sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Editor sub-windows are slow to respond when displayed in "tabbed" mode in Sway (Wayland)
Labels: bug,platform:linuxbsd,topic:porting

### Tested versions

Experienced in v4.3.stable.arch_linux.

### System information

`Godot v4.3.stable unknown - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Mon, 09 Dec 2024 14:30:31 +0000 - Wayland - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)`

### Issue description

Sub-windows - such as the "Create New Node" dialog - displayed in Sway's "tabbed" mode respond slowly. It's unclear whether this is a slow response to input (applying both for mouse input and keyboard input), or just a laggy interface in general resulting in high latency. The issue does not occur in "split" modes.

This video demonstrates both cases:
https://github.com/user-attachments/assets/73df318b-7311-4f8c-92db-63a9158d9778



### Steps to reproduce

Open any sub-window in tabbed mode while using the Sway Wayland compositor. Attempt to make inputs. This can be performed in a fresh project.

### Minimal reproduction project (MRP)

N/A
Repository: TypeScript
Issue: Computed property type is invalid in type emitted if it is a unique symbol coming from a property that has a space in the name
Labels: Bug,Help Wanted

### 🔎 Search Terms

computed property unique symbols declaration emit

### 🕗 Version & Regression Information

- This changed between versions 3.7 and 3.8


### ⏯ Playground Link

[Playground Link](https://www.typescriptlang.org/play/?ts=5.7.2#code/MYGwhgzhAEAq0G8BQ1XQgFzBglsaATgKZgAmA9gHYgCe0A2gOQCC0YjAugFzQCulOAI68i6GgFsARuRABuJAF8kIIhmgAPaAF5EKNADNy5LrCat2HRWxjAqmWUA)

### 💻 Code

```ts
class T {
    static readonly ['A a']: unique symbol;
}
let x = {
    foo:T['A a']
} as const;

```


### 🙁 Actual behavior

The type of `x` is emitted as `{ readonly foo: typeof T.A a; }` which is invlaid. 

### 🙂 Expected behavior

Declaration emit should be valid

### Additional information about the issue

_No response_
Repository: vscode
Issue: Should we offer a config to control if we set theme-color in a PWA
Labels: feature-request,themes,web

This is related to #236615

Should we offer a setting which when enabled would prevent VS Code from setting the `theme-color` meta tag and instead have VS Code honour the users OS preference for titlebars?
Repository: godot
Issue: Closing PopupMenu of OptionButton via code on window resize error : '_sub_window_update: Condition "index == -1" is true'
Labels: bug,topic:gui

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Windows 11 - Godot 4.3 - Compatibility

### Issue description

What is proper way to close popup menu of OptionButton?

There is `self.show_popup()` to show it, but I do not see a close option. Am I missing something?

Trying to do (on "size_changed" signal)
```
self.get_popup().visible = false
```

hides it but logs an error
```
E 0:00:07:0991   _sub_window_update: Condition "index == -1" is true.
  <C++ Source>   scene/main/viewport.cpp:310 @ _sub_window_update()
```

Note that docs state that using visible property should be okay?
```
PopupMenu get_popup() const

Returns the PopupMenu contained in this button.

Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their Window.visible property.
```

### Steps to reproduce

1. Create new project
2. Create new main scene (Control)
3. Add OptionButton as child with at least 1 option
4. Attach script to main scene
```
extends Control

@onready var option_button: OptionButton = $OptionButton

func _ready() -> void:
	get_tree().get_root().connect("size_changed", _on_root_size_changed)
	
func _on_root_size_changed() -> void:
	option_button.get_popup().visible = false
```
5. Start the project
6. Click on option button to open popup
7. Resize the window (trigger signal)
8. Read error in console

### Minimal reproduction project (MRP)

[new-game-project.zip](https://github.com/user-attachments/files/18201550/new-game-project.zip)
Repository: godot
Issue: Terminal output is ordered by instance number when running multiple instances of a game
Labels: bug,topic:editor,topic:network

### Tested versions

Found on v4.3.stable.official [77dcf97d8]

### System information

Arch - v4.3.stable.official [77dcf97d8]

### Issue description

When running 2 or more instances of a game from the editor (using Debug > Customize Run Instances > Run Multiple Instances), the output from those instances produced by `print()` will be ordered in the order of the instances, not time of execution.

