sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: get_path() in Resource returns a empty string when it is created on disk.
Labels: discussion,topic:core,topic:editor,documentation,needs testing

### Tested versions

v4.2.1.stable.gentoo [b09f793f5]

### System information

Godot v4.2.1.stable (b09f793f5) - Gentoo 2.14 - Wayland - GLES3 (Compatibility) - NVIDIA GeForce GTX 965M (nvidia; 550.67) - Intel(R) Core(TM) i5-6300HQ CPU @ 2.30GHz (4 Threads)

### Issue description

I have this resource file:

```gdscript
@tool
extends Resource
class_name TestResource

@export var library_owner: string = default_var()

func default_var():
    print(get_path())
```

Instead of printing the path the resource was created, it will be blank instead.

I was hoping it to not be blank so I could develop a reusable plugin that executed something on the folder where the resource was created.

### Steps to reproduce

Save the above resource, then create a new file using said resource.

### Minimal reproduction project (MRP)

n/a
Repository: godot
Issue: Linux build error "retrieve: program binary cache file is corrupted. Ignoring and removing."
Labels: needs testing,topic:shaders

### Tested versions

3.5.3.stable

### System information

Linux Mint Cinnamon

### Issue description

I'm getting an error `retrieve: program vinary cache file is corrupted. Ignoring and removing.` when I test my level in Linux, this error does not occur at all in Windows, and I can't actually find any information about this error message outside of it appearing in the debug window. It happens several times so I assume it's occurring for each and every shader I'm using in my scene. Here's the full error:
```swift
E 0:00:15.373   retrieve: Program binary cache file is corrupted. Ignoring and removing.
  <C++ Source>  drivers/gles3/shader_cache_gles3.cpp:74 @ retrieve()
  ```

### Steps to reproduce

Run game in Linux.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Can not set back '_subresources' param in import setting to default.
Labels: bug,needs testing,topic:import

### Tested versions

4.2.2-stable (https://github.com/godotengine/godot/commit/15073afe3856abd2aa1622492fe50026c7d63dc1)

### System information

Windows10 x64

### Issue description

In 'Advanced Import Settings' modal,
When any property changes of children nodes is same as default values,
Changes are not applies to .import file (_subresources property).

![movie](https://github.com/godotengine/godot/assets/98034800/d54b77b7-812f-4301-a5a9-7d136ebce4c7)

### Steps to reproduce

1. Open attatched project.
2. Right click on 'test_ball.blend' in 'FileSystem' tree and choose 'Open Scene'.
3. Select 'ball1' scene tree.
4. Change 'Cast Shadow' property to 'Off' and press Reimport button.
5. Right click on 'test_ball.blend' in 'FileSystem' tree and choose 'Open Scene'.
6. Select 'ball1' scene tree.
7. Change 'Cast Shadow' property to 'On'(default value) and press Reimport button.
8. Right click on 'test_ball.blend' in 'FileSystem' tree and choose 'Open Scene'.
9. Select 'ball1' scene tree.
10. 'Cast Shadow' property has been still set 'Off'. (operation no.7 was not applied)

### Minimal reproduction project (MRP)

[subresource_bug.zip](https://github.com/godotengine/godot/files/15372090/subresource_bug.zip)
Repository: TypeScript
Issue: Reachability analysis of `never` for `yield*` is unchecked
Labels: Needs Investigation

### 🔎 Search Terms

reachability never 

### 🕗 Version & Regression Information

It's observed in all TS versions.


### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/GYVwdgxgLglg9mAVAAjAUwG5oE4AoCUAXMgOJrrYCGUc2APOANZhwDuYANOltgHzIBvAFDJkUABbY2yAOTccMgNxCAvkKGhIsBCgC2lGGAKCRY7AE8To0eZhoANgBMU8vPmWiVyYIcr37lsLWyBAIAM5w9mgAdPZwAOa4Mj5gfgEy7qZqoqFgEVGxCUksUMjYaJQQ4pQARlEZympAA

### 💻 Code

```ts
function* never(): Generator<unknown,never> {
  throw 'never';
}

function* main() {
  try {
    yield* never();
  } finally {
    console.log('finally');
  }
  console.log('not reachable');
}
```


### 🙁 Actual behavior

No error reported.

