sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Exporting via the console after closing the editor sometimes throws a "Pages in use exist at exit in PagedAllocator" error.
Labels: bug,topic:editor,topic:export

### Tested versions

Reproducible in 4.2.1.stable - Currently testing 4.2.2.stable and 4.1.4.stable, and will test more versions when I can

### System information

Windows 10 & 11 - Godot v4.2.1.stable - Vulkan (Mobile)

### Issue description

After closing the editor and running an export via the command prompt, it will often fail with the following error:
```
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
```
It returns he exit code `3221225477` as well. If I run the build again, everything works as intended.
Here's the build command I use:
```C:\>{GODOT_PATH} --path {PROJECT_PATH} --headless --verbose --export-debug Windows BUILDS```

Instead of failing to export, the engine should finish successfully.

### Steps to reproduce

1. Edit a project using the editor
2. Close the editor and run command prompt
3. Run the build command for said project
4. After the engine finishes some savepack steps, the error may be thrown

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Animation SpriteFrames panel: FPS field is too small, long numbers (e.g. using decimal fraction) are cropped
Labels: bug,topic:editor,usability,topic:animation

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.161.07) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

If I input a long number in the FPS field of the Animation SpriteFrames panel, typically a number with a decimal fraction (since it's uncommon to go over 99 FPS), such as 12.5:

![image](https://github.com/godotengine/godot/assets/1067772/38e91225-dfd8-4ce4-9622-f422123aab4d)

and lose focus, the FPS suffix will appear, pushing the number to the left so it gets cropped:

![image](https://github.com/godotengine/godot/assets/1067772/44738566-2b83-4e3c-80d8-bd157220ebef)

giving the impression that it's 2.5 instead of 12.5.

### Steps to reproduce

1. Create SpriteFrames resource (generally for AnimatedSprite2D)
2. Create new animation
3. Change FPS value to 12.5 (or add even more numbers to demonstrate)

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: ghstack mergeability check seems wrong
Labels: module: ci,triaged

My workflow:
- I ran ghstack on a stack of commits (let's say A, B, C)
- I merged PR A
- I ran ghstack again to update B and C
- B and C sometimes report "RuntimeError: Command git -C /home/runner/work/pytorch/pytorch cherry-pick -x https://github.com/pytorch/pytorch/commit/ee4c29422e2f57bbf05a13073f3dbeb35e5fd5f7 returned non-zero exit code 1" when updated (e.g. https://github.com/pytorch/pytorch/pull/124403)

I typically just ignore these error messages while merging, but it seems like they're wrong because the PR can indeed be merged?

Image:
<img width="917" alt="image" src="https://github.com/pytorch/pytorch/assets/5652049/c5162aa2-d3fa-4578-8dec-fd1b821ef9e0">


cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: rust
Issue: Suggest declaring module when trying to use it
Labels: A-diagnostics,T-compiler

### Code

```Rust
After cargo new:

$ git diff --cached
diff --git a/src/foo.rs b/src/foo.rs
new file mode 100644
index 0000000..626450e
--- /dev/null
+++ b/src/foo.rs
@@ -0,0 +1,3 @@
+pub fn hello_world() {
+    println!("hello world");
+}
diff --git a/src/main.rs b/src/main.rs
index e7a11a9..1f8c3d2 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,3 +1,5 @@
+use crate::foo::hello_world;
+
 fn main() {
-    println!("Hello, world!");
+    hello_world()
 }
```
```


### Current output

```Shell
$ cargo run
   Compiling import v0.1.0 (/Users/iguridi/repro/import)
error[E0432]: unresolved import `crate::foo`
 --> src/main.rs:1:12
  |
1 | use crate::foo::hello_world;
  |            ^^^ could not find `foo` in the crate root

For more information about this error, try `rustc --explain E0432`.
error: could not compile `import` (bin "import") due to 1 previous error
```


### Desired output

```Shell
$ cargo run
   Compiling import v0.1.0 (/Users/iguridi/repro/import)
error[E0432]: unresolved import `crate::foo`
 --> src/main.rs:1:12
  |
1 | use crate::foo::hello_world;
  |            ^^^ could not find `foo` in the crate root. Have you declared this module e.g. `mod foo`?

For more information about this error, try `rustc --explain E0432`.
error: could not compile `import` (bin "import") due to 1 previous error
```


