sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: window_set_flag call order will change the result
Labels: topic:core,needs testing

### Godot version

Godot Engine v4.1.stable.mono.official.970459615

### System information

Vulkan API 1.3.236 - Forward+ - UsingWindows10 Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Laptop GPU

### Issue description

I meet this problem when I learn how to set transparent window. 
And I find that I need set:
`DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_TRANSPARENT, true, 0)`
and successed.

But I want also make the window always on top, so I enabled the "display/window/size/alway_on_top", then the background of the window become black. Then i disabled the flag on editor, and try to use:
`DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_TRANSPARENT, true, 0)`
and i find that:

if i call function in this priority:
![image](https://github.com/godotengine/godot/assets/51391741/c1924227-e926-4bb7-bbac-49dae75651e1)
The background will be black.

and if i call function in this priority:
![image](https://github.com/godotengine/godot/assets/51391741/70aa32f3-f4c4-47e5-9dd9-0b233369f5c3)
The background will be transparent

I don't know if this is intended.



### Steps to reproduce

create a new project, then enable these setting:
![image](https://github.com/godotengine/godot/assets/51391741/68b1f95b-046a-4325-afed-85286c7b2ef0)
![image](https://github.com/godotengine/godot/assets/51391741/596395dd-5f8c-4e91-bbb5-89e2a4920525)
![image](https://github.com/godotengine/godot/assets/51391741/7fc3b522-8f18-4e8d-ae7a-5dd5229aecf0)
and add code below in the _ready function()
```gdscript
#DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_ALWAYS_ON_TOP, true, 0)
get_tree().get_root().set_transparent_background(true)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_ALWAYS_ON_TOP, true, 0)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_TRANSPARENT, true, 0)
```

### Minimal reproduction project

[TransBG.zip](https://github.com/godotengine/godot/files/12871763/TransBG.zip)
Repository: next.js
Issue: Next 13.5 breaks client components defined inside MDX files
Labels: bug,linear: next,Markdown (MDX)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/crazy-hooks-zj6yy5

### To Reproduce

The issue will show immediately on `dev` start:

![zj6yy5-3000 csb app_](https://github.com/vercel/next.js/assets/12547785/7bf81ac9-bcc2-4965-98ec-b930ba1f96b4)


### Current vs. Expected behavior

With Next 13.4 I was able to define client components inside MDX files and import them inside javascript files that have the `'use client'` directive.

This is no longer true in Next 13.5, which assumes all components inside MDX to be server components, regardless of whether the `'use client'` directive is used in the file importing the MDX content.

The server logs the following to console:

```
Warning: Invalid hook call. Hooks can only be called inside of the body of a function component. This could happen for one of the following reasons:
1. You might have mismatching versions of React and the renderer (such as React DOM)
2. You might be breaking the Rules of Hooks
3. You might have more than one copy of React in the same app
See https://reactjs.org/link/invalid-hook-call for tips about how to debug and fix this problem.
 ⨯ node_modules/react/cjs/react.development.js (1622:0) @ useState
 ⨯ TypeError: Cannot read properties of null (reading 'useState')
    at DemoState (./app/demo.mdx:17:80)
null
```

### 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 Home
Binaries:
  Node: 20.5.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.5-canary.6
  eslint-config-next: 13.4.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

App Router, MDX (@next/mdx)

### Additional context

_No response_

<sub>[NEXT-1682](https://linear.app/vercel/issue/NEXT-1682/next-135-breaks-client-components-defined-inside-mdx-files)</sub>
Repository: next.js
Issue: next/font/local dynamic preload
Labels: bug,Font (next/font)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/dynamic-preload-value-v5jhv4?file=%2Fpages%2Findex.tsx%3A1%2C1&embed=1

### To Reproduce

Documentation says that preload takes boolean:

`const isPreload = boolean;`

if I'm trying to add ternary to `preload`:

```
const fontName = localFont({
  src: '...',
  weight: '...',
  preload: isPreload,
});
```
IDE is OK with it, but dev server falls on browser:
![image](https://github.com/vercel/next.js/assets/78727936/20f134da-51a3-4fbd-90f7-ce1fa4c99906)


