tree in response to config changes. I can do this by maintaining the reference to `myRoutingConfig`, but I usually need access to both it and the router, and passing both around the tree leads to a lot of duplication.

Given that `_routingConfig` is stored privately in an unmodified state on the `router` anyway, is there a reason why this cannot be made accessible?

### Proposal

Add a getter to `GoRouter` and/or `RouteConfiguration` that returns `routingConfig`.

```dart
ValueListenable<RoutingConfig> get routingConfig => _routingConfig;
```
Repository: vscode
Issue: ctrl+z / ctrl+shift+z (undo/redo) not working for input elements when a custom editor is open
Labels: bug,help wanted,custom-editors

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- VS Code Version: 1.94.0-insider
- OS Version: Mac Sonoma 14.6.1

Steps to Reproduce:

1. Modify [webview-view-sample](https://github.com/microsoft/vscode-extension-samples/tree/main/webview-view-sample)'s webview HTML to include an `<input>` element
2. Compile and package the webview extension (will need to modify the publisher tag), then install it locally
3. Compile and run the [custom-editor-sample](https://github.com/microsoft/vscode-extension-samples/tree/main/custom-editor-sample)
4. Open the calico colors webview view
<img width="619" alt="image" src="https://github.com/user-attachments/assets/6bee098a-29a9-47c9-93c1-452bdfdcd5c0">

5. Observe that when no custom editors are open, the ctrl+z / ctrl+shift+z events work
6. Open the custom editor
<img width="605" alt="image" src="https://github.com/user-attachments/assets/8e34241e-13b6-4dee-a002-283b658971d6">

7. Observe that the undo/redo hotkeys no longer work in the webview view
Repository: godot
Issue: Memory leak in test runner when using [Editor] test tag
Labels: bug,topic:editor,needs testing,topic:tests

### Tested versions

4.4 custom build, triggered by online checks

### System information

N/A

### Issue description

When running the PR checks for the unit tests in https://github.com/godotengine/godot/pull/96640, `Linux / Editor with clang sanitizers (target=editor, tests=yes, dev_build=yes, use_asan=yes, use_ubsan=yes, use_llvm=yes, linker=lld` fails with a memory leak, while most other checks succeed:
```
...
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2327)

=================================================================
==5545==ERROR: LeakSanitizer: detected memory leaks

Direct leak of 464 byte(s) in 1 object(s) allocated from:
    #0 0xc17cf9d in malloc (/home/runner/work/godot/godot/bin/godot.linuxbsd.editor.dev.x86_64.llvm.san+0xc17cf9d)
    #1 0x2d44c34e in Memory::alloc_static(unsigned long, bool) /home/runner/work/godot/godot/core/os/memory.cpp:108:14
    #2 0x2d44c1a4 in operator new(unsigned long, char const*) /home/runner/work/godot/godot/core/os/memory.cpp:41:9
    #3 0x189fefd3 in EditorPaths::create() /home/runner/work/godot/godot/editor/editor_paths.cpp:102:2
    #4 0xe94ec48 in GodotTestCaseListener::test_case_start(doctest::TestCaseData const&) /home/runner/work/godot/godot/tests/test_main.cpp:318:5
    #5 0xe986525 in doctest::Context::run() /home/runner/work/godot/godot/./thirdparty/doctest/doctest.h:6982:13
    #6 0xddafea4 in test_main(int, char**) /home/runner/work/godot/godot/tests/test_main.cpp:244:22
    #7 0xc5ee079 in Main::test_entrypoint(int, char**, bool&) /home/runner/work/godot/godot/main/main.cpp:870:17
    #8 0xc1af7cc in main /home/runner/work/godot/godot/platform/linuxbsd/godot_linuxbsd.cpp:68:2
    #9 0x7fab04fed082 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x24082)
...
```

In `test_main.cpp`, an `EditorPaths` and `EditorSettings` are created:
https://github.com/godotengine/godot/blob/5675c76461e197d3929a1142cfb84ab1a76ac9dd/tests/test_main.cpp#L315-L319

But only the `EditorSettings` is destroyed:
https://github.com/godotengine/godot/blob/5675c76461e197d3929a1142cfb84ab1a76ac9dd/tests/test_main.cpp#L347-L349

Prior to my PR, it seems like the only place this `[Editor]` tag was used was here. I'm not sure why checks weren't failing for the GDScript test, though.
https://github.com/godotengine/godot/blob/5675c76461e197d3929a1142cfb84ab1a76ac9dd/modules/gdscript/tests/test_completion.h#L223

Adding an `EditorPaths::free();` should fix this.

