sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot does not listen to microphones with over 2 channels
Labels: bug,topic:audio

### Godot version

4.2 dev 5 [9ff46d0]

### System information

Godot v4.2.dev5 - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) UHD Graphics 620 () - Intel(R) Core(TM) i5-8350U CPU @ 1.70GHz (8 Threads)

### Issue description

When trying to listen to a microphone with 4 channels, godot returns this error:

```
E 0:00:06:0920   thread_func: WASAPI: unsupported channel count in microphone!
  <C++ Source>   drivers/wasapi/audio_driver_wasapi.cpp:877 @ thread_func()
```

Ideally it would just take the first 2 channels, or combine all channels into 1?

### Steps to reproduce

With a PC with a microphone with over 2 channels, create an AudioStreamPlayer, with an AudioStreamMicrophone in it, and route it to master.

Just notify me if you need to test code? I can recompile the engine.

### Minimal reproduction project

[mic test.zip](https://github.com/godotengine/godot/files/12811418/mic.test.zip)
Repository: flutter
Issue: Documentation on gathering engine treemaps is out-of-date.
Labels: d: wiki,P2,team-engine,triaged-engine

https://github.com/flutter/flutter/wiki/Engine-disk-footprint#treemaps points to guidance on how to generate treemaps of the Flutter Engine. This used to work at some point. See https://storage.googleapis.com/flutter_infra_release/flutter/12def739b1f63ccaf5b859714d9f552e9e6fe348/android-arm64-release/sizes/index.html. However, it no longer works for recent engine commits. See https://storage.googleapis.com/flutter_infra_release/flutter/4d1f8ff52903dc94574397228597488ec8c089d7/android-arm64-release/sizes/index.html (the SHA is the latest engine.version in framework as of this writing).
Repository: kubernetes
Issue: Pod lifecycle broken with kubelet's `EventedPLEG` feature
Labels: kind/bug,sig/node,triage/accepted

### What happened?

Hi, a really amusing issue that I've uncovered is when we enable the EventedPLEG feature of the Kubelet (1.26.7), Kubelet fails to get container status / delete containers, etc.

The outcome of this is kubelet starts duplicate containers inside the same pod sandbox. This results in pods failing as there are "too many threads!" or "unable to bind to socket as port is in use".

Also raised issue here: https://github.com/containerd/containerd/issues/9070

### What did you expect to happen?

Evented PLEG should behave similarly to non-evented PLEG.

### How can we reproduce it (as minimally and precisely as possible)?

Not sure if this is easy to reproduce on KinD/etc but for us

1. Run 1.26.7
2. enable evented PLEG feature gate
3. observe `crictl ps` output / `systemd-cgls` to see duplicate containers start in same pod.

### Anything else we need to know?

Running unified cgroup hier + cgroupfs driver

### Kubernetes version

<details>

```console
$ kubectl version
Server Version: version.Info{Major:"1", Minor:"26", GitVersion:"v1.26.7", GitCommit:"84e1fc493a47446df2e155e70fca768d2653a398", GitTreeState:"clean", BuildDate:"2023-07-19T12:16:45Z", GoVersion:"go1.20.6", Compiler:"gc", Platform:"linux/amd64"}
```

</details>


### Cloud provider

AWS

### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>


containerd 1.7.5, runc 1.19 (tested with 1.18 too)
</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: node
Issue: `test/parallel/test-tick-processor-arguments` fails on SmartOS with V8 >=11.8
Labels: v8 engine,smartos

I think disabling that test on SmartOS is an expedient solution for now. I took a look at fixing the test on SmartOS, but patching the V8 tooling to support BigInt for that test case just broke the many other parts of V8 that currently rely on parseInt behaviour.

I've raised https://bugs.chromium.org/p/chromium/issues/detail?id=1486517 with the V8 team to see if they have any useful input, but the proper fix for this looks like a reasonable amount of work that doesn't feel like it should be our responsibility to fix, and given the amount of parseInt hardcoding currently in the V8 tools and the fact they deliberately only have partial BigInt support I don't know that our work on a fix would even be accepted upstream.