### Current vs. Expected behavior

Current: `preload` option of localFont cannot take ternary expression

Expected behavior: `preload` option of localFont can take ternary expression

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Relevant Packages:
  next: 13.5.5-canary.5
  eslint-config-next: 13.4.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Font optimization (next/font)

### Additional context

_No response_
Repository: godot
Issue: Godot Not Responding When Click Deploy To Android 
Labels: bug,platform:android,needs testing,topic:export

### Godot version

3.5.3 

### System information

Windows 10 3.5.3 GLES3

### Issue description

![image](https://github.com/godotengine/godot/assets/37230267/b0ebc0b2-bbed-495d-b030-9ba2cd923bdc)


### Steps to reproduce

Click One click deploy for android
Godot will become not responding
Wait about 1 minutes it will succesfully export the apk.

### Minimal reproduction project

N/A

![image](https://github.com/godotengine/godot/assets/37230267/78f1dcb7-97ea-48d1-b5a5-bc9380390b36)
Repository: flutter
Issue: [Windows Arm64] Add devicelab tests that target Android from Windows Arm64 host
Labels: platform-windows,a: desktop,P3,team-windows,triaged-windows

Currently the Android Devicelab tests do not run from a Windows Arm64 host. Known issues include:

* [ ] The CIPD package for the Windows Arm64 Android SDK dependency does not exist, resulting in errors like `Errors: failed to resolve flutter/android/sdk/all/windows-arm64@version:33v6 (line 1): no such package: flutter/android/sdk/all/windows-arm64`. [The tool that generates the Android SDK CIPD package](https://github.com/flutter/engine/blob/65226ab6c7a9a3bb0e582a74c5e6ccc632ed3d49/tools/android_sdk/create_cipd_packages.sh#L129-L133) will need to be updated to create a Windows Arm64 package, or, [the recipe](https://cs.opensource.google/flutter/recipes/+/main:recipe_modules/flutter_deps/api.py;l=341;drc=bc23179b8bd51d2a77abd7aa4ed784c1c4528d3c) will need to be updated to use the Windows x64 package on a Arm64 host.

Part of https://github.com/flutter/flutter/issues/129806
Part of https://github.com/flutter/flutter/issues/62597
Repository: godot
Issue: GLTF export fails validation due to primitives arrays being empty
Labels: bug,topic:import,topic:3d,topic:export

### Godot version

https://github.com/godotengine/godot/commit/4b7cc99bc195387c784efced7fdd360501d9a5cf and last Godot 4.1 stable

### System information

Macos, mac mini, apple silicon

### Issue description

On certain godot engine scenes, gltf export with the primitive array being zero and fails to import in Blender.

<img width="2032" alt="Screenshot 2023-10-11 at 10 34 03 AM" src="https://github.com/godotengine/godot/assets/32321/7e5e14f3-71d1-45a4-9aab-1b0e03afeeb1">


### Steps to reproduce

1. Export the TEST_CASE scene I have provided
2. Open in Blender
3. Check in validator

### Minimal reproduction project

Please do not share the avatar.

[test-game.zip](https://github.com/godotengine/godot/files/12872972/test-game.zip)

[TEST_CASE.glb.zip](https://github.com/godotengine/godot/files/12872975/TEST_CASE.glb.zip)
Repository: flutter
Issue: "native-assets" feature should surface stdout/stderr from build.dart
Labels: tool,c: proposal,P3,team-tool,triaged-tool

### 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

When using the new native assets feature (https://github.com/dart-lang/sdk/issues/50565 and https://github.com/flutter/flutter/issues/129757), the code that invokes `build.dart` seems to be burying its stdout and stderr.

I think it makes sense that end developers will not want to be bothered by log statements from these build steps during `flutter run/build ...`, but seeing output / logging statements is important _when writing or debugging build.dart_.