### 🙂 Expected behavior

There should be an error `Unreachable code detected.(7027)` at line 11 `console.log('not reachable');`.

### Additional information about the issue

Reachability analysis is working for normal function: https://www.typescriptlang.org/play/?#code/GYVwdgxgLglg9mABGApgNxQJwBQEoBcy6WiA3gFCKJQAWmcA7ogOSoabMDc5AvueaEiwEiALYBDGGDxlK1TAE9ZVKmyx5uVHomBTxAG31KKKxBAQBnOPpQA6fXADm2ZrrAGjzXJsR8q5sCsbeycXMDgoREwUcQgacQAjGy9uPiA

It's broken for Promise and we have another issue tracking that one: https://github.com/microsoft/TypeScript/issues/34955

Generator functions are being used as coroutine in libraries like [co.js](https://www.npmjs.com/package/co), [Effect.js](https://effect.website/), [redux-saga](https://redux-saga.js.org/), [Effection](https://frontside.com/effection/), and more. It's common to write a coroutine operator that suspend the thread forever, thus taking `function never(): Generator<Instruction, never>` signature. It would benefit users if the TypeScript control analysis can infer unreachability after `yield* never()`.
Repository: rust
Issue: `--print=native-static-libs` is not emitted to `stdout`, but instead to `stderr`
Labels: A-linkage,T-compiler,C-bug

Running the following:

```console
$ echo "" > empty.rs
$ rustc empty.rs --crate-type=staticlib --print=native-static-libs
note: Link against the following native artifacts when linking against this static library. The order and any duplication can be significant on some platforms.

note: native-static-libs: -lSystem -lc -lm
```

I.e. it does produce the expected `native-static-libs: ...` note, but the note is emitted to the stderr stream, instead of stdout, as is done by the other `--print=...` flags.

I expected to be able to pipe the output to e.g. `grep` to extract the note, but no such luck:
```console
$ rustc empty.rs --crate-type=staticlib --print=native-static-libs | grep native-static-libs
```

### Meta

`rustc --version --verbose`:
```
rustc 1.80.0-nightly (e82c861d7 2024-05-04)
binary: rustc
commit-hash: e82c861d7e5ecd766cb0dab0bf622445dec999dc
commit-date: 2024-05-04
host: aarch64-apple-darwin
release: 1.80.0-nightly
LLVM version: 18.1.4
```
Repository: vscode
Issue: Webview scrollbars are seemingly unstyleable in Insiders
Labels: bug,help wanted,webview

Here is what my webview scrollbars look like in 1.89.1:

![image](https://github.com/microsoft/vscode/assets/641685/50bd192c-29de-449d-8a7c-520c2f43675b)


Here is what they look like in 1.90-insiders:

![image](https://github.com/microsoft/vscode/assets/641685/d4309ce6-7262-4bb6-9a7e-002066a9e82f)
Repository: godot
Issue: There is still a transparency issue with setting ALPHA=1.0 in the shader script
Labels: needs testing,topic:shaders,topic:3d

### Tested versions

4.0.4, 4.2, 3.5

### System information

macOS 14.4 (23E214) Godot 4.2, 4.0.4

### Issue description

Setting ALPHA=1.0 in the shader script still has a transparent effect, just like setting the transparency of StandardMaterial3D to alpha or setting no depth test.
But if the rendering mode of the shadow script adds depth_draw-always, setting ALPHA=1.0 can display normally, but it cannot produce shadow effects.

### Steps to reproduce

In the project I uploaded:
In the scene of node_3d_desk, the shader script has set ALPHA=1.0 and I do not want to see the tripod of the table.