This is mainly problematic when trying to debug multiplayer games and trying to figure out in which order things actually happen on the server and clients.

I assume the issue occurs due to buffering of the output produced and not accounting for the actual order in which output was produced.

### Steps to reproduce

General description:
Run 2 instances of a game from the editor.
Make one instance a server and another a client.
Run the following code:
```
print("before rpc")
message.rpc_id(1,"time traveler")
print("after rpc")
```
Depending on which instance is first and which is the second, 'time traveler' will be printed before or after 'before rpc' and 'after rpc' respectively, at times making it seem like the rpc got executed before it was called.

MRP:
Run 2 instances. Press 'start server' button in one, 'start client' in another, after a second output of the code above will be printed in the order, depending which instance is first and which is second.

### Minimal reproduction project (MRP)

[output_ordering_mrp.zip](https://github.com/user-attachments/files/18201508/output_ordering_mrp.zip)
Repository: pytorch
Issue: Full BFGS optimizer
Labels: module: optimizer,triaged

### 🚀 The feature, motivation and pitch

Currently, the torch optimizer supports [LBFGS](https://pytorch.org/docs/stable/generated/torch.optim.LBFGS.html), which is a limited-memory version of the full [BFGS](https://en.wikipedia.org/wiki/Broyden%E2%80%93Fletcher%E2%80%93Goldfarb%E2%80%93Shanno_algorithm#:~:text=In%20numerical%20optimization%2C%20the%20Broyden,solving%20unconstrained%20nonlinear%20optimization%20problems.) optimizer.  Admittedly, the BFGS optimizer requires O(n^2) memory for storing the running Hessian, so it is totally impractical for training moderately sized neural networks. However, I'm currently working on some social science projects which requires running regression models where the dataset is large, but the number of regression coefficients (trainable weights) are small, usually under 100. In this case, I think the BFGS optimizer is the perfect fit, because:

- The optimization space is small dimensional
- The problem is usually convex
- Stability of convergence and precision of the (local) minimum is very important

Actually, I think in this case the full BFGS optimizer can even be more efficient compared to LBFGS.

JAX currently has an implementation of [BFGS](https://github.com/jax-ml/jax/blob/main/jax/_src/scipy/optimize/bfgs.py), which I'm currently using, but the ecosystem of JAX is very awkward and I'd personally prefer using torch for everything. 

### Alternatives

_No response_

### Additional context

This is potentially not a good fit for torch because I believe it's really meant for training neural networks, and not solving convex regression problems. However, if BFGS can reuse components from the existing LBFGS implementation, maybe it's worth pursuing.

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar
Repository: vscode
Issue: Spinner appears on every paste after initial copy, sometimes not completing
Labels: info-needed


Type: <b>Bug</b>

> Issue troubleshooting has identified that the issue is with Visual Studio Code. 

- Copy text from editor
- Try to paste that text back in the same file or another file

Expected: text is pasted
Actual: spinner appears, text usually never gets pasted

Can sometimes get past the issue by taking other actions before trying to paste.

VS Code version: Code 1.96.0 (Universal) (138f619c86f1199955d53b4166bef66ef252935c, 2024-12-11T02:29:09.626Z)
OS version: Darwin arm64 23.6.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Max (10 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|24, 17, 12|
|Memory (System)|64.00GB (5.83GB free)|
|Process Argv|--crash-reporter-id a6648a3f-85df-458f-a45c-8947c29596ff|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
2i9eh265:30646982
962ge761:30959799
pythonnoceb:30805159
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
dvdeprecation:31068756
dwnewjupytercf:31046870
2f103344:31071589
nativerepl2:31139839
pythonrstrctxt:31112756
nativeloc2:31192216
cf971741:31144450
iacca1:31171482
notype1:31157159
5fd0e150:31155592
dwcopilot:31170013
stablechunks:31184530
6074i472:31201624

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: Tracking issue for rustdoc `--extract-doctests` command-line flag
Labels: T-rustdoc,C-tracking-issue,A-doctests,A-rust-for-linux

This option is needed by the Rust-for-Linux project. The goal is to allow them to extract doctests so they can modify them and run them however they want to simplify their testing pipeline.

