sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Cannot configure dist_timeout when using device_mesh
Labels: oncall: distributed,triaged,module: DeviceMesh

### 🐛 Describe the bug

When calling `dist.initialize_dist`, I can specify a `dist_timeout` argument. 

When training with FSDP and device_mesh, I want to call `from torch.distributed._tensor import init_device_mesh` and pass the `device_mesh` into FSDP. However, it seems that the process groups created do not respect `dist_timeout` through this process

https://github.com/pytorch/pytorch/blob/5d6e323549bd5d3997e8c344532e611078be7011/torch/distributed/device_mesh.py#L292

### Versions

Torch nightly 1/10/2024

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @LucasLLC
Repository: godot
Issue: When DOF or SSS are enabled, transparent window displays all pixels additively.
Labels: bug,topic:rendering

### Tested versions

4.3-dev3 (preview build), 4.2-stable, 4.0-stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.5123) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

A transparent window with a 3D object rendering successfully:

![image](https://github.com/godotengine/godot/assets/5104632/bedaf5c3-cc44-4f70-a5fb-9df85f1359d3)

Same project with DOF (or SSS on any mesh) enabled; all contents of the window appear additively blended with whatever is behind the window:

![image](https://github.com/godotengine/godot/assets/5104632/50c620b1-334e-4905-898d-a8eb7d0bf616)

Same issue as #83939, but different method of reproduction 

### Steps to reproduce

1. Create a new Forward+ project
2. Enable `display/window/size/transparent`
3. Set up a scene with a Camera3D looking at a MeshInstance3D with a mesh, and add a DirectionalLight3D that lights the mesh*
4. Either:
- Add a New CameraAttributesPractical to the Camera3D, and set **DOF Blur / Near Enabled** to true, or
- Add a New StandardMaterial3D to the MeshInstance3D and set **Subsurface Scattering / Enabled** to true

_*If there is no light source, the object disappears; I expect this is only because it is a solid black object being additively blended, which means it is blended away. Technically this is still a reproduction of the issue, but it is not as visually clear as if you add a light source._

### Minimal reproduction project (MRP)

[19-ForwardAdditiveTransparencyBugMinimal.zip](https://github.com/godotengine/godot/files/14225095/19-ForwardAdditiveTransparencyBugMinimal.zip)
Repository: godot
Issue: TileSet zooming/positioning of one spritesheet changes zooming/positioning in others in all TileMaps
Labels: discussion,topic:editor,topic:2d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Linux Kubuntu 23.04 KDE Plasma Version: 5.27.4 KDE Frameworks Version: 5.104.0 Qt Version: 5.15.8

### Issue description

When editing TileSets, zooming/positioning a spritesheet changes the other ones in all TileMaps to the same level. It is an annoyance and impediment especially dealig with different sized sheets to have to go back reposition and rezoom. Each tilesheet in a tilemap should keep its zoom level and position. see issue recording below

With one TileMap

https://github.com/godotengine/godot/assets/930478/e4e0dee1-8f95-4cc2-ba0e-610a67f43942


2 TileMaps

https://github.com/godotengine/godot/assets/930478/2cfee809-14ed-4fa4-81b3-9a771391b8ba




### Steps to reproduce

see screen recording



### Minimal reproduction project (MRP)

see screen recording
Repository: godot
Issue: Editor ignores 'run/window_placement/screen' setting when 'prefer_wayland' is enabled
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

### Tested versions

Reproducible in 4.3 dev 3

### System information

Godot v4.3.dev3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Mon, 05 Feb 2024 22:07:49 +0000 - Wayland - GLES3 (Compatibility) - AMD Radeon RX 6600 (radeonsi, navi23, LLVM 16.0.6, DRM 3.57, 6.7.4-arch1-1) () - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

Godot always runs the project on screen 1 instead of screen 2 regardless of window placement setting. If the editor is on screen 2, the project still always launches on screen 1.