### Steps to reproduce

Write a unit test that uses the [Editor] tag, then commit and pull request the changes. The CI check `Linux / Editor with clang sanitizers` should fail with a memory leak.

### Minimal reproduction project (MRP)

See https://github.com/godotengine/godot/pull/96672.
Repository: flutter
Issue: Feature Request: Switch to pub workspace
Labels: team,P3,c: tech-debt,team-tool,triaged-tool

We had a engine roll failure this morning followed by a gnarly amount of work to get it started again.  As you can see in this commit; there are several (41?!) pubspec.yaml files that had to be touched to roll packages forward:

https://github.com/flutter/flutter/commit/d7a658d70579b55c235096ed4303505e3c77805c

The engine has already switched over to using pub workspace and its been pretty smooth sailing.
Repository: pytorch
Issue: Models that have non-tensor elements in state_dict, are not ONNX-exportable (and not JIT-traceable)
Labels: module: onnx,triaged

### 🐛 Describe the bug

I had problems exporting a Transformer-based model to ONNX that had some "_extra_state" keys  with None values in the state_dict. Export would break on detach() call below. This simple fix remedied the situation.   

```
--- /usr/local/lib/python3.10/dist-packages/torch/jit/_trace.py 2024-09-05 23:35:21.651452023 +0000
+++ /usr/local/lib/python3.10/dist-packages/torch/jit/_trace.bak        2024-07-09 00:37:50.000000000 +0000
@@ -74,7 +74,7 @@
     filtered_dict = type(state_dict)()
     seen_ids: Set[int] = set()
     for k, v in state_dict.items():
-        if id(v) in seen_ids or v is None:
+        if id(v) in seen_ids:
             continue
         seen_ids.add(id(v))
         if keep_vars:


### Versions

Pytorch nightly
Repository: pytorch
Issue: [Inductor][SDPA] `test_sdpa_rewriter_12` broken on A2/A16 GPU
Labels: module: cuda,triaged,oncall: pt2,module: inductor,module: sdpa

### 🐛 Describe the bug

One of the pattern-matching tests fails on A2/A16 and likely A10 (untested). Not particularly urgent but I would like to learn more about how to expose which part of Inductor is failing to pattern match on certain cases. Since I suspect this is using pre-compiled FA kernels, my guess is there is a hidden constraint that isn't met somewhere (not in the pattern definition itself) or there is a runtime failure that is caught and suppressed.

For working configs it seems to match to pattern 11 (not 12):
https://github.com/pytorch/pytorch/blob/a6b9d444fbd2ddcf8481ea6adbac08de5443f1fe/torch/_inductor/fx_passes/fuse_attention.py#L277

Is there a way to get the Inductor logs that would be relevant here?

CC @drisspg

### Versions

~week old main branch

cc @ptrblck @msaroufim @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov @ezyang @drisspg @mikaylagawarecki
Repository: pytorch
Issue: DataLoader + IterableDataset held up by slowest worker!?
Labels: module: dataloader,triaged

### 🐛 Describe the bug

Greetings!

I am using a PT DataLoader with an IterableDataset and num_workers > 1 to speed up the slow preparation of individual training samples. My expectation was that the DataLoader would assemble batches from any worker's samples as soon as they become available. Instead I discovered that the DataLoader waits until each worker in turn produces an entire batch of data. In a situation where samples take a variable amount of time to produce (e.g. load) the slowest worker process holds up training even if other workers are ready to deliver samples. This feels like a bug to me. Or is it a feature?!