### Rationale and extra context

The fix is very easy, but a beginner may miss it

### Other cases

_No response_

### Rust Version

```Shell
$ rustc --version --verbose
rustc 1.76.0 (07dca489a 2024-02-04)
binary: rustc
commit-hash: 07dca489ac2d933c78d3c5158e3f43beefeb02ce
commit-date: 2024-02-04
host: aarch64-apple-darwin
release: 1.76.0
LLVM version: 17.0.6
```


### Anything else?

_No response_
Repository: godot
Issue: Spinbox emits value_changed signal even when using set_value_no_signal() in this specific case with Tree.item_selected
Labels: bug,topic:gui

### Tested versions

v4.3.dev5.mono.official [89f70e98d]

### System information

Godot v4.3.dev5.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.5212) - AMD Ryzen 7 1700 Eight-Core Processor (16 Threads)

### Issue description

I call set_value_no_signal on the Spinbox from a function connected to the item_selected signal in Tree, and for some reason the Spinbox emits the value_changed signal if it has focus when clicking the tree. This doesnt seem to happen when clicking other controls though, as far as I have tested it at least.

### Steps to reproduce

Run the included project. Select an item in the Tree and it should update the spinbox to its value. Change the value on the spinbox and it updates the selected item text. Select the other item though, and it is also immediately updated to the same value, when it should be updating the spinbox to its own value instead.

### Minimal reproduction project (MRP)

[spinboxtest.zip](https://github.com/godotengine/godot/files/15029107/spinboxtest.zip)
Repository: godot
Issue: File Dialog is extremely slow inside the editor
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed,performance

### Tested versions

- Reproducible in: 4.3-dev5, 4.2.2-stable, 4.2.1-stable

### System information

Godot v4.2.2.stable - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When the File Dialog (for example, Scene > Import Scene) is opened, no matter the number of files in it, it works fast. But once we put it in a higher size (even a few pixels wider) it becomes really slow (to the point where it's hard to navigate). The issue also seem to only affect wayland.

### Steps to reproduce

1 - Create a new Project
2 - Scene > Open Scene...
3 - Bottom right select "All Files" (to see the basic godot project files)
4 - Point the mouse over the files and move to see the hover animation (it works fast)
5 - Scale the window up, or maximize it, and try to do the same as step 4 (it will be very slow)

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Search API Work Summary
Labels: feature-request,api,search

I have some notes on what work is left to finalize some popular proposed search APIs. I will put them in this issue.

# API Explanation

## Background
There are currently three search APIs that are quite old and need to be finalized:

- FileSearchProvider: https://github.com/microsoft/vscode/issues/73524
- TextSearchProvider: https://github.com/microsoft/vscode/issues/59921
- FindTextInFiles: https://github.com/microsoft/vscode/issues/59924

## API Info
### Blockers
#### FileSearchProvider
1. Perf issue: for every URI that the extension sends, it must be serialized and deserialized again to be sent to the renderer process.
    - Is there a more efficient way?
        - Are simple path strings okay? But this is not a standard way with vscode APIs.
    - We should test that this is still an issue. Do some profiling.
2. Uncertain element: does the caching work? There is a `FileSearchOptions.session` flag. We expect ext developers to have a map on their side that is used for caching. Here is an example.
```
Map<FileSearchOptions.session, cacheEntry>
- once the FileSearchOptions.session is cancelled, clear the map entry
```
We should verify that something like this works.

3. There is a limitation of one provider per scheme, and the default provider already covers the `file` scheme. What if the user wants to install a third-party provider for `file` scheme searching? What if there are multiple providers for a custom scheme? For example, what if they want to replace ripgrep as their search engine?
- Ideally, people can set in their settings what they want to use as a search provider if they have more than one for a scheme.

#### TextSearchProvider
1. Same as  FileSearchProvider's first concern- even more so, since the result limit is 20 000.
2. Same as FileSearchProvider's third concern.