### Proposal

I'm not sure how to differentiate between these two scenarios, but an escape hatch for `build.dart` authors would be a significant DX improvement.

(similar to dart-lang/sdk#53732)

cc @dcharkes @stuartmorgan
Repository: godot
Issue: NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are reversed when ProcessMode is set to WHEN_PAUSED
Labels: discussion,topic:core

### Godot version

4.1.1

### System information

Windows 10

### Issue description

When intercepting notifications, NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED work correctly for the PAUSABLE process mode, but are reversed for the WHEN_PAUSED mode.

If a node is set to PAUSABLE, when the scene tree is paused then it will receive the paused and unpaused notifications as expected. However, if it is set to WHEN_PAUSED, pausing the scene tree will send the _unpaused_ notification and unpausing the scene tree will send the _paused_ notification. The names are misleading -- the "unpaused" notification seems to indicate "it's okay to process" while the "paused" notification seems to indicate "you should stop processing", regardless of what the actual state of the scene tree is.

I would expect the notifications, as they are named, to indicate the global state of the scene tree, not act as a context-specific indication about how the node should behave. I first encountered this while trying to create a pause menu, and was stumped why my logic was not executing correctly after intercepting the pause notifications. I think they should be corrected to reflect the scene tree's "paused" property.

### Steps to reproduce

1. Create two nodes with built-in scripts.
2. Set one node to ProcessMode.ALWAYS and add simple input logic to pause and unpause the scene tree.
3. Set the other node to ProcessMode.WHEN_PAUSED and override the _notification(what:int) method to print console output when NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received.
4. Pause and unpause the game and examine the console output.

### Minimal reproduction project

N/A
Repository: flutter
Issue: license tool should categorise all third-party deps in the licenses_third_party category
Labels: team,engine,P2,team-engine,triaged-engine

## TL;DR
As we move third-party packages sync location from src/third_party (under the buildroot directory) to src/flutter/third_party (under the engine directory), performance of the license aggregation tool will get worse for those working on Flutter engine code.

Importantly, this is entirely a caching/performance issue, the output of the tool is unaffected.

## Background
The licence tool includes a performance optimisation that separates our licences into three categories:
* Flutter licences
* Third-party licences
* Fuchsia licences

This performance optimisation _does not_ affect the licences eventually emitted to our licence file. What it _does_ do is use change detection and caching to recompute the licence file _only_ for code that changed, and pull the other categories from the cached copy. In this way, changes to checked-in code in the engine only re-trigger Flutter licence aggregation, and not the much-slower third-party licence aggregation, where no changes occurred. Changes to third-party code trigger the slower third-party aggregation, but not (for example) Fuchsia aggregation.

Today, flutter/third_party actually falls under Flutter licenses rather than third-party licences. This has been non-problematic because historically that code consisted of Flutter-authored code like libtxt that was authored by us, but independent of the rest of the system, as well as forks of third-party code like third_party/accessibility, which are maintained by the Flutter team. Neither was subject to significant churn and neither added much run time to that licenses_flutter category.

## Problem description
As we progress on merging the buildroot to the engine and moving third-party dependencies (synced via the DEPS file) to pull to src/flutter/third_party rather than src/third_party, this code will increase the set of code categorised into the licenses_flutter category, and decrease (and eventually eliminate) code categorised into the licences_third_party category, thus stepwise undoing the current performance optimisation. Again, this _does not_ affect the final set of licences, but will significantly increase script run time for anyone changing engine code.

To maintain the current performance gains I propose that we categorise code under src/flutter/third_party into the licenses_third_party category. If we find that we're actively working on any of the code checked into that directory and CI time is problematic, we could add an exceptions list that moves the affected code back into the faster-to-compute licenses_flutter bin.
Repository: kubernetes
Issue: CEL: re-evaluate estimated cost budget for CRD Validation Rules
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

We recently received feedback regarding with CEL estimated cost exceed easily on Array operation: https://github.com/kubernetes/kubernetes/issues/120973

When no maxItems specified, using the max guess would cause the estimated cost be evaluated too costly and block the validation rules from running. It might worth to evaluate the estimated cost system to see if the budget we set previously worth increasing.