### Steps

- [ ] Implement the feature (https://github.com/rust-lang/rust/pull/134531)
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr

### Unresolved Questions

None currently.
Repository: pytorch
Issue: TCPStore crash when initializing from multiple threads
Labels: oncall: distributed,module: c10d,bug

### 🐛 Describe the bug

There's a bug in pybind which is causing TCPStore to crash on deletion when instantiating it from multiple threads.

```
terminate called after throwing an instance of 'std::runtime_error'
  what():  pybind11_object_dealloc(): Tried to deallocate unregistered instance!
```

Full repro and stack traces is at: https://gist.github.com/d4l3k/24fd4ac1994ceb4b5a063b125ace1fe3

### Versions

Python 2.5.1, main

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @c-p-i-o
Repository: node
Issue: Slow streams over network connection on windows share
Labels: stream

### Version

v23.4.0

### Platform

```text
Microsoft Windows NT 10.0.19045.0 x64
```

### Subsystem

streams

### What steps will reproduce the bug?

```
const fs = require('node:fs');
const readline = require('node:readline');

const sourcePath = "G:\\file.txt"; // 700 MB text file with 547 characters long lines on a windows share
const targetPath = "G:\\file.txt.copy";

const myInterface = readline.createInterface({
  input: fs.createReadStream(sourcePath).setEncoding('binary')
});
fs.closeSync(fs.openSync(targetPath, 'w'));
const output = fs.createWriteStream(targetPath);
output.setDefaultEncoding('utf-8');

myInterface.on('line', function (line) {
  output.write(line);
});

myInterface.on('close', function (line) {
  output.end();
  console.log(`Saved!`); // In node, at about 3 or 4 MB over network it shows this "Saved!", but continues copying?!
});
```

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

every time

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

Faster stream copy

### What do you see instead?

On 1 GB ethernet connection over windows share, with node v23.4.0 -> 513 seconds . It seemed a lot to me, so I tried with Bun
Same connection and share, with bun 1.1.39 -> 13 seconds.
So node is about 39x (slower)

And it's also strange that at about 3 or 4 MB file.copy, node shows the "Saved!" message but continues copying.

### Additional information

On local disk, node is a bit faster than bun.
So it seems that problem is over network connection
Repository: godot
Issue: "Tool button action "null::null" is an invalid callable" when using @export_tool_button
Labels: bug,topic:core

### Tested versions

Reproducible in v4.4.dev3.official [f4af8201b], v4.4.dev6.official [1f47e4c4e]. These are the only ones i tested.

### System information

Godot v4.4.dev6 - Windows 10.0.22631 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 32.0.15.6590) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 threads)

### Issue description

(I would leave a video but github didn't accept it)

I made a `@export_tool_button` in in of my scripts. It worked perfectly fine. Then i made another scene and tried to use it there. Gave me two issues.
Issue one was `The value of property "insertVarHere" is Nil, but Callable was expected.`(#97834), and the issue i am making now which is `Tool button action "null::null" is an invalid callable`.

In the Steps to reproduce section i mention that reloading the project worked, but that only worked in the MRP not in my main project.

### Steps to reproduce

To get the error `Tool button action "null::null" is an invalid callable` you need to comment out the `= funky` and restart the project.
Then uncomment it and press the button.

To fix it reload the project while everything is uncommented.

### Minimal reproduction project (MRP)

[toolbuttonbug.zip](https://github.com/user-attachments/files/18202509/toolbuttonbug.zip)
Repository: tauri
Issue: [bug] dmg background DPI issues
Labels: type: bug,status: needs triage

### Describe the bug

Currently in order to get a custom background working, you must make your image pixel dimensions match the window dimensions. However, this doesn't take DPI into account.