#### FindTextInFiles
1. Should be fine, just blocked by `TextSearchProvider`. This API shares types of `TextSearchProvider`, which means that we should make sure that those are sane before finalizing this

### Extra Considerations
- We discussed the possibility of allowing the user to control filtering and fuzzy matching, but the quickpick extension API doesn't allow something like that, so it makes the most sense to just allow the picker to perform whatever rendering it can with the results.
- For the `TextSearchProvider`/`FindTextInFiles` `onProgress` calls, @jrieken might prefer to rather return something like the following:
```
{
    results: AsyncIterable<TextSearchResults>; 
    final: Promise<TextSearchComplete>
}
```
instead of the `onProgress` callback functions.
Repository: TypeScript
Issue: Error when compiled JavaScript initializes static properties in a class with a hard private method (`#`) that references a static property
Labels: Needs Investigation

### 🔎 Search Terms

private methods, hard private, #, static properties, compile output, es2022

### 🕗 Version & Regression Information

This changed between versions 5.1.6 and 5.2.2


### ⏯ Playground Link

https://www.typescriptlang.org/play?target=9&module=7&ts=5.4.5#code/MYGwhgzhAEAqCmEAu0DeAoaXrLEglsNAE7xgAmA9gHYgCe0AcgIICyAotALzQDkA7pWIhyvTNlwEipCjXrQOAZUXMA4px4ADABLwQIStAAkqBMgB0LDgF8AhJvFYAxAFs6ABWL4Abnnit4JAALSnIACgBKNEdsLGAaCEoQeHMDAHMwsyRzJRV1CIBuGOt0ayA

### 💻 Code

```ts
class Test {
    static readonly NAME = 'world'
    static readonly MESSAGE = `Hello ${Test.NAME}!`
    #myPrivateMethod() {
        console.log(Test.MESSAGE);
    }
}
```
compiles to
```js
"use strict";
var _a;
class Test {
    static { this.NAME = 'world'; }
    static { this.MESSAGE = `Hello ${_a.NAME}!`; } // _a is undefined here
    #myPrivateMethod() {
        console.log(_a.MESSAGE);
    }
}
_a = Test;
```


### 🙁 Actual behavior

If a class has a hard private method (`#`) that accesses a static property of the class when the target is ES2022, the compiled JavaScript will declare a module-level variable before the class is declared that is assigned the class's constructor after the class is declared. This variable is substituted in for the explicit class constructor anywhere it is used in the class declaration. If the class declaration has any static properties that reference other static properties of the class during their initialization, an error will be thrown because the module-level variable being used in place of the class constructor is `undefined` until the class declaration is complete.

### 🙂 Expected behavior

If a class has a hard private method (`#`) that accesses a static property of the class when the target is ES2022, the compiled JavaScript uses the actual constructor in the class declaration like it did in TypeScript 5.1.6, or at least uses it when it is referenced during the initialization of the class's static properties.

Example of expected compiled JavaScript:
```js
"use strict";
class Test {
    static { this.NAME = 'world'; }
    static { this.MESSAGE = `Hello ${Test.NAME}!`; }
    #myPrivateMethod() {
        console.log(Test.MESSAGE);
    }
}
```

### Additional information about the issue

Workaround for the time being is to set `target` in `tsconfig.json` to `'ESNext'`. This produces the expected behavior.
Repository: pytorch
Issue: `__getitem__` fails to vmap for one dimensional tensors
Labels: high priority,triaged,actionable,module: functorch

Example code:


    from torch import vmap
    import torch
    def f(x):
        return torch.ones(4)[x]
    
    y = torch.arange(2)
    print(vmap(f)(y))

Output:

    RuntimeError                              Traceback (most recent call last)
    [<ipython-input-3-8b227da701ad>](https://r6s5at9hp4a-496ff2e9c6d22116-0-colab.googleusercontent.com/outputframe.html?vrz=colab-20220422-060045-RC00_443622635#) in <module>()
          5 
          6 y = torch.arange(2)
    ----> 7 print(vmap(f)(y))
    
    1 frames
    [<ipython-input-3-8b227da701ad>](https://r6s5at9hp4a-496ff2e9c6d22116-0-colab.googleusercontent.com/outputframe.html?vrz=colab-20220422-060045-RC00_443622635#) in f(x)
          2 import torch
          3 def f(x):
    ----> 4     return torch.ones(4)[x]
          5 
          6 y = torch.arange(2)
    
    RuntimeError: vmap: It looks like you're calling .item() on a Tensor. We don't support vmap over calling .item() on a Tensor, please try to rewrite what you're doing with other operations. If error is occurring somewhere inside PyTorch internals, please file a bug report.
  

