sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Released project has a chance of crashing with Camera2D and a large TileMap upon reload_current_scene
Labels: bug,topic:core,needs testing,topic:2d,topic:export

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10 64-bit

### Issue description

In an exported Release file on Godot, if a `TileMap` node has a large number of tiles present in the scene, and a `Camera2D` node is present, upon calling `get_tree().reload_current_scene()`, the game has a chance of crashing without any errors, which can scale by the number of tiles present in the scene.

The game will not crash at all if `get_tree().reload_current_scene()` is called in debug mode.
This bug is not present in Godot 3.

Edit/Update:
The same outcome can be achieved if the `Camera2D` node is added after the scene is reloaded.
A workaround fix for this is having the `Camera2D` node exist outside the current scene.

The conditions for the bug:
- Running the game as a Release (not in debug)
- A `Camera2D` node is present
- A `TileMap` node is filled with a large number of tiles placed
- `get_tree().reload_current_scene()` is called

Expected outcome:
- `get_tree().reload_current_scene()` is called
- Game works as intended with no crashes

Current behavior:
- `get_tree().reload_current_scene()` is called
- There will always be a non-zero chance of the game crashing once called
- Otherwise, the game will continue normally until `get_tree().reload_current_scene()` is called again

There are no errors and nothing is reported upon crashing in both the editor and on the released game with the verbose console option enabled.

### Steps to reproduce

- Create a Node2D scene
- Create a TileMap in the scene
- Assign the TileMap with a large number of tiles
- Add a Camera2D node
- Add a function anywhere that can call `get_tree().reload_current_scene()`
- Save the scene, assign the current scene as the Main Scene
- Export the project as Release
- Run the released program and call `get_tree().reload_current_scene()`

### Minimal reproduction project

The provided project has a script that automatically runs `get_tree().reload_current_scene()` every 0.2 seconds, with the provided scene given to easily replicate the crash once exported.

[Godot4TilemapTest.zip](https://github.com/godotengine/godot/files/11086330/Godot4TilemapTest.zip)
Repository: pytorch
Issue: oneDNN 3.0+ support
Labels: triaged,module: intel

### 🚀 The feature, motivation and pitch

MKLDNN was renamed to oneDNN a long time ago and the cmake name is also different.
The internal copy of MKLDNN in PyTorch is very outdated.

While PyTorch can be built with external oneDNN 2.x (with patches to look for the new cmake name), oneDNN 3.0 may also be found that way but PyTorch doesn't build because of API differences in oneDNN.

Please support oneDNN 3.0+

### Alternatives

_No response_

### Additional context

_No response_

cc @frank-wei @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: tauri
Issue: [bug] cargo tauri ios dev. tauri: command not found Command PhaseScriptExecution failed with a nonzero exit code
Labels: type: bug,status: needs triage,platform: iOS

### Describe the bug

when i  run: `cargo tauri ios dev`
...
...
...
/bin/sh -c /Users/mx/Library/Developer/Xcode/DerivedData/chatgpt-gfqldbevlpvvxgeqawqlgyepngis/Build/Intermediates.noindex/chatgpt.build/debug-iphoneos/chatgpt_iOS.build/Script-4AACB566BF22B7233F2E816D.sh
/Users/mx/Library/Developer/Xcode/DerivedData/chatgpt-gfqldbevlpvvxgeqawqlgyepngis/Build/Intermediates.noindex/chatgpt.build/debug-iphoneos/chatgpt_iOS.build/Script-4AACB566BF22B7233F2E816D.sh: line 2: tauri: command not found
Command PhaseScriptExecution failed with a nonzero exit code

** BUILD FAILED **


The following build commands failed:
	PhaseScriptExecution Build\ Rust\ Code /Users/mx/Library/Developer/Xcode/DerivedData/chatgpt-gfqldbevlpvvxgeqawqlgyepngis/Build/Intermediates.noindex/chatgpt.build/debug-iphoneos/chatgpt_iOS.build/Script-4AACB566BF22B7233F2E816D.sh (in target 'chatgpt_iOS' from project 'chatgpt')
(1 failure)
       Error command ["xcodebuild"] exited with code 65