### Steps to reproduce

- Create new project
- Create empty node as scene root
- Change window placement setting to 'next screen' or 'screen 2'
- Run project

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Specific custom or number-based virtual desktops switching
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

This feature would allow users to directly switch to specific virtual desktops using custom number keybindings. For example, pressing Ctrl+Alt+3 would instantly take the user to virtual desktop number 3. This dramatically streamlines navigation between multiple virtual desktops.

Ideally, the switcher should allow the customization of the keybindings, allowing users to set their preferred combinations.

### Scenario when this would be used?

Power users often work with a large number of applications and projects simultaneously. Virtual desktops help to separate these into individual workspaces (e.g., one desktop for coding, another for research, a third for communication). The number-based desktop switcher provides a rapid way to jump directly to the exact workspace needed.

Scrolling through desktops linearly using the default switcher can be time-consuming, especially when numerous desktops are involved. Number-based switching delivers precise, instantaneous navigation for power users who know exactly which desktop they need.

Power users heavily rely on keyboard shortcuts for a fast, efficient workflow. This feature integrates perfectly with such a workflow.

### Supporting information

There are countless forum threads and online requests for this type of functionality in Windows, demonstrating an unmet need in the power user community. 

Many Linux desktop environments include a similar feature for number-based switching. Having this capability in Windows would offer feature parity and could deter power users from migrating to Linux based solely on enhanced desktop workspace management.
Repository: godot
Issue: GDScript line incorrectly marked as unsafe
Labels: enhancement,discussion,topic:gdscript

### Tested versions

v4.3.dev3.official [36e943b6b]

### System information

Godot v4.3.dev3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.5123) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

The line 13 below is marked as unsafe while the line 12 is marked as safe:
![image](https://github.com/godotengine/godot/assets/29254513/c84ff36e-eca1-459c-895e-a5e2f34ad002)

Both lines are marked as safe if I replace the line 3 by:
```gdscript
const EXIT_DIR : Array[Vector2i] = [
``` 

**It should work the same with both syntax.**

### Steps to reproduce

Create a new GDScript and paste this code:
```gdscript
extends Node

const EXIT_DIR := [
		Vector2i( 0, -1),
		Vector2i( 1,  0),
		Vector2i( 0,  1),
		Vector2i(-1,  0)]

var room := Vector2i(10, 10)

func change_room(i: int):
	room += EXIT_DIR[0]
	room += EXIT_DIR[i]
``` 

### Minimal reproduction project (MRP)

See above.
Repository: godot
Issue: Cannot set key on deserialized empty dictionary on resource from tool script after scene load
Labels: bug,topic:core

### Tested versions

- Reproducible in 4.2.1

### System information

Windows 10 - Godot 4.2.1 - Forward+ Vulkan

### Issue description

I have a node with a tool script which stores a resource.

The resource serializes a dictionary.

When I reload the saved scene, the resource is accessible in the node script.  However I cannot set a key in the empty dictionary it contains. If the dictionary is not empty, everything works as expected.

If I re-initialize the empty dictionary with at least one key, then it works again.  Re-initializing it as an empty dictionary does not work.

### Steps to reproduce

See MRP.  It's very simple

### Minimal reproduction project (MRP)

[bug-report.zip](https://github.com/godotengine/godot/files/14225626/bug-report.zip)
Repository: flutter
Issue: path_provider getDownloadsDirectory documentation doesn't say when it might return null
Labels: p: path_provider,package,team-ecosystem,P2,triaged-ecosystem

The `getDownloadsDirectory` function is defined as potentially returning null. The documentation talks about it potentially throwing an UnsupportedError if this is not supported on the current platform, and talks about the returned Directory maybe not existing, but doesn't say when it might return null. So it's not clear if this is a failure mode that one should handle, or what to do when it happens.

https://pub.dev/documentation/path_provider/latest/path_provider/getDownloadsDirectory.html
Repository: vscode
Issue: `explorer.compactFiles` should be false by default when in SR mode
Labels: bug,file-explorer,accessibility

@jooyoungseo has said it's very confusing for SR users to compress files by default.
Repository: vscode
Issue: `window.titleBarStyle` should be `native` by default for SR users
Labels: feature-request,accessibility,titlebar