Desk_normal has added StandardMaterial3D to the surfaceMaterialOverlay of Box024 without any changes.
![image](https://github.com/godotengine/godot/assets/134466716/46fd56d4-f499-4d5c-8d5c-6eba38e4fe75)

Desk_alpha added StandardMaterial3D to the SurfaceMaterialOverrides of Box024 and changed transparency to alpha.
![image](https://github.com/godotengine/godot/assets/134466716/9a0218cf-4f96-4b16-93a9-2651a5f47707)

Desk_no_depth_test has been added to StandardMaterial3D and transparency has been changed to no_depth_test in the surface MaterialOverrides of Box 024.
![image](https://github.com/godotengine/godot/assets/134466716/6f55740e-9832-486f-b1d4-2222ad679262)

Desk_shaded_alpha added ShaderMaterial in the surfaceMaterialOverride of Box024, with only ALPHA=1.0 set in the script.
![image](https://github.com/godotengine/godot/assets/134466716/ac4aa990-57a8-406f-969d-bbcb09fb5977)

In the scene of node_3d_sofa, there is also a similar problem. This problem occurs whenever the mesh has an irregular shape.
![image](https://github.com/godotengine/godot/assets/134466716/11c15d5b-0193-4b4d-a76f-94b8f4fff290)
![image](https://github.com/godotengine/godot/assets/134466716/f2fb1533-4883-4e32-9a15-b9b5001fd71f)
![image](https://github.com/godotengine/godot/assets/134466716/ddac12ec-50fd-41a9-b4cf-b6fe4fe5f7d1)
![image](https://github.com/godotengine/godot/assets/134466716/88603f19-48e4-4fbf-ba7c-ca48f1be1477)

How can I set ALPHA=1.0 in the shader without expecting transparency or no_depth_test effects, and still display shadows normally.

When I add render_mode depth_draw_always in the shader script, it can display normally, but it cannot display shadows properly. If the following image is displayed:
Shadow display in normal mode:
![image](https://github.com/godotengine/godot/assets/134466716/95f0db66-0af7-4f9e-a634-6a700bdc9773)
Display shadows after setting ALPHA=1.0 and adding render_mode depth_draw_always:
![image](https://github.com/godotengine/godot/assets/134466716/fa3a13af-2567-4de0-bfdf-0eaa15812021)



### Minimal reproduction project (MRP)

[Test0520.zip](https://github.com/godotengine/godot/files/15372343/Test0520.zip)
Repository: PowerToys
Issue: Win-Key+<any-key> opens start menu when released in wrong order
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

- Add a shortcut via "Remap Shortcuts" that uses the win-key as modifier (eg. win+c)

### ✔️ Expected Behavior

The Win-Key not sending the start-menu action on release, whenever the press-action was part of a Remapping.

### ❌ Actual Behavior

- When releasing the win-key first after pressing the shortcut, the start menu pops up.

### Other Software

/
Repository: pytorch
Issue: Segmentation fault with torch.compile in torchchat
Labels: needs reproduction,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

  https://github.com/pytorch/torchchat/actions/runs/9154013584/job/25163857442?pr=824
  
  Average tokens/sec: 38.80
  Memory used: 0.00 GB
  + python generate.py --checkpoint-path checkpoints/stories15M/stories15M.pt --device cpu --dtype float32 --temperature 1.0 --sequential-prefill --compile
  Using device=cpu AMD EPYC 7R32
  Loading model...
  Time to load model: 0.02 seconds
  -----------------------------------------------------------
  /exec: line 35:  4135 Segmentation fault      python generate.py --checkpoint-path ${MODEL_PATH} --device cpu --dtype ${DTYPE} --temperature 1.0 --sequential-prefill --compile

### Versions

Pytorch CI

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @desertfire @chenyang78
Repository: electron
Issue: [Feature Request]: Does Electron have plans to support HarmonyOS
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Currently, HarmonyOS is not supported.

### Proposed Solution

Support for HarmonyOS

### Alternatives Considered

1

### Additional Information

_No response_
Repository: flutter
Issue: Inkwell long press is not working on iOS devices while flutter add as a module.
Labels: platform-ios,framework,f: gestures,a: existing-apps,has reproducible steps,P2,team-ios,triaged-ios,found in release: 3.22,found in release: 3.23

### Steps to reproduce

Create a native iOS app, then integrate a module from a Flutter project. Add an InkWell widget with properties for both onTap and long press. While onTap is functioning properly, long press isn't responsive unless two fingers are pressed before initiating the long press.

### Expected results

Both long press and onTap need to work fine.

### Actual results

Long press is not working, but onTap is working fine.