### Reproduction

_No response_

### Expected behavior

_No response_

### Platform and versions

```text
Environment
  › OS: Mac OS 12.6.3 X64
  › Node.js: 16.18.1
  › npm: 8.19.2
  › pnpm: 7.29.0
  › yarn: 1.22.19
  › rustup: 1.25.2
  › rustc: 1.68.0
  › cargo: 1.68.0
  › Rust toolchain: stable-aarch64-apple-darwin

Packages
  › @tauri-apps/cli [NPM]: 2.0.0-alpha.4
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Error("unexpected character 't' while parsing major version number")', /Users/mx/.cargo/registry/src/github.com-1ecc6299db9ec823/tauri-cli-2.0.0-alpha.4/src/info.rs:566:67
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
  › @tauri-apps/api [NPM]: tauri-apps%
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: SurfaceTool unable to set_smooth_group(-1) for create_from 
Labels: feature proposal,discussion,topic:core,topic:3d

### Godot version

 4.0.1.stable

### System information

Windows 11, Vulkan API Forward+, NVIDIA GeForce GTX 1650

### Issue description

Using **SurfaceTool** there is no way to create surface using **create_from()** so that it will have "flat shaded" faces. **set_smooth_group(-1)** works only for all next **add_vertex(...)** but it's impossible to set that value while importing another mesh using **create_from()** function.

I believe that's an issue because you can clearly **set_smooth_group** for every vertex you add but those values nowhere to be edited in any way and SurfaceTool's **commit_to_arrays** as I see doesn't have array for them either. 

### Steps to reproduce

Simple steps are:
1. Create mesh
2. Use SurfaceTool's create_from(mesh_name, 0) to create surface based on that mesh
3. Notice how no matter where and how you put set_smooth_group(-1) \ set_smooth_group(1) etc it doesn't matter and model always created smoothed

Reproduction project added that demonstrated default set_smooth_group(-1) behavior (on the left) and on the right simillar mesh created from PlaneMesh via SurfaceTool and small vertex editing via GDScript. Scene also has rotating DirectionalLight3D to better see how different those meshes are shaded. 
![1](https://user-images.githubusercontent.com/52101866/228179762-d02af04b-c040-40ef-9f01-cdc60df0c211.png)


### Minimal reproduction project

[Example.zip](https://github.com/godotengine/godot/files/11087228/Example.zip)
Repository: flutter
Issue: Stack overflow when use nesting `NestedScrollView`s 
Labels: c: crash,framework,f: scrolling,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-framework,triaged-framework

I have such GUI
```
----------------------------------------------------------------------
|                |   Tab1   |   Tab2   |                             |
|                |---------------------------------------------------|
|                |                  |   Tab1.1   |   Tab1.2   |      |
|                |                  |--------------------------------|
|                |                  |                  |   Tab1.1.1  |
|                |                  |                  |--------------
|                |                  |                  |
|                |                  |                  |
|                |                  |                  |
----------------------------------------------------------------------
```
All of these tab sets are built on `NestedScrollView` widget.
My widget's `State` class looks similar to this:
```dart
@override
Widget build(BuildContext context) {
  return NestedScrollView(
    headersliverBuilder: (context, innerBoxIsScroolled) {
      return [
        SliverToBoxAdapter(
          child: TabBar(
            isScrollable: true,
            controller: controller,
            tabs: widget.tabs,
          ),
        ),
        SliverToBoxAdapter(
          child: const Divider(height: 1),
        ),
      ];
    },
    body: TabBarView(
      controller: controller,
      children: widget.children,
    ),
  );
}
```

https://user-images.githubusercontent.com/45417992/228194597-549f906f-7881-4114-a8a3-497aed8d15f1.mp4

As you may see there is a loop calling
```dart
detach()
setParent()
```

And then I have the error:
> Maximum call stack size exceeded
Repository: godot
Issue: Sun disk position is not adjusted for `sky_rotation`
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.1.stable.arch_linux

### System information

Arch Linux x86_64

### Issue description

Setting the `sky_rotation` property of a `Sky` to a nonzero rotation changes the horizon, but also moves the sun disk along with the rotated sky. I would expect the sun disk to match the global rotation of the directional light in the scene.

This is problematic for games that take place on a sphere, because they need a nonzero sky rotation unless the camera is on the north pole.

### Steps to reproduce

- Add a `Camera3D`, `DirectionalLight` and some geometry so you can see the effect of lighting.
- Give the `Camera3D` an `Environment`, set its background mode to `Sky`, and create a `ProceduralSkyMaterial` or `PhysicalSkyMaterial` for it.
- Enable camera preview mode.
- Change the rotation on the sky material, for example the y component. Notice how the sun disk moves in the sky, but the lighting on the geometry remains the same.

For example, here you can see that the sphere is lit from behind and a little to the right, but the sun disk appears to the left:

![sky_rotation](https://user-images.githubusercontent.com/90930/228198058-ea2afbe8-4aa0-447b-80dd-591ec5a00f10.png)

### Minimal reproduction project

[sky_rotation.zip](https://github.com/godotengine/godot/files/11087853/sky_rotation.zip)
Repository: deno
Issue: Local node module (not npm registry) does not load with --node_modules-dir flag
Labels: feat,node compat

I have a node module `test_node` which is locally installed within the deno project into a `node_modules` folder via:

`npm install --save ../test_node`

package.json:
```json
{
  "dependencies": {
    "test_node": "file:../test_node"
  }
}
```

When I run with the [node-modules-dir](https://deno.land/manual@v1.28.0/node/npm_specifiers#--node-modules-dir-flag) flag:
`deno run -A --node-modules-dir index.js`

I get the following error:
`error: npm package 'test_node' does not exist`
Repository: opencv
Issue: HoughCircleEstimateRadiusInvoker change radius setting condition
Labels: feature,category: imgproc,needs investigation

### Descripe the feature and motivation

I tried to change condition as it doesn't find circles on image that I need. (this line of code: https://github.com/opencv/opencv/blob/352f92e4373fd4f7b61e1f1ae6aae064f2a3a6ef/modules/imgproc/src/hough.cpp#L1464)
The best results I get with this condition:
`(curCount >= maxCount) || (rBest < 0.1f && curCount >= maxCount)`
This condition produce less reliable variant but includes circle radius in condition:
`if ((curCount * rCur >= maxCount * rBest) || (rBest < 0.1f && curCount >= maxCount))`
I afraid that probably it could be a typo in current variant of condition(maxCount and curCount are mixed up)
Sorry for any inconvenience and looking forward for Your answer 


### Additional context

_No response_
Repository: pytorch
Issue: torch.testing.assert_close: allow check to fail on part on the input
Labels: triaged,module: testing

### 🚀 The feature, motivation and pitch

**Request**: A feature in `torch.testing.assert_close()` that allows users to state: "It's OK if the assertion fails on less than x% of the input (or y entries in absolute terms)" e.g. `assert_close(a, b, atol=atol, rtol=rtol, ignore_failure_rate_below=.02)` (name TBD)


**Why**:
Very often in torchvision we have equality checks that *almost* pass, except for a tiny (negligible) portion of the input. E.g.:

```
Mismatched elements: 1 / 50 (2.0%)
Greatest absolute difference: 3.0863037109375 at index (0, 22) (up to 0.1 allowed)
Greatest relative difference: 0.16271504955728078 at index (0, 22) (up to 0.1 allowed)
```

In the example above we don't really mind that 2% of the input fails, we'd want to test to pass instead of fail.

### Alternatives

Increasing atol or rtol aren't viable alternative in most cases, nor is computing the MAE or other metrics (because the difference between the few values that differ might be arbitrarily high, and that should still be OK).

### Additional context

CC @pmeier as discussed offline
Repository: godot
Issue: Bug with lambda context
Labels: bug,topic:gdscript

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Ubuntu 22.04

### Issue description


```
func _ready():
	$Button.toggled.connect(
		func(value):
			print_value_rpc.rpc_id(0, value)
#			print(self)
	)

@rpc("call_local")
func print_value_rpc(value):
	print(value)
```

In this code, an error is thrown:
`Invalid get index 'print_value_rpc' (on base: 'Nil').`
I'm not sure how visiblity work with lambdas, but the fact that uncommenting the _print(self)_ line gets rid of the error, makes me think it is a bug.

### Steps to reproduce

Run the project and toggle the button, an error is thrown.
Uncomment any commented line, and the error is fixed.

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/11088584/bug.zip)
Repository: node
Issue: node 19.8.1 memory leak
Labels: memory

### Version

19.8.1

### Platform

alpine

### Subsystem

docker

### What steps will reproduce the bug?

when using docker image node:alpine (which will fetch the latest node which is currently  19.8.1, we face a huge memory leak which causes the heap and rss to inflate endlessly on a node app.
i'm not sure what specific module causes the leak but i can say that we use node-fetch and web3 (if that might help)...

to be sure i've downgraded to a previous version and the leak is gone.
and to clarify everything was fine until we upgraded our env to the latest node version (19.8.1) about 2 weeks ago.




### How often does it reproduce? Is there a required condition?

always

### What is the expected behavior? Why is that the expected behavior?

memory usage should stay more or less the same as previous node versions

### What do you see instead?

heap memory keep increasing endlessly

### Additional information

_No response_
Repository: PowerToys
Issue: Change "quickly apply custom layout" shortcut from STRG+WIN+ALT to something else. 
Labels: Idea-Enhancement,FancyZones-Hotkeys,Needs-Triage

### Description of the new feature / enhancement

It's impossible, at least for me, to press all this keys + the layout key with one hand. I have to use both hands. Please let me change this. 

### Scenario when this would be used?

It's cumbersome to use both hands for a shortcut...

### Supporting information

_No response_
Repository: rust
Issue: rustdoc exits with an error on crate-level `#![doc(hidden)]`
Labels: T-rustdoc,I-needs-decision,C-bug

### Problem

Hi, I found a possible bug (or at least, bad error message) while generating documentation for a library with `#![doc(hidden)]`. The use case is a library with private documentation published to crates.io. The docs page is generated and failing. In the docs page you see all broken but no documentation is intended.

(It's a third party crate so I don't have decision on having no documentation)

The error thrown by `cargo doc` is somewhat obscure, as hiding docs is intentional:
```
error: couldn't generate documentation: No such file or directory (os error 2)
  |
  = note: failed to create or modify "/home/.../hidden-docs-bug/target/doc/hidden_docs_bug/all.html"