The default size is 660x400. I made an image that size, and it worked. However the image looks bad since it's not displaying at the display's higher DPI: that image is being stretched over an area of 1320x800 physical pixels.

It would be nice if you could give an image with the correct aspect ratio at 2x or 3x of the window dimensions, so it can look more crisp. If you try that now, it will just cut off most of the image. I think making the window non-resizable and having the background image stretch to the window size would help.

It would also be nice if the docs told you what the default window dimensions and recommended image size were.

### Reproduction

1) Create a `dmg` high res background image with 1320x800 pixels.
2) Create an `dmg` bundle with the image:

```
"dmg": {
  "background": "../../app-icons/DmgBackground.png",
  "windowSize": {
    "height": 400,
    "width": 660
  }
}
```

3) Observe the created window cuts off the high-res image and shows it as too large and blurry.

### Expected behavior

The image is not cut off and is displayed crisply on high-DPI displays.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.2.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.82.0 (f6e511eec 2024-10-15)
    ✔ cargo: 1.82.0 (8f40fc59f 2024-08-21)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.8.0
    - pnpm: 9.1.4
    - npm: 10.8.2

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.0
    - tao 🦀: 0.30.8
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.1.0

[-] Plugins
    - tauri-plugin-single-instance 🦀: 2.0.1
    - @tauri-apps/plugin-single-instance : not installed!
    - tauri-plugin-window-state 🦀: 2.0.2
    - @tauri-apps/plugin-window-state : not installed!
    - tauri-plugin-shell 🦀: 2.0.2
    - @tauri-apps/plugin-shell : not installed!
    - tauri-plugin-os 🦀: 2.0.1
    - @tauri-apps/plugin-os : not installed!
    - tauri-plugin-deep-link 🦀: 2.0.1
    - @tauri-apps/plugin-deep-link : not installed!
    - tauri-plugin-notification 🦀: 2.2.0
    - @tauri-apps/plugin-notification : not installed!
    - tauri-plugin-log 🦀: 2.0.2
    - @tauri-apps/plugin-log : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:5173/
    - bundler: Rollup
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: kubernetes
Issue: MutatingAdmissionPolicy mutation ordering issue
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

This works:
```
    - patchType: "JSONPatch"
      jsonPatch:
        expression: >
          [
            JSONPatch{
              op: "add", path: "/spec/initContainers",
              value: []
            },
            JSONPatch{
              op: "add", path: "/spec/initContainers/-",
              value: Object.spec.initContainers{
                name: "mesh-proxy",
                image: "mesh-proxy/v1.0.0",
                restartPolicy: "Always"
              }
            }
          ]
```

But, this fails for a pod:
```
    - patchType: "JSONPatch"
      jsonPatch:
        expression: >
          [
            JSONPatch{
              op: "add", path: "/spec/initContainers",
              value: []
            }
          ]
    - patchType: "JSONPatch"
      jsonPatch:
        expression: >
          [
            JSONPatch{
              op: "add", path: "/spec/initContainers/-",
              value: Object.spec.initContainers{
                name: "mesh-proxy",
                image: "mesh-proxy/v1.0.0",
                restartPolicy: "Always"
              }
            }
          ]
```
with:
```
denied request: JSON Patch: add operation does not apply: doc is missing path: "/spec/initContainers/-": missing value
```

Seems like the ordering is wrong or the input of one isn't fed into the next

### What did you expect to happen?

Both should work

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

Try chaining the mutations together in the same object, one relying on the next as above