### Code sample

<details open><summary>Code sample</summary>

```dart
Column(
          children: <Widget>[
            InkWell(
              onLongPress: () {
                 // this event not working
              },
              onTap: () {
                // this event works fine
              },
              child: const Text('click me'),
            ),
            const AppDivider(),
          ],
        )
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

https://youtube.com/shorts/fsISyUNkObk?feature=share

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: three.js
Issue: WebGPURenderer: `viewportDepthTexture` broken when antialias is enabled.
Labels: Bug,WebGPU

### Description

`viewportDepthTexture` doesn't work in a non-postprocess setup with antialiasing on both `WebGPU` and `WebGL` backends.

https://jsfiddle.net/chaz18up/2/:
[![image](https://github.com/mrdoob/three.js/assets/15867665/10779780-72d5-4163-9a81-9501cafefbf0)](https://jsfiddle.net/chaz18up/2/)

### Errors:
WebGPU:
![image](https://github.com/mrdoob/three.js/assets/15867665/efc7562f-a0bc-44a2-b872-8312f58da721)
WebGL:
![image](https://github.com/mrdoob/three.js/assets/15867665/2abf3131-0c60-4985-85af-fe13473d2aa4)

### Version

r164
Repository: godot
Issue: Godot crashes when script window is made floating and the engine is minimized
Labels: bug,topic:editor,confirmed,crash

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 5500 () - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)

### Issue description

godot 4.2 crashes when i make the script window floating and then minimize the engine window it crashes. I am using it on compatibility setting and using c# if that is related but i doubt that

### Steps to reproduce

1. first open a project.
2. open the inbuilt script window 
3. make the window floating 
4. then minimize the main window 
5. it crashes

### Minimal reproduction project (MRP)

just open a new project i personally am using it in compatibility because i am using a crappy laptop so i can use only compatibility
Repository: tensorflow
Issue: Enabling onednn graph API in TF
Labels: stat:awaiting tensorflower,type:support,comp:mkl

How we can  enable oneDNN graph API in tensorflow?
Repository: angular
Issue: Improve on extended diagnostics for signal invocation
Labels: area: compiler,cross-cutting: signals

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

https://github.com/angular/angular/issues/49657 ensures that signals are called in situations like:
```
{{ mySignal }}
```

However, there are other cases where it's easy to make a mistake, especially when migrating from old `@Input`s.
The following cases produce no warnings:
```html
<div *ngIf="mySignal"></div>
<div [class.red]="mySignal"></div>
<div [attr.data-something]="mySignal"></div>
<input [disabled]="mySignal">
```

While it's possible to write code where statements above are valid, I would argue that it's likely a mistake and that compiler should warn about those cases.
If we don't want to add this functionality to Angular, I can create a ticket in angular-eslint.

### Proposed solution

Extended diagnostics should warn when signals are not called in additional scenarios.

### Alternatives considered

Creating this ticket in angular-eslint repo :)
Repository: vscode
Issue: replace by regular expression failed
Labels: polish,editor-find

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: No

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- VS Code Version: 1.85.1
- OS Version: Windows_NT x64 10.0.19044

Steps to Reproduce:

1. open a directory
2. open a *.c file in the directory
3. press Ctrl + H to open a replace dialog
4. paste "\/\*([^*]|\*+[^/])*\*\/" into the find editor
5. then vscode will not respond to mouse click or keyboard press any more
Repository: rust
Issue: Paths to extension trait functions in diagnostics can be confusing
Labels: A-diagnostics,T-compiler,C-bug,D-confusing

The following code compiles with a warning (on take function):

```rust
use std::ops::Deref;

pub trait MutexGuard<T>: Deref<Target = T> /*+ DerefMut<Target = T>*/ {
    fn set(&mut self, value: T);
    fn take(&self) -> Option<T>;
}

impl<T> MutexGuard<T> for tokio::sync::MutexGuard<'_, T> {
    fn set(&mut self, value: T) {
        *self.deref_mut() = value;
    }

    fn take(&self) -> Option<T> {
        tokio::sync::MutexGuard::take(self)
    }
}
```

```
warning: function cannot return without recursing
  --> src/lib.rs:13:5
   |
13 |     fn take(&self) -> Option<T> {
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^ cannot return without recursing
14 |         tokio::sync::MutexGuard::take(self)
   |         ----------------------------------- recursive call site
   |
   = help: a `loop` may express intention better if this is on purpose
   = note: `#[warn(unconditional_recursion)]` on by default
```

I specified a "full path" (`tokio::sync::MutexGuard::take`) to `take` function and it should use that path rather than using a trait.