As I mentioned in the other bug, node itself appears to work absolutely fine with the V8 merges, it's just this single test case with a clear bug in the V8 tooling scripts, so while not ideal I don't think it should hold up this merge, especially as the number of SmartOS users who use V8 log parsers is probably at or close to zero ;-)

_Originally posted by @jperkin in https://github.com/nodejs/node/issues/49639#issuecomment-1747242982_
Repository: pytorch
Issue: libtorch.so: error adding symbols: file in wrong format
Labels: needs reproduction,module: build,triaged

### 🐛 Describe the bug

Ubuntu 22.04.2 LTS
Architecture aarch64
gcc (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0
cmake version 3.22.1
libtorch version 1.9.1

When i tried to build libtorch in the above environment, i get error like this

[ 95%] Linking CXX shared library libstt_sdk.so
/usr/bin/ld: ../third_party/libtorch_cpu/lib/libtorch.so: error adding symbols: file in wrong format
collect2: error: ld returned 1 exit status

can you tell me what happened?

### Versions

Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.2 LTS (aarch64)
GCC version: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.10.12 (main, Jun 11 2023, 05:26:28) [GCC 11.4.0] (64-bit runtime)
Python platform: Linux-5.19.0-1025-aws-aarch64-with-glibc2.35
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

CPU:
Architecture:                    aarch64
CPU op-mode(s):                  32-bit, 64-bit
Byte Order:                      Little Endian
CPU(s):                          2
On-line CPU(s) list:             0,1
Vendor ID:                       ARM
Model name:                      Neoverse-N1
Model:                           1
Thread(s) per core:              1
Core(s) per socket:              2
Socket(s):                       1
Stepping:                        r3p1
BogoMIPS:                        243.75
Flags:                           fp asimd evtstrm aes pmull sha1 sha2 crc32 atomics fphp asimdhp cpuid asimdrdm lrcpc dcpop asimddp ssbs
L1d cache:                       128 KiB (2 instances)
L1i cache:                       128 KiB (2 instances)
L2 cache:                        2 MiB (2 instances)
L3 cache:                        32 MiB (1 instance)
NUMA node(s):                    1
NUMA node0 CPU(s):               0,1
Vulnerability Itlb multihit:     Not affected
Vulnerability L1tf:              Not affected
Vulnerability Mds:               Not affected
Vulnerability Meltdown:          Not affected
Vulnerability Mmio stale data:   Not affected
Vulnerability Retbleed:          Not affected
Vulnerability Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl
Vulnerability Spectre v1:        Mitigation; __user pointer sanitization
Vulnerability Spectre v2:        Mitigation; CSV2, BHB
Vulnerability Srbds:             Not affected
Vulnerability Tsx async abort:   Not affected

Versions of relevant libraries:
[pip3] numpy==1.26.0
[conda] Could not collect

cc @malfet @seemethere
Repository: godot
Issue: RichTextLabel does not translate strings placed in-between tags
Labels: enhancement,topic:gui

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3217) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

RichTextLabel doesn't seem to translate keys placed in-between tags.

Example of the issue here (and how to reproduce it):

![imagen](https://github.com/godotengine/godot/assets/22688330/67b072bb-a18f-4e07-8911-e699cb1ca1ab)

![imagen](https://github.com/godotengine/godot/assets/22688330/9062956b-0413-4db2-9e31-c7ba96b1842e)

Also happens if the tag is closed:

![imagen](https://github.com/godotengine/godot/assets/22688330/226e5687-f022-40a8-b52e-3cfe0ce317a5)

![imagen](https://github.com/godotengine/godot/assets/22688330/55e0726b-9bd8-410f-9931-87b66c738d35)

With no tags, the key is translated:

![imagen](https://github.com/godotengine/godot/assets/22688330/9ee3063f-4070-46fd-ab8c-c475c9da98ef)

![imagen](https://github.com/godotengine/godot/assets/22688330/6161fb36-09d5-466c-9d01-24d84d02265d)

Translation file:

![imagen](https://github.com/godotengine/godot/assets/22688330/998d7ef4-0630-438a-931c-7b8343d83998)


### Steps to reproduce

1. Import a strings csv file for localization with a few strings.
2. Create a RichTextLabel control.
3. Enable bbcode and add a tag to the text followed by a translation key.

### Minimal reproduction project

N/A
Repository: godot
Issue: Disabled Lights Are Included in Lightmap
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.1.2 stable mono

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1123) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)

### Issue description

Invisible lights (tested with OmniLight3D and SpotLight3D) are included in the baked lightmap.

Expected: disabled/invisible lights are not included in the lightmap.