```python
import time
import torch

class TestDset(torch.utils.data.IterableDataset):
    def __init__(self,Data):
        super().__init__()
        self.Data = Data
        
    def __iter__(self):
        self.data = self.Data.copy()
        self.worker = torch.utils.data.get_worker_info()
        if self.worker is not None:
            self.data = self.data[self.worker.id::self.worker.num_workers]
            
        for n in self.data:
            time.sleep( self.worker.id/2 )
            yield n

Dload = torch.utils.data.DataLoader( TestDset(list(range(32))), batch_size=8, shuffle=None, num_workers=2)
for n in Dload: print(n)
```
+++++ Output +++++
```
tensor([ 0,  2,  4,  6,  8, 10, 12, 14])
... delay ...
tensor([ 1,  3,  5,  7,  9, 11, 13, 15])
tensor([16, 18, 20, 22, 24, 26, 28, 30])
... delay ...
tensor([17, 19, 21, 23, 25, 27, 29, 31])
```

### Versions

AWS Sagemaker Linux
Python 3.11
PyTorch 2.3.0


cc @andrewkho @gokulavasan @SsnL @VitalyFedyunin @dzhulgakov
Repository: godot
Issue: Can't create AtlasTexture in shader
Labels: bug,topic:editor

### Tested versions

v4.4.dev1.mono.official [28a72fa43]

### System information

Godot v4.4.dev1.mono - Windows 10.0.17763 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2849) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

below

### Steps to reproduce

just make a shader like this:
![image](https://github.com/user-attachments/assets/c739f302-b754-4481-8061-19224a174777)

the try make a AtlasTexture:
![GIF 2024-9-7 10-19-48](https://github.com/user-attachments/assets/2de4ea7f-bc3f-4c0c-9413-43f4b46cdf44)

It can't create.

### Minimal reproduction project (MRP)

none
Repository: rust
Issue: doc alias set_current_dir as cd
Labels: C-enhancement,T-libs-api

as someone who has never called this function except from a shell, this was a bit difficult to find.
Repository: rustdesk
Issue: Ubuntu 20.04 Black Screen w/ Cursor Control
Labels: bug

### Bug Description

Hello,

We have two identically specced lab computers and one of them functions flawlessly with RustDesk while the other shows as a black screen in the client but cursor and keyboard control works perfectly fine, and the host cursor is visible on the client. Verbose logging when running RustDesk in the terminal does not differ on both hosts.

### How to Reproduce

Connect to one of our computers. I'd be happy to email you the id and code if needed to troubleshoot.

### Expected Behavior

Be able to see the screen when using RustDesk.

### Operating system(s) on local side and remote side

Host: Ubuntu, Clients: Mac, Windows, Ubuntu

### RustDesk Version(s) on local side and remote side

1.3.0 on both

### Screenshots

<img width="1335" alt="image" src="https://github.com/user-attachments/assets/e047f469-d745-440f-b6df-4df6de7cbfa8">




### Additional Context

_No response_
Repository: go
Issue: cmd/go: `go list -json -e` does not store location for invalid import path
Labels: NeedsInvestigation

### Go version

go version go1.23.1 linux/arm64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/home/ayke/.cache/go-build'
GOENV='/home/ayke/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/ayke/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/ayke'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go1.23.1'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go1.23.1/pkg/tool/linux_arm64'
GOVCS=''
GOVERSION='go1.23.1'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/home/ayke/.config/go/telemetry'
GCCGO='gccgo'
GOARM64='v8.0'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build3054841504=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

I have the following invalid Go file

```go
package main

import _ "#"

func main() {
}
```

I ran `go list -json -e importpath.go` on it, to see the loader error.

### What did you see happen?

The JSON contains this part:

```json
        "Error": {
                "ImportStack": [],
                "Pos": "",
                "Err": "/home/ayke/tmp/importpath.go:3:8: invalid import path: #"
        }
```

That's an error, of course, but the `Pos` field is not set even though `go list` clearly knows the source location (it's stored in the error message itself).

### What did you expect to see?

I expected an output like this:

```json
        "Error": {
                "ImportStack": [],
                "Pos": "importpath.go:3:8",
                "Err": "invalid import path: #"
        }
```

That is, the position information should be in `Pos` and the path should be relative and not absolute. For example, when setting the import path to one that doesn't exist, the error looks like this:

```json
        "Error": {
                "ImportStack": [
                        "command-line-arguments"
                ],
                "Pos": "importpath.go:3:8",
                "Err": "no required module provides package foo.bar: go.mod file not found in current directory or any parent directory; see 'go help modules'"
        }
```
Repository: godot
Issue: Android Editor and project page unresponsive to touch but works with mouse
Labels: platform:android,needs testing,topic:input

### Tested versions

Reproducible and tested in : Godot 4.3+ android

### System information

Godot v4.4.dev1 - Android - Vulkan (Mobile) - integrated Mali-G57 -  (8 Threads)

### Issue description

When opening and creating a new project touchscreen works perfectly fine with the editor for a couple of days then it stops completely working and need to use otg with mouse and keyboard . This doesn't happen on my computer

### Steps to reproduce

As of for what I've seen: create a project, and when it happens it happens... I've followed Coco code's Godot tutorials.

### Minimal reproduction project (MRP)

N/A in all new projects created
Repository: ui
Issue: [feat]: ability to create nextjs project with page/app router
Labels: area: request

### Feature description

when we are creating an app using `npx shadcn@latest init` please let us choose from app router or page router. cause, the app router is still not production ready for so many use cases. 
thanks a million

### Affected component/components

_No response_

### Additional Context

_No response_

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: material-ui
Issue: Icons for well-known and widespread applications
Labels: support: question,package: icons,enhancement

### Summary

I'm using Material UI for all of my panel icons. I wanted to create a feature called **Export to Excel**. I did not find an icon representing Excel. or spreadsheet in general.

Please add icons for well-known apps. Or if that's not feasible, add icons for well-known app ideas at least.

1. Spreadsheet
2. Presentation
3. Document editor
4. PDF
5. ...

### Examples

_No response_

### Motivation

_No response_

**Search keywords**: excel
Repository: godot
Issue: 3D Camera jitter/blurry environment 
Labels: bug,topic:rendering,topic:3d

### Tested versions

- 4.3 C#
- 4.4 dev 1 C#

### System information

Windows 11 - v4.3, v4.4 dev 1

### Issue description

Hello, I had to halt my game project recently because I noticed a weird bug when I added a lot of grass in my game.

The environment (terrain, grass, houses) become a little bit blurry when moving horizontally, but seems perfect when moving vertically.

I tried EVERYTHING, camera inside character, outside character, 3D physics interpolation, no interpolation, high/low fps, high/low tickrate, nothing fix this bug. At this point honeslty I just suspect a bug in godot/navigation agent 3D

You can see a video here (this is a sample project where i started from scratch to reproduce it).
This is a simple scene, not a lot of grass, but in a real environment its just worse.

https://youtu.be/rHdB47K46ck

Im using Godot 4.3, I tried Godot 4.4, same issue.
I can't believe this is normal behavior, the blurry effect when moving on z axis is cleary visible in real time.

The scene:

![image](https://github.com/user-attachments/assets/31fa58fa-82d6-4657-95df-964b30f8020c)

Thanks.

### Steps to reproduce

- run the main scene
- move vertically, grass is OK
- move horizontally, grass is blurry/jittery

### Minimal reproduction project (MRP)

[movement-debug-4.4.zip](https://github.com/user-attachments/files/16917627/movement-debug-4.4.zip)
Repository: rust
Issue: [BUG] `llvm-cov` warning `mismatched data` when double slash comment above `use`
Labels: A-codegen,T-compiler,C-bug,requires-nightly,A-code-coverage,S-has-mcve

# bug

`llvm-cov` `warning: 1 functions have mismatched data` caused by comment line

## background

Found `llvm-cov` `warning: N functions have mismatched data`.

After debug, very suprisingly find out this may all caused by comment line.

## actual

`llvm-cov` `warning: 1 functions have mismatched data` caused by comment line `// foo`

crate A