### Why is this needed?

When no maxItems specified, using the max guess would cause the estimated cost be evaluated too costly and block the validation rules from running. Even though we would like to encourage the best practice of having maxLength/maxItmes/maxProporties specified, it might worth to evaluate the estimated cost system to see if the budget we set previously worth increasing.
Repository: kubernetes
Issue: Adding composition variables into CRD validation rules
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

The composition variables feature was been added into ValidatingAdmissionPolicy and greatly helped the cases of cel expression/variables reusability. Without blocking the current CRD validation rule promotion, we might want to consider to add composition variables into CRD validation rules in the future.

### Why is this needed?

It will help the cel expression/variables reusability cases.
Repository: flutter
Issue: [packages] Add file-based test filtering
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

Currently all of the CI test filtering is based on packages changed. This helps a lot, but there are categories of changes within a package where we run a lot of tests that we could easily determine to be unnecessary. It would be useful to add a generic utility to the command system in the repo tooling where commands could explicitly list files that cannot affect their output (the reverse would be simpler, but would be *much* more likely to accidentally not run tests, and we want to minimize the possibility of that).

Some obvious examples:
- README.md changes can only affect README validations.
- CHANGELOG.md changes can only affect changelog/version validations.
- pubspec.yaml changes that only affect the version line (we'll need to special-case this, but if we don't the whole system would be pretty pointless since almost all changes bump the version) only affect version and pubspec validations.
- test/*.dart test changes can't affect integration tests or native tests.
- integration_test/*.dart changes can't affect native unit tests or Dart unit tests

The generic support would take a list from the command and validate it against every changed file, and then skip tests for any package where everything matched.

We could skip expensive tests like integration tests for all of those cases.
Repository: flutter
Issue: Evaluate and move under-utilized bots from staging to other pools
Labels: team-infra,P2,infra: device lab,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

feature request

### Infrastructure Environment

Devicelab

### What is happening?

Some bots are not being used in staging except for "legacy staging tests" (see https://github.com/flutter/flutter/issues/136389):

* https://chromium-swarm.appspot.com/botlist?c=id&c=task&c=os&c=status&d=asc&f=pool%3Aluci.flutter.staging&f=device_type%3Amsm8952&f=os%3AMac&f=cpu%3Aarm64&k=cpu&s=id
* https://chromium-swarm.appspot.com/botlist?c=id&c=task&c=os&c=status&d=asc&f=device_os%3AiOS&f=pool%3Aluci.flutter.staging&f=cpu%3Aarm&f=os%3AMac&k=os&s=id

We should probably move some of them to other pools

### Steps to reproduce

_No response_

### Expected results

_No response_
Repository: pytorch
Issue: Export swallows exception
Labels: good first issue,triaged,oncall: pt2,export-triaged,oncall: export

### 🐛 Describe the bug

torch export on except raises another exception without including original exception.
That  hides failure information.

code point:

https://github.com/pytorch/pytorch/blob/main/torch/_dynamo/utils.py#L1412



### Versions

master

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi
Repository: go
Issue: all: clarify WSL support policy
Labels: OS-Windows,NeedsDecision

In triage we were discussing #63329 and we weren't actually sure what the support policy is for WSL1 vs. WSL2. Currently, our builders only build against WSL2, so it's not super surprising that WSL1 has some issues we haven't seen. Looking at https://github.com/golang/go/wiki/PortingPolicy, I don't see any concrete statement about this. It is a somewhat unique platform, so it would be good to identify what our support policy is and how we should handle such issues.

CC @golang/windows
Repository: pytorch
Issue: dump_operator_names.cc uses std::cout but dose not include iostream
Labels: triaged,better-engineering,actionable

### 🐛 Describe the bug

I am unable to build pytorch 2.1.0 on arch linux due to this line: https://github.com/pytorch/pytorch/blob/6c7013a3dce50315bb5d3adf33efce1490266c13/binaries/dump_operator_names.cc#L31

neither dump_operator_names.cc nor its intimidate includes include iostream.
Presumably on some platforms this works as iostream is included indirectly somewhere, this should not be relied on.