Expected Output:

    tensor([1., 1.])

Commentary:

This is likely `__getitem__` applying an optimization when an input has 0 dims (not including its single batch dim), not realizing that there are batch dimensions. Indexing with batched tensors that have at least one normal dimension does work, e.g. `torch.ones(4)[x[None]][0])`

cc @ezyang @gchanan @zou3519 @kadeng @Chillee @samdow @kshitij12345 @janeyx99
Repository: flutter
Issue: [packages] Restrict dependency version ranges of Gradle dependencies in Android plugins
Labels: platform-android,package,a: build,P2,a: plugins,team-android,triaged-android

Based on the discussion in [this thread](https://github.com/flutter/packages/pull/6535#discussion_r1565709536), it sounds like Gradle does [optimistic upgrades](https://docs.gradle.org/current/userguide/resolution_strategy_tuning.html) of dependencies even across *major* versions, which could result in our plugin code not compiling due to a project adding a *different* plugin with a higher major version of the same dependency.

We should look into whether we should change the way we express dependencies to prevent that. E.g., whether we can force ranges that only go up to just before the next major release.
Repository: vscode
Issue: add hoverForeground and hoverBackground to activity bars
Labels: help wanted,feature-request,good first issue,workbench-views

<!-- ⚠️⚠️ 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. -->

I was trying to customize the activity bar and I noticed the `foreground` color applies when hovering too. I'm having a problem with this because the foreground when hovering is the same as my `background`.

Settings:

```json
    "activityBar.background": "#ffffff",
    "activityBar.dropBorder": "#00a0df",
    "activityBar.foreground": "#ffffff",
    "activityBar.inactiveForeground": "#00a0df",
    "activityBar.border": "#007aaa",
    "activityBarBadge.background": "#0b5cab",
    "activityBarBadge.foreground": "#ffffff",
    "activityBar.activeBorder": "#00a0df",
    "activityBar.activeBackground": "#00a0df",
    "activityBar.activeFocusBorder": "#00a0df",
    "activityBarTop.foreground": "#ffffff",
    "activityBarTop.activeBorder": "#00a0df",
    "activityBarTop.inactiveForeground": "#00a0df",
    "activityBarTop.dropBorder": "#007aaa",
    "activityBarTop.background": "#ffffff",
    "activityBarTop.activeBackground": "#00a0df",
```

Regular colors:

![image](https://github.com/microsoft/vscode/assets/3922764/d91c8679-1166-418a-ae8f-92f1fc363b27)

Colors when hovering:

![image](https://github.com/microsoft/vscode/assets/3922764/a2ac8730-6a83-4caa-acd1-8db8926eccea)

The same happens with the `activityBarTop`.

I'd love to have new settings for:
- `activityBar.hoverForeground` to set it to `#00a0df`
- `activityBar.hoverBackground` to set it to a lighter blue like `#a4dcf3`

and the same for the `activityBarTop`:
- `activityBarTop.hoverForeground`
- `activityBarTop.hoverBackground`

Thank you!! Please let me know if you need anything else from me.
Repository: deno
Issue: Invalid environment variable appear when using `deno install -g`ed command
Labels: bug,cli

deno 1.42.4 (release, x86_64-pc-windows-msvc)
v8 12.3.219.9
typescript 5.4.3

test.ts
```ts
import process from "node:process";
import { assertEquals } from "jsr:@std/assert"

const nodeKeys = [];
for (const key of Object.keys(process.env)) nodeKeys.push(key)
const denoKeys = [];
for (const key of Object.keys(Deno.env.toObject())) denoKeys.push(key)

nodeKeys.sort()
denoKeys.sort()

assertEquals(nodeKeys, denoKeys)
```

Output using `deno run -A test.ts`
```
Success!
```

Output using `deno install -frA -n testcmd test.ts` then `testcmd`
```
error: Uncaught (in promise) AssertionError: Values are not equal.


    [Diff] Actual / Expected


    [
+     "=C:",
      "ALLUSERSPROFILE",
      "AMDAPPSDKROOT",
```

Additionally, this new environment variable isn't getable

test.ts
```
for (const key of Object.keys(Deno.env.toObject())) 
    console.log(Deno.env.get(key))
```

Output using `deno install -frA -n testcmd test.ts` and `testcmd`
```
error: Uncaught (in promise) TypeError: Key contains invalid characters: "=C:"
    console.log(Deno.env.get(key))
                         ^
    at Object.getEnv [as get] (ext:runtime/30_os.js:102:10)
```
Repository: PowerToys
Issue: Multiple Captures of the Same Program for Capture Lock
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

For example live stream cameras or feeds from multiple sources being cropped and moved freely making this tool truly useful.