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
Client Version: v1.32.0
Kustomize Version: v5.5.0
Server Version: v1.32.0
```

</details>


### Cloud provider

NA

### OS version

minikube

### Install tools

minikube

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

<details>

</details>


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

<details>

</details>
Repository: godot
Issue: Insane loading time on mobile devices (espesially on poor performance devices)
Labels: enhancement,topic:core,topic:porting,needs testing,performance

### Tested versions

You can probably do it in a lot of versions, I used 4.3

### System information

(Samsung) Wear OS (One UI version) 6.0 Watch; System version: 14; Wear OS version 5.0; Tested: (Vulkan mobile, Compatibile)

### Issue description

I have a big problem with these games and apps made in Godot. their loading time is insane. my 3D game loads in around 17 seconds.
I tried to make a blank app with text that changes, and it is still taking around 9 seconds to load. My Smartwatch isn't so bad. It can run that 3D game in around 46 fps (not accurate). and it has around 1,5 GB or RAM. And And it's worth noting that this nearly empty app took 9 seconds to load. Why it is taking so long, for a blank app to open?
Other games and apps open in like few seconds. 
Ther should be option for a export template or something that strips everything not important for those devices, and options for very poor performance devices.

### Steps to reproduce

1. Make a new project
2. Build Android APK
3. Transfer it to Smartwatch, (Via ADB debugging)
4. Done

### Minimal reproduction project (MRP)

N/A works like that in every project
Repository: vscode
Issue: Explore switching back to absolute imports in core
Labels: debt

As part of the esm migration, we switch all of the imports to relative paths. This makes it more difficult to know where a file is coming from and also makes it harder to move around code. I'd like to see if we can switch back to absolute paths instead

In https://github.com/microsoft/vscode/pull/236640 I'm switching us to use `nodenext` for module resolution to fix a few other issues (such as no errors on extension less imports). This also will also let us use import path mapping

For this, we just need to add this to the `package.json`:

```json
  "imports": {
    "#vs/*.js": "./src/vs/*.js"
  },
```

Then we can write `import { ILogService } from '#vs/platform/log/common/log.js'` and TS will be able to resolve the right file

We still need to figure out how to get our loader understanding these paths
Repository: flutter
Issue: Color deprecations should have a dart fix
Labels: engine,c: proposal,P3,team-engine,triaged-engine

Deprecations from https://github.com/flutter/engine/pull/54737 should have a dart fix.

I noticed user-created content out in the wild trying to help folks migrate:
![image](https://github.com/user-attachments/assets/f9761ec3-8f80-43f3-a6b4-b6971ebb62eb)

Dart fix has not been enabled for `dart:ui` and others, following up in https://github.com/dart-lang/sdk/issues/59764

WIP PR to add this support in https://github.com/flutter/flutter/pull/160616

For reference, the migration guide: https://docs.flutter.dev/release/breaking-changes/wide-gamut-framework
Repository: kubernetes
Issue: DRA: Using All allocation mode will schedule to nodes with zero devices
Labels: kind/bug,priority/important-soon,triage/accepted,wg/device-management

### What happened?

I created a resource claim template to get "All" GPUs on a node:

```yaml
apiVersion: resource.k8s.io/v1beta1
kind: ResourceClaimTemplate
metadata:
  name: all-gpus
spec:
  spec:
    devices:
      requests:
      - name: gpu
        deviceClassName: gpu.nvidia.com
        allocationMode: All
```

I then created a deployment that had a Pod that used that claim. The Pod was scheduled to a node. However, my DRA driver on that node was not running, so there were no resource slices for that node.

### What did you expect to happen?

I expected the pod to not schedule, since there were no available devices meeting the request. "All" should mean "at least one".

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

Create the resource claim template as shown and a deployment, with no DRA driver running. The pod will still schedule.

### Anything else we need to know?

/wg device-management

### Kubernetes version

<details>

```console
$ kubectl version
Client Version: v1.32.0
Kustomize Version: v5.5.0
Server Version: v1.32.0-gke.1358000
```

</details>


### Cloud provider

<details>
GKE
</details>


### OS version

<details>

```console
$ cat /etc/os-release
PRETTY_NAME="Debian GNU/Linux rodete"
NAME="Debian GNU/Linux rodete"
VERSION_CODENAME=rodete
ID=debian
HOME_URL="https://go/glinux"
SUPPORT_URL="https://go/techstop"
BUG_REPORT_URL="https://go/techstop"
$ uname -a
Linux jbelamaric.c.googlers.com 6.10.11-1rodete2-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.10.11-1rodete2 (2024-10-16) x86_64 GNU/Linux
```

</details>


### Install tools

<details>

</details>


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

<details>

</details>


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

<details>

</details>