@jooyoungseo has said that the native style is more accessible
Repository: pytorch
Issue: Free-floating fake tensor without the mode (FakeTensorMode)
Labels: feature,module: serialization,triaged,oncall: pt2,module: fakeTensor,module: pt2-dispatcher

### 🐛 Describe the bug

Meta tensors support being allocated on their own, without having a converter or mode associated with them. It is convenient for some use cases for fake tensors to support this too. The FakeTensorMode is primarily needed for maintaining a relationship to real tensors which you have fakeified, but there are valid use cases that don't do this. Fake tensors that don't have mode should be serializable with torch.save.

cc @mruberry @mikaylagawarecki @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @eellison @suo @thiagocrepaldi 

### Versions

main
Repository: pytorch
Issue: Should be able to query a schema for HOPs
Labels: high priority,triaged,enhancement,months,oncall: pt2,module: higher order operators,module: pt2-dispatcher

Originally brought up by @ydwu4: It's difficult to get export to support HOPs with arbitrary signatures. Most of our HOPs are "operators that are parametrized on something". For example, cond's signature is parametrized on the body_function passed to it (that determines how many outputs it returns). auto_functionalized is parametrized on the operator passed to it. We could introduce the notion of HOPs having a schema, depending on what they're parametrized on.

Thoughts? I remember @SherlockNoMad @angelayi running into this for the auto_functionalized HOP.

## Pitch

This needs design, but here's one quick thought:
- Each HOP gets a .schema(...) method that takes all the inputs to the HOP as input
- When export (or other downstream consumers) need the schema of the HOP, they should call schema() with all of the FakeTensor inputs to the HOP. This will tell us the schema. The HOP will only use some of the inputs (e.g.the body_fn for cond)
- We figure out what to actually return from .schema(). Is it something like our C++ schemas, or something similar to a torchgen schema?

Example:

```
class AutoFunctionalized(HigherOrderOp):
   def __init__(self):
       super.__init__(self, name="auto_functionalized")
   def __call__(self, op, **kwargs):
       return super.__call__(op, **kwargs)
   def schema(self, op, **kwargs):
       return ...  # something

auto_functionalized = AutoFunctionalized()
```

cc @ezyang @gchanan @kadeng @msaroufim @bdhirsh @anijain2305 @chauhang @ydwu4
Repository: flutter
Issue: ListTile doesn't allow for enabling `explicitChildNodes` for title and subtitle
Labels: c: new feature,waiting for customer response,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

I have a simple app that displays a few `ListTile`s in a `ListView`. I don't want `ListTile.title` and `ListTile.subtitle` to be merged together into a single native semantics object – but that's the current default behavior and I can't find a way to change it.

<details><summary>Sample code</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  static const data = [
    (title: 'Item 1', subtitle: 'Subtitle 1'),
    (title: 'Item 2', subtitle: 'Subtitle 2'),
    (title: 'Item 3', subtitle: 'Subtitle 3'),
  ];

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
        useMaterial3: true,
      ),
      home: Scaffold(
        appBar: AppBar(
          backgroundColor: Theme.of(context).colorScheme.inversePrimary,
          title: const Text('Flutter Demo'),
        ),
        body: ListView.builder(
          itemCount: data.length,
          itemBuilder: (context, index) {
            return ListTile(
              title: Text(data[index].title),
              subtitle: Text(data[index].subtitle),
            );
          },
        ),
      ),
    );
  }
}
```

</details>

Semantics result (`adb shell uiautomator dump && adb pull /sdcard/window_dump.xml .`):