```
$ rustc --version
rustc 1.78.0 (9b00956e5 2024-04-29)
```
Repository: material-ui
Issue: [material-ui][Select] The select menu's scrollbar overrides the list's `padding-right` if overridden in theme
Labels: bug 🐛,component: select,package: material-ui

### Steps to reproduce

Link to live example: (required)
https://codesandbox.io/p/sandbox/stupefied-morse-sh6kcj

I override global Menu and MenuItem component style

Steps:
1. Click select component
2. hover or select one
3. The paddingRight is '0', it should be '8px'



### Current behavior

![image](https://github.com/mui/material-ui/assets/14934370/d0cd55ad-8ba9-469d-ae58-6e22919191db)

![image](https://github.com/mui/material-ui/assets/14934370/26da11db-1110-485a-a6ef-4ea50433dafd)


### Expected behavior

![image](https://github.com/mui/material-ui/assets/14934370/ee83054d-bcd7-4075-bb07-c0377b32025f)


### Context

I have checked the Select code, here is the logic will add this logic to override the padding
```jsx
React.useImperativeHandle(
    actions,
    () => ({
      adjustStyleForScrollbar: (containerElement, { direction }) => {
        // Let's ignore that piece of logic if users are already overriding the width
        // of the menu.
        const noExplicitWidth = !listRef.current.style.width;
        if (containerElement.clientHeight < listRef.current.clientHeight && noExplicitWidth) {
          const scrollbarSize = `${getScrollbarSize(ownerDocument(containerElement))}px`;
          listRef.current.style[direction === 'rtl' ? 'paddingLeft' : 'paddingRight'] =
            scrollbarSize;
          listRef.current.style.width = `calc(100% + ${scrollbarSize})`;
        }
        return listRef.current;
      },
    }),
    [],
  );
```
Is it possible provide a prop can turn off this function?

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: Select, Menu, scroll, padding-right
Repository: pytorch
Issue: [torch.export] RuntimeError: Expected all tensors to be on the same device, but found at least two devices, cuda:0 and cpu!
Labels: triaged,oncall: pt2,oncall: export

### 🐛 Describe the bug

The exported model failed to do inference on cuda.

```python
import torch
ep = torch.export.load('retina.pt2')
gm = ep.module()
gm(torch.rand(1, 3, 800, 1216))  # success

gm = ep.module().cuda()
gm(torch.rand(1, 3, 800, 1216).cuda())  # failed
```

[retina.pt2](https://drive.google.com/file/d/1ncxaTR0YHXfkpYcQnZE2BjezwCRSstzG/view?usp=drive_link)

Maybe related to #121761 but the solution provided by [this comment](https://github.com/pytorch/pytorch/issues/121761#issuecomment-2021696208) doesn't work.
@angelayi Could you have a look at this? Thank you.

(Sorry for not providing the code about exporting the model now because it's a bit complicated)

### Versions

```
Collecting environment information...
PyTorch version: 2.3.0
Is debug build: False
CUDA used to build PyTorch: Could not collect
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.6 LTS (x86_64)
GCC version: (Ubuntu 8.4.0-1ubuntu1~18.04) 8.4.0
Clang version: Could not collect
CMake version: version 3.10.2
Libc version: glibc-2.27

Python version: 3.8.19 (default, Mar 20 2024, 19:58:24) 
```

cc @ezyang @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4 @msaroufim @bdhirsh @anijain2305
Repository: stable-diffusion-webui
Issue: [Bug]: Getting error 128
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?

While try to run the .sh file i get 128 error
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/55574797/77390100-95f5-41eb-926e-1cfc7db956a1)


### Steps to reproduce the problem

Have no idea..

### What should have happened?

Maybe run the code

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

Other

### Sysinfo

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/55574797/3c0ea693-ba2f-48bf-a5ef-513f249309c5)


### Console logs

```Shell
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/55574797/3c0ea693-ba2f-48bf-a5ef-513f249309c5)
```


### Additional information

_No response_