error: could not document `hidden-docs-bug`

Caused by:
  process didn't exit successfully: `rustdoc --edition=2021 --crate-type lib --crate-name hidden_docs_bug src/lib.rs -o /home/.../hidden-docs-bug/target/doc --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=105 -C metadata=5b17bc2b2d87366d -L dependency=/home/.../hidden-docs-bug/target/debug/deps --crate-version 0.1.0` (exit status: 1)
```

(Full paths have been trimmed)

I'd expect docs to be generated and either an empty docs page or with a simple message indicating this crate has no/hidden docs.


### Steps

1. Create a new cargo project:
```bash
cargo init hidden-docs-bug
```

2. Open `src/lib.rs` and add a `#![doc(hidden)]` in the beginning of the file.
3. Generate docs using `cargo doc`.

### Possible Solution(s)

I'd expect something like either generating an empty docs page or with a simple message indicating docs are hidden for this crate.

### Notes

_No response_

### Version

```text
cargo 1.68.0 (115f34552 2023-02-26)
release: 1.68.0
commit-hash: 115f34552518a2f9b96d740192addbac1271e7e6
commit-date: 2023-02-26
host: x86_64-unknown-linux-gnu
libgit2: 1.5.0 (sys:0.16.0 vendored)
libcurl: 7.86.0-DEV (sys:0.4.59+curl-7.86.0 vendored ssl:OpenSSL/1.1.1q)
os: Ubuntu 22.04 (jammy) [64-bit]
```
Repository: deno
Issue: Support `github:` specifiers in dependencies and package.json
Labels: suggestion,node compat

When importing npm package:

```
error: npm package: @taquito/http-utils@16.0.0

Caused by:
    0: error parsing version requirement for dependency: @vespaiach/axios-fetch-adapter@github:ecadlabs/axios-fetch-adapter
    1: Invalid npm version requirement. Unexpected character.
         github:ecadlabs/axios-fetch-adapter
         ~
    2: Unexpected character.
         github:ecadlabs/axios-fetch-adapter
         ~
```
Repository: godot
Issue: LSP completion for @rpc annotation triggers error Cannot get class '@GDScript'
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.1

### System information

Linux

### Issue description

When using an external editor with the Godot LSP, typing `@rpc(` and requesting completion causes the error `Cannot get class '@GDScript'` to be printed from the editor.

### Steps to reproduce

1. Open a .gd file in an external editor
2. Type `@rpc(`
3. See error

This happens for each "term" in the rpc, i.e. if I type "authority" I get it once, then type a comma and a `"`, I get it again.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: consider bumping `DEFAULT_PROTOCOL`
Labels: module: serialization,triaged

### 🐛 Describe the bug

As per https://github.com/pytorch/pytorch/releases/tag/v2.0.0, PyTorch 2.0 dropped support for Python versions up to and including 3.7, but it's unclear whether `DEFAULT_PROTOCOL` in `torch/serialization.py` is intended to keep its current value (originally set in August 2016!) or was simply overlooked.

https://github.com/pytorch/pytorch/blob/08766b23de8ed50a8f52973df78114426500cb65/torch/serialization.py#L23

https://docs.python.org/3/library/pickle.html#data-stream-format says:

> * Protocol version 2 was introduced in Python 2.3. It provides much more efficient pickling of [new-style classes](https://docs.python.org/3/glossary.html#term-new-style-class). Refer to [PEP 307](https://peps.python.org/pep-0307/) for information about improvements brought by protocol 2.
> * Protocol version 3 was added in Python 3.0. It has explicit support for [bytes](https://docs.python.org/3/library/stdtypes.html#bytes) objects and cannot be unpickled by Python 2.x. This was the default protocol in Python 3.0–3.7.
> * Protocol version 4 was added in Python 3.4. It adds support for very large objects, pickling more kinds of objects, and some data format optimizations. It is the default protocol starting with Python 3.8. Refer to [PEP 3154](https://peps.python.org/pep-3154/) for information about improvements brought by protocol 4.
> * Protocol version 5 was added in Python 3.8. It adds support for out-of-band data and speedup for in-band data. Refer to [PEP 574](https://peps.python.org/pep-0574/) for information about improvements brought by protocol 5.

As such, it seems worthwhile to consider bumping `DEFAULT_PROTOCOL`. Otherwise, it would be worth at least documenting the reasoning for **_not_** bumping it?


### Versions

PyTorch 2.0 (`v2.0.0`)

cc @mruberry
Repository: go
Issue: proposal: testing: per-subtest setup and cleanup
Labels: Proposal

When writing tests in BDD style using subtests it's often necessary to invoke some common code before or after a subtest. In the example below we call `beforeRun` in the first place of subtests 1 and 2, otherwise the subtests would affect the outcome of each other:

```go
type CoffeeMachine struct {
	on bool
}

func (a *CoffeeMachine) TurnOn() error {
	if a.on {
		return fmt.Errorf("aready on")
	}
	a.on = true
	return nil
}

func (a *CoffeeMachine) MakeCoffee() error {
	if !a.on {
		return fmt.Errorf("power is off")
	}

	return nil
}

func TestCoffeeMachine(t *testing.T) {
	// 0
	t.Run("given a new coffee machine", func(t *testing.T) {
		var a CoffeeMachine

		beforeRun := func(t *testing.T) {
			a = CoffeeMachine{}
		}

		// 1
		t.Run("it could be turned on", func(t *testing.T) {
			beforeRun(t)

			err := a.TurnOn()
			assert.NoError(t, err)

			// 1.1
			t.Run("it could not be turned on again", func(t *testing.T) {
				err := a.TurnOn()
				assert.Error(t, err)
			})

			// 1.2
			t.Run("it makes a coffee", func(t *testing.T) {
				err := a.MakeCoffee()
				assert.NoError(t, err)
			})
		})

		// 2
		t.Run("MakeCoffee fails because it's not turned on", func(t *testing.T) {
			beforeRun(t)

			err := a.MakeCoffee()
			assert.Error(t, err)
		})
	})
}
```

It would be nice instead, if the testing package could invoke a specific function by itself before/after direct subtests of the parent where it's configured:

```go
func TestCoffeeMachine(t *testing.T) {
	// 0
	t.Run("given a new coffee machine", func(t *testing.T) {
		var a CoffeeMachine

		// a new proposed method for testing.T
		t.BeforeRun(func(t *testing.T) {
			a = CoffeeMachine{}
		})

		// 1
		t.Run("it could be turned on", func(t *testing.T) {
			// the functor passed to BeforeRun is called before we reach this point

			err := a.TurnOn()
			assert.NoError(t, err)

			// 1.1
			t.Run("it could not be turned on again", func(t *testing.T) {
				err := a.TurnOn()
				assert.Error(t, err)
			})

			// 1.2
			t.Run("it makes a coffee", func(t *testing.T) {
				err := a.MakeCoffee()
				assert.NoError(t, err)
			})
		})

		// 2
		t.Run("MakeCoffee fails because it's not turned on", func(t *testing.T) {
			// the functor passed to BeforeRun is called before we reach this point

			err := a.MakeCoffee()
			assert.Error(t, err)
		})
	})
}
```
The points against of the explicit `beforeRun(t)` calls from subtests are the following:
1) it can simply be skipped by mistake
2) it can be called from a wrong level by mistake

So I propose to add `func (t *T) BeforeRun(func(t *testing.T)` and `func (t *T) AfterRun(func(t *testing.T)` methods which should be invoked by the testing package before/after direct subtests of the parent where it's configured.  

Relates to #39222 #40984
Repository: PowerToys
Issue: Autoclicker/automatic sequnce replicator
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

It should record a single/combination of button pressed in order to execute repetitive actions automatically or also an auto-click feature.

### Scenario when this would be used?

It could be used to set data in excel or for automatically type something like a formula ecc.

### Supporting information

[example](https://www.codeproject.com/articles/15406/creating-a-simple-autoclicker)