```xml
<node index="0" text="" resource-id="" class="android.view.View" package="com.example.example_app" content-desc="Item 1&#10;Subtitle 1" checkable="false" checked="false" clickable="false" enabled="true" focusable="true" focused="false" scrollable="false" long-clickable="false" password="false" selected="false" bounds="[0,283][1080,472]" />
```



### Proposal

Add `explicitChildNodes` property to `ListTile` widget constructor. Its value would be forwarded to this constructor invocation:

https://github.com/flutter/flutter/blob/master/packages/flutter/lib/src/material/list_tile.dart#L857

Then instead of getting one `node` with `content-desc="Item 1&#10;Subtitle 1"`, 2 `nodes` would be returned, one with `content-desc="Item 1"` and the second one with `content-desc="Subtitle 1"`
Repository: TypeScript
Issue: The TS Language Server will fail to use the project config when there is a file with both the `.ts` and `.tsx` extensions
Labels: Bug,Help Wanted

### 🔎 Search Terms

"filename", "tsx and ts"

### 🕗 Version & Regression Information

- This is a bug
- No idea when this occurred, I'm not a TS user myself. This is filed on behalf of one of Preact's users.


### ⏯ Playground Link

_No response_

### 💻 Code

Needs multiple files, so the playground is a no-go.

https://github.com/rschristian/bug__tsserver


### 🙁 Actual behavior

If two files share the same name, but one is a `.ts` and the other a `.tsx` (such as `index.ts` & `index.tsx`, or `foo.ts` & `foo.tsx`), the language server will fail to use the project config. Users need to rename one of these files in order to restore the project config being used.

Notably, `tsc` has no issues here. It's specifically limited to the language server.

### 🙂 Expected behavior

It should be able to find the project config all the same.

### Additional information about the issue

_No response_
Repository: PowerToys
Issue: Keyboard Manager doesn't work when starts Windows.
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

When Windows starts.

### ✔️ Expected Behavior

Keyboard manager remapped ALT+W to send CTRL+F4 and ALT+Q to send ALT+F4

### ❌ Actual Behavior

When I start Windows, and I use a remapped key, it doesn't work. I must go to Power Toys, turn the Keyboard Manager toggle off and on. It back works normally again.

Every time I start Windows. NO EXCEPTION

UPDATE: It's a bug "added" in 0.77 version. Doesn't happen up to 0.76.

### Other Software

_No response_
Repository: vscode
Issue: Allow hovers to opt in to wrapping content
Labels: feature-request,workbench-hover

Here's an example:
![image](https://github.com/microsoft/vscode/assets/2644648/e5a2c536-715f-421c-9278-b6d899719dd6)

Once I make the window smaller (to the point where the hover would go off screen), it re-positions:
![image](https://github.com/microsoft/vscode/assets/2644648/efaf8c12-8499-40f8-8c78-4440593ae1ae)

Which is good, but I wish it could resize the content before doing that.

like if that text could be:
```
This extension is trusted by Microsoft
and has access to this account
```
I'd love that... less amount of time that content is covered.
Repository: deno
Issue: `process.stdin.pause()` seems to have no effect
Labels: bug,node compat,node API

```js
// example.mjs
import process from "node:process";

const p = new Uint8Array(8);
process.stdin.setRawMode(true);
await read(p);
process.stdin.setRawMode(false);
console.log("Done")