I also challenge the appropriateness of printing directly to stdout instead of to PyTorch's logging functions even in a function intended for debugging

### Versions

Pytorch 2.1.0
Repository: flutter
Issue: SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback is flaky
Labels: engine,P2,c: flake,team-engine,triaged-engine

https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8767504853597456385/+/u/test:_test:_Host_Tests_for_host_debug_unopt/stdout#L283538_0

This was on a try job, it flaked sometimes and does not seem to be related to my patch (https://github.com/flutter/engine/pull/46389)

```
[94/350] ShellTest.SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback (3879 ms)
[INFO:test_timeout_listener.cc(76)] Test timeout of 300 seconds per test case will be enforced.
[0;33mNote: Google Test filter = ShellTest.SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback
[m[0;32m[==========] [mRunning 1 test from 1 test suite.
[0;32m[----------] [mGlobal test environment set-up.
[0;32m[----------] [m1 test from ShellTest
[0;33m[ DISABLED ] [mShellTest.DISABLED_SkipAndSubmitFrame
[0;32m[ RUN      ] [mShellTest.SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback
../../flutter/shell/common/shell_unittests.cc:2109: Failure
Value of: is_on_begin_frame_called
  Actual: false
Expected: true
../../flutter/shell/common/shell_unittests.cc:2092: Failure
Value of: is_secondary_callback_called
  Actual: true
Expected: false
[0;31m[  FAILED  ] [mShellTest.SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback (3695 ms)
[0;33m[ DISABLED ] [mShellTest.DISABLED_DiscardLayerTreeOnResize
[0;33m[ DISABLED ] [mShellTest.DISABLED_DiscardResubmittedLayerTreeOnResize
[0;32m[----------] [m1 test from ShellTest (3696 ms total)

[0;32m[----------] [mGlobal test environment tear-down
[0;32m[==========] [m1 test from 1 test suite ran. (3697 ms total)
[0;32m[  PASSED  ] [m0 tests.
[0;31m[  FAILED  ] [m1 test, listed below:
[0;31m[  FAILED  ] [mShellTest.SecondaryVsyncCallbackShouldBeCalledAfterVsyncCallback

 1 FAILED TEST
```

It passed on a retry.
Repository: next.js
Issue: App router dynamic route segments should allow build as SSG
Labels: bug,Runtime,Pages Router

### Link to the code that reproduces this issue

https://github.com/CommonEnergy/nextjs-dynamic-route-segment-client

### To Reproduce

1. Build app `npm run build`
2. Run app in prod mode: `npm start`
3. Open web console and navigate to the network tab
4. Click nav button "0" along the top of the web page
5. Use the browser back button
6. Click nav button "0" again
7. Use the browser back button
8. Click nav button "1"
9. Use the browser back button
10. Click nav button "2"

### Current vs. Expected behavior

Expected result in build: All pages should be built SSG
Actual result in build: dynamic route segment is built as SSR

Expected result in browser: dynamic route segment is fetched once
Actual result in browser: dynamic route segment is fetched three times (once per dynamic route navigated)

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #202309191142~1695998943~22.04~070916d SMP PREEMPT_DYNAMIC Fri S
Binaries:
  Node: 18.16.0
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.4.0
Relevant Packages:
  next: 13.5.5-canary.7
  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)

App Router, Data fetching (gS(S)P, getInitialProps), Middleware / Edge (API routes, runtime)

### Additional context

Deployed to Vercel here: https://nextjs-dynamic-route-segment-client.vercel.app/

Discovered this because the dynamic route segment pages in our app can take as longs as 2 seconds to load (deployed to Vercel, likely cold lambdas). Using the edge runtime with `export const runtime = 'edge'` dramatically reduces the response time, but you can see that it still requires network activity to load a dynamic segment despite being a client component without any server-side data fetching.