```rs
#![feature(str_from_raw_parts)]

// foo
use core::str::from_raw_parts;

/// # Safety
///
/// TODO
#[inline]
#[must_use]
pub const unsafe fn str_from_raw_parts<'a>(ptr: *const u8, len: usize) -> &'a str {
    from_raw_parts(ptr, len)
}
```

crate B

```rs
    use feature_str_from_raw_parts_util::str_from_raw_parts;

    #[test]
    fn should_ok() {
        let x = unsafe { str_from_raw_parts("foobar".as_ptr(), 3) };
        let _ = x;
```

```sh
$ yarn cleanup:everything && yarn test:coverage
...
+ /path/to/llvm-cov report ...
warning: 1 functions have mismatched data
...
```

## expected

comment line `// foo` should not lead to `llvm-cov` `warning: 1 functions have mismatched data`

crate A remove comment line

```rs
#![feature(str_from_raw_parts)]

use core::str::from_raw_parts;

/// # Safety
///
/// TODO
#[inline]
#[must_use]
pub const unsafe fn str_from_raw_parts<'a>(ptr: *const u8, len: usize) -> &'a str {
    from_raw_parts(ptr, len)
}
```

```sh
$ yarn cleanup:everything && yarn test:coverage
...
(llvm-cov no warning)
...
```

## version

```log
rustc 1.82.0-nightly (1f12b9b0f 2024-08-27)
binary: rustc
commit-hash: 1f12b9b0fdbe735968ac002792a720f0ba4faca6
commit-date: 2024-08-27
host: x86_64-unknown-linux-gnu
release: 1.82.0-nightly
LLVM version: 19.1.0
```
Repository: godot
Issue: Blender file NLA track import glitches, no blend shapes
Labels: bug,topic:import,topic:3d

### Tested versions

- Tested in Godot v4.3.stable with Blender 4.2.1

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA RTX A2000 (NVIDIA; 31.0.15.5186) - Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (8 Threads)

### Issue description

Created a mesh, rigged with rigify, created animation, creaded blend shapes/shape keys, added blend file to godot project.
- Animation imported and shows up and plays but the mesh is deforming not like in blender
- Blend shapes are not accessible.
- ![image](https://github.com/user-attachments/assets/573ba969-7843-44ad-a1f4-b0a896fa3002)



Did the same but exported to glb file with NLA tracks, added to godot project:
- Still same problem with animation where mesh deforming not like it is in blender.
- Blend shapes are accessible.
- ![image](https://github.com/user-attachments/assets/636f19fd-4dcc-4a84-b683-a30e75c61f7d)


Godot:
![image](https://github.com/user-attachments/assets/ef8b6e11-61a2-44de-af32-41aaf6cef2e3)
https://streamable.com/iao59w

Blender:
![image](https://github.com/user-attachments/assets/74efb08d-5bd8-47e0-a206-a42d1210a4af)
https://streamable.com/5rcb9i

### Steps to reproduce

Create mesh in blender, rigify, create animation, create blend shapes, import blend file to godot project.

### Minimal reproduction project (MRP)

[murger-43.zip](https://github.com/user-attachments/files/16917828/murger-43.zip)
Repository: transformers
Issue: Support Unified Multimodal Model
Labels: New model,Feature request,Multimodal

### Feature request

Hi, I am wondering that can this repository supports the unified multimodal model like Show-o? [https://github.com/showlab/Show-o](https://github.com/showlab/Show-o)

### Motivation

The unified multimodal model may be a trend with multimodality

### Your contribution

trying for integration
Repository: PowerToys
Issue: Workspaces Capture Won't Pick Up All Apps
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Workspaces

### Steps to reproduce

Open up the following apps:
Visual Studio Code
DevToys
Terminal
Git GUI

With all windows displayed (i.e. not minimized) Launch Workspaces, then Create Workspace. The Capture dialog is displayed but GitHub GUI is not "captured".

### ✔️ Expected Behavior

All open Windows are captured.

### ❌ Actual Behavior

Git GUI is not captured. The other three are.

### Other Software

Git Gui