### Steps to reproduce

1. Place an OmniLight3D or SpotLight3D in the scene.
2. Nest it below a LightMapGI
3. Disable the Light
4. Place a MeshInstance3D in the scene (in my case, saved as a scene, but not sure if that matters).
5. Bake. Lightmap settings don't seem to change anything, but my last test used Low + 3 Bounces + Directional ON + Interior OFF + Use Denoiser ON.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Default context menu on IPad shows on top of the VSCode context menu
Labels: bug,menus,ios-ipados,system-context-menu

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.83.0
e7e037083ff4455cf320e344325dacb480062c3c
x64
- OS Version: Ubuntu 22.04.3 LTS / IPadOS 17.1 Beta (using code serve-web)

Steps to Reproduce:

1. Right click anywhere
2. See the default OS context menu on top of the vscode context menu
Repository: PowerToys
Issue: Allow reverse mapping of key to shortcut combo / shortcut combo to key in Keyboard manager
Labels: Issue-Bug,Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

I mapped F1 to CTRL-Z so I have single key undo. 

However I can't then reverse map CTRL-Z to F1. So this means I can't input the F1 key any longer. If I do that in the Remap Shortcuts, the Key remap of F1 to CTRL-Z remap is overridden and only works as F1 now. And Undo is lost,  because both the F1 and CTRL-Z functions as F1. 

It could be as simple as a toggle or option in the Remap a key dialogue (Tick for Reverse mapping)

### Scenario when this would be used?

To improve productivity by allowing swapping of keys to shortcuts, so you don't lose access to the keyboard shotcut. As an example is to have CTRL-Z and F1 switch places so to speak, so both Undo and Help is still accessible from the opposite key or shortcut. 

### Supporting information
(Wish MS would retire 'F1' as the default help, frankly- everyone googles for help anyways)
_No response_
Repository: godot
Issue: Add a property to control emissive material energy in LightmapGI
Labels: enhancement,topic:rendering,topic:3d

### Godot version

4.1.2 stable mono

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1123) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)

### Issue description

![Weak_Emissive_Godot_4](https://github.com/godotengine/godot/assets/38278077/5a26c921-ce65-468f-a5e4-541a41b07119)

Even with the Energy Multiplier in the StandardMaterial3D turned up to 100, well past the max for the slider, the light produced by the material is extremely weak. It also doesn't seem to be emitting from the correct location. I don't believe it's a problem of the textures, since the albedo and emission map are lined up properly in the material.

### Steps to reproduce

1. Bake the Lightmap in the reproduction project.
2. Look at the light produced around the lantern.

### Minimal reproduction project

[Emissive+Lightmap Issue.zip](https://github.com/godotengine/godot/files/12816699/Emissive%2BLightmap.Issue.zip)
Repository: pytorch
Issue: Multiprocessing takes forever after on .get()  with mp.Queue() (Possible Deadlock)
Labels: needs reproduction,module: multiprocessing,triaged

### 🐛 Bug

This bug came up when i decided to Train ColBERT on a custom Dataset, but it was taking Forever, so I tried diagnosing the problem, seems that it uses torch.multiprocessing to divide tasks, but whenever a Task Queue is formed, the code gets stuck on the get() method

```Python
#Sample code to reproduce the Problem
import torch
import torch.multiprocessing as mp
try:
    mp.set_start_method('spawn', force=True)
except RuntimeError:
    print('Hello')
return_value_queue = mp.Queue()
#return_values = sorted([return_value_queue.get() for _ in all_procs])  #The Code gets stuck here
print(return_value_queue.get()) #To Reproduce
```

### Versions

torch version = 1.13.1+cu117

cc @VitalyFedyunin
Repository: next.js
Issue: Duplicate Rendering with Parallel Routing
Labels: bug

### Link to the code that reproduces this issue

https://github.com/03k64/nextjs-parallel-routes-bug-repro

### To Reproduce

1. Run the linked project with `npm run dev`
2. Navigate to the [resources page](http://localhost:3000/parent/resources)
3. Click on any of the three resources

### Current vs. Expected behavior

I expect the modal (panel) to appear showing the selected resource. This does happen, but before the modal is shown the current (resources) page renders next to the existing page in its loading state. I have attached a screen recording showing this occurring. It only seems to happen the first time each item is opened.

https://github.com/vercel/next.js/assets/115069865/7ec21ebf-0530-4973-b12e-22e5e524c65c



### 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 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.6.12
Relevant Packages:
  next: 13.5.5-canary.2
  eslint-config-next: 13.5.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

I have included my local environment information above. The issue is also present in the deployed version of the original application which is deployed using the node/alpine Docker container using standalone output mode.
Repository: flutter
Issue: Feature request for FragmentShader.setImageSampler to support Texture
Labels: c: new feature,engine,c: proposal,P2,team-engine,triaged-engine

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I have an external texture that I want to render using `FragmentShader`. I see that `FragmentShader.setImageSampler` accepts `Image` only, and there's no way to pass `Texture` sampler.