async function read(p) {
  await new Promise((resolve, reject) => {
    process.stdin.resume();
    process.stdin.on("error", onerror);
    process.stdin.once("readable", () => {
      process.stdin.off("error", onerror);
      const data = process.stdin.read(p.length) ?? process.stdin.read();
      if (data) {
        p.set(data);
        resolve(data.length > 0 ? data.length : null);
      } else {
        resolve(null);
      }
    });
    function onerror(error) {
      reject(error);
      process.stdin.off("error", onerror);
    }
  });
  process.stdin.pause();
}
```

1. Run this app in Node.
2. Press the enter key.
3. It exits
4. Run this app in Deno
5. Press the enter key.
6. It stays alive and you need to press enter enough times to fill the buffer. It has the same behaviour as Node when the `process.stdin.pause()` method isn't called.

Version: Deno 1.40.3+c8b2af8
Repository: vscode
Issue: Settings tree view does not allow for keyboard navigation by category by expanding or collapsing levels
Labels: bug,accessibility,settings-editor,confirmation-pending


Type: <b>Bug</b>

Tree views in Windows most commonly allow for items containing other items to be expanded with RightArrow and collapsed with LeftArrow. That is how many other tree views in VS Code work. For example, when navigating the Explorer tree view accessed with Ctrl+Shift+E, you can expand or collapse a folder which contains subfolders and files with RightArrow and LeftArrow. While keyboard focus is on an item that contains other items, you can quickly collapse it with LeftArrow and pass to the next item at the same level with DownArrow.

I would have expected the settings tree view to work this way. It contains several hundred items. Instead, there is no way of collapsing a category; RightArrow and LeftArrow appear to do nothing while in that tree view. You can search for a setting if you know the desired setting or category, but the current behavior affects discoverability of settings.

VS Code version: Code 1.86.1 (31c37ee8f63491495ac49e43b8544550fbae4533, 2024-02-07T09:08:20.941Z)
OS version: Windows_NT x64 10.0.23615
Modes:

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

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz (20 x 3600)|
|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>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|63.83GB (26.32GB free)|
|Process Argv|--crash-reporter-id dea7aed7-8b71-47ae-80fe-be4fcd9ba78a|
|Screen Reader|yes|
|VM|0%|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
csdevkit|ms-|1.3.10
csharp|ms-|2.15.30
vscode-dotnet-runtime|ms-|2.0.1
vscodeintellicode-csharp|ms-|0.1.26
remote-wsl|ms-|0.86.0
cmake-tools|ms-|1.16.32
cpptools|ms-|1.19.2
cpptools-extension-pack|ms-|1.3.0
rust-analyzer|rus|0.3.1831
cmake|twx|0.0.17
vscode-lldb|vad|1.10.0

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscorecescf:30445987
vscod805:30301674
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
h48ei257:30961340
pythontbext0:30879054
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
pydisww2:30959801
3ef8e399:30949928

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: `pod install` does not run when switching between cached and local engine for macOS
Labels: platform-ios,tool,P2,team-ios,triaged-ios

### Steps to reproduce

1. Create a macOS app
2. Add a plugin (like shared_preferences)
3. Run the app
    * Note that in macos/Pods/Pods.xcodeproj/project.pbxproj will have `FRAMEWORK_SEARCH_PATHS` pointing to the cached FlutterMacOS.framework
5. Run the app again using a local engine
    * Note that in macos/Pods/Pods.xcodeproj/project.pbxproj, `FRAMEWORK_SEARCH_PATHS` still points to the cached engine instead of the local one
    
This is only applicable to macOS, since podhelper compatibility with local engine for iOS has not been implemented yet: https://github.com/flutter/flutter/issues/132228

### Actual results

When switching between local and cached engine, the `FRAMEWORK_SEARCH_PATHS` in macos/Pods/Pods.xcodeproj/project.pbxproj should be updated to the correct one.

We likely need to update Cocoapods fingerprinter to also check for changes to the `Flutter-Generated.xcconfig`
https://github.com/flutter/flutter/blob/b48dfca3820d8fc8bdb761ad551a5f103a8ae95c/packages/flutter_tools/lib/src/macos/cocoapod_utils.dart#L26-L50

### Logs

<details open>
<summary>Logs</summary>

```console

<!-- Paste your logs here -->

```

</details>


### Flutter Doctor output

<details open>
<summary>Doctor output</summary>

```console

Doctor summary (to see all details, run flutter doctor -v):
Doctor summary (to see all details, run flutter doctor -v):
[!] Flutter (Channel [user-branch], 3.20.0-4.0.pre.74, on macOS 13.6.4 22G513 darwin-arm64, locale en)
    ! Flutter version 3.20.0-4.0.pre.74 on channel [user-branch] at xxx
      Currently on an unknown channel. Run `flutter channel` to switch to an official channel.
      If that doesn't fix the issue, reinstall Flutter by following instructions at
      https://flutter.dev/docs/get-started/install.
[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from: https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK components.
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.

[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[!] Android Studio (not installed)
[✓] VS Code (version 1.86.0)
[✓] Connected device (5 available)
[✓] Network resources

! Doctor found issues in 3 categories.

```

</details>