### Scenario when this would be used?

It's not. I saw a streamer ask for this but didn't know of a program who could do it.

### Supporting information

_No response_
Repository: go
Issue: proposal: go/types: add HasTypeName interface
Labels: Proposal

During the types.Alias work, there was a recurring need (7 times in x/tools; @findleyr is adding an eighth) for this interface:

```go
package types // import "go/types"

// HasTypeName abstracts the three kinds of types that have declared names:
// aliases ([*Alias]), defined types ([*Named]), and type parameters ([*TypeParam]).
//
// Note that the Go spec considers built-in types such as string and int to
// be defined types, but this package represents them as [*Basic],
// since they do not have a declaration or [TypeName].
type HasTypeName interface {
    Obj() *TypeName
}
```

Of course users can easily define it for themselves, but adding it to `go/types` provides a good place to hang additional documentation.

Related:
- https://github.com/golang/go/issues/65774

@findleyr @griesemer
Repository: pytorch
Issue: Find a common home for decompositions, perhaps outside of the obliquely named _refs directory
Labels: low priority,triaged,oncall: pt2

### 🚀 The feature, motivation and pitch

Downstream torch.compile user here. 

I recently went through a bit of a frustrating process where I was under the naive and mistaken impression that the torch decompositions entirely lived here:
https://github.com/pytorch/pytorch/blob/main/torch/_decomp/decompositions.py

So when hitting an issue with an op, my go to is to check and see if there is a decomposition. (ctrl +f in that file)
In my case, I was looking for the decomposition of aten.linspace.Tensor_Tensor, which does not live in that file but instead lives under _refs/__init__.py. Unfortunately for me, I only discovered this a two working days later after trying to resolve the issue with that op at a different compiler level. 

Now I could have used a more holistic search method like:
`repo:pytorch/pytorch @register_decomposition(aten.linspace`

but I do think that the current set of decompositions are at least a little fragmented across the codebase:
https://github.com/search?q=repo%3Apytorch%2Fpytorch%20%40register_decomposition(&type=code
shows:
[torch/_inductor/decomposition.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/_inductor/decomposition.py#L223)
[torch/_refs/\_\_init\_\_.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/_refs/__init__.py#L2254)
[torch/_decomp/decompositions.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/_decomp/decompositions.py#L162)
[torch/jit/_decompositions.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/jit/_decompositions.py#L89)
[torch/_refs/fft.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/_refs/fft.py#L198)
[torch/_refs/_conversions.py](https://github.com/pytorch/pytorch/blob/2e48b39603411a41c5025efbe52f89560b827825/torch/_refs/_conversions.py#L76)
(and several more cases under _refs)

I'm by no means an expert on pytorch repo structure, and the way it is now could totally make sense and I just don't get it, but from my narrow, external perspective, the 6500 line _refs/\_\_init\_\_.py feels disorganized and unintuitive. 


I realize I'm not offering much in terms of a solution here, but I expect that experienced contributors who are interested in keeping the codebase as organized as possible will be better equipped than I am to propose solutions. (if it is even a problem)

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: flutter
Issue: [go_router] Run GoRouteData.redirect with the BuildContext of the containing ShellRoute 
Labels: package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Use case

I have a `ShellRoute`, and a MyShell widget which introduces some Providers scoped to that MyShell. I might have arbitrary state, data fetches, caches, etc in the MyShell.

For a `GoRouteData` that is a `TypedGoRoute` of a containing `TypedShellRoute`, I would like to be able to write a `redirect` that makes use of the Shell's Providers, rather than lifting those Providers above the entire Router.

### Proposal

Instead of a tree like:

* Provider
* State
  * Router
    * Shell
      * redirect using Provider / State
      
Let me write:

* Router
  * Shell
    * Provider
    * State
      * redirect using Provider / State