I don't have a workaround for now, but I'm considering using [decodeImageFromPixels](https://api.flutter.dev/flutter/dart-ui/decodeImageFromPixels.html) instead of working with `Texture` directly.

### Proposal

```dart
Future<FragmentShader> loadShader() async {
  var textureId = await _createExternalTexture();
  var texture = Texture(textureId: textureId);

  var program = await FragmentProgram.fromAsset('shaders/myshader.frag');
  var shader = program.fragmentShader();
  shader.setImageSampler(0, texture);

  return shader;
}
```
Repository: material-ui
Issue: [joy-ui][Select] Select renders hidden input even when the `name` prop is not set
Labels: docs,component: select,package: joy-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/mx2ty5?file=/Demo.js

Steps:
1. Open the attached link
2. Inspect the root element of the `Select` component to find the hidden input without a name attribute.


### Current behavior 😯

Hidden input is rendered even when the `name` prop is not specified. Since the hidden input does not have a name attribute, it generates a warning in the console:

>A form field element should have an id or name attribute

### Expected behavior 🤔

According to the documentation, hidden input should not be rendered when the `name` prop is not provided:
https://mui.com/joy-ui/api/select/#Select-prop-name

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: next.js
Issue: Error: Page "/docs/[[...slug]]/page" is missing param "/docs/test/" in "generateStaticParams()", which is required with "output: export" config.
Labels: bug

### Link to the code that reproduces this issue

https://github.com/sys113/killua-website

### To Reproduce

1. add `export: 'output'` to `next.config.js`
2. add `generateStaticParams` to `app/docs/[[...slug]/page.tsx]`
```tsx
export async function generateStaticParams() {
  return [{ slug: ['a', '1'] }];
}
export default function Page(): JSX.Element {
  return (
    <div className="container">
      hello world!
    </div>
  );
}
```

### Current vs. Expected behavior

I am waiting for it to work in development by adding `generateStaticParams()` without any issues, but it gives an error. However, there is no problem in production. To solve this issue, I disabled `export: 'ouput'` for the development.

```js
// next.config.js
/** @type {import('next').NextConfig} */
const nextConfig = {
  env: {
    KILLUA_VERSION: '0.2.15',
  },
  images: { unoptimized: true },
  output: process.env.NODE_ENV === 'production' ? 'export' : undefined,
};
module.exports = nextConfig;
```


### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
Binaries:
  Node: 18.16.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.4
  eslint-config-next: 13.5.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: export
```


### Which area(s) are affected? (Select all that apply)

Static HTML Export (output: "export")

### Additional context

_No response_
Repository: vscode
Issue: Screencast Mode doesn't reflect raw key strokes when input method is enabled
Labels: bug,macos,editor-input-IME,confirmation-pending

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- VS Code Version: Version: 1.83.0 (Universal) Commit: e7e037083ff4455cf320e344325dacb480062c3c
- VS Code Version: Version: 1.84.0-insider (Universal) Commit: 7d4027b62bb1e620e5454580450fa646682bc102
- OS Version: macOS 13.5.2（22G91）

Steps to Reproduce:

1. Setup keyboard with input method. Add Chinese, Japanese or Korean keyboard to your environment. e.g. Korean GongjinCheong keyboard. For details, see [Write in another language on Mac](https://support.apple.com/en-gb/guide/mac-help/mchlp1406/13.0/mac/13.0).
2. Enable Screencast Mode. ("Developer: Toggle Screencast Mode" palette command)
3. New Text File.  
4. Switch keyboard to the language with input method.
5. Write something. e.g. type "hangeul". the input text is "한글".

Expected result:

- Raw keys what you type are shown on screen.

Actual result:

- Composited characters what you input are shown.

https://github.com/microsoft/vscode/assets/1079715/5a0abf47-e18e-4af8-afbd-f5023f615f5d

Notes:

- With the Insider version, the input itself is not functioning properly.