sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Select files sorted by modification date with PowerRename
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Hi, I'm trying to enumerate files based on their modification date using the PowerRename tool. However, when I select the files, the program defaults to sorting them alphabetically and not the way I see them in Explorer. Is this a feature that is not available in the program, or is there some expression I can use? If is not possible, it would be great implement it. Thanks in advance!

### Scenario when this would be used?

In my case, I download music from my list on YouTube because some songs are deleted over time by copyright, and I make sure they are not mixed when I listen to them in the car with a pendrive, it's annoying lol. I don't know if it is extremely useful but anyway it could help me a lot

### Supporting information

_No response_
Repository: godot
Issue: Certain faces are missing in specific OBJ and glTF imports
Labels: bug,topic:import,topic:3d

### Godot version

4.2.beta 6afd32098

### System information

Fedora 38, GeForce RTX 4090 (NVIDIA 535.113.01)

### Issue description

- Related to https://github.com/godotengine/godot/issues/38854.

OBJ imported in Blender | Godot OBJ import | Godot glTF import
-|-|-
![Screenshot_20231102_114347](https://github.com/godotengine/godot/assets/180032/904e3dfa-4036-46fe-92ff-ab71feeb594c) | ![Screenshot_20231102_115410](https://github.com/godotengine/godot/assets/180032/c089afa4-2888-413b-ae5e-d4c23276f59e) | ![Screenshot_20231102_120413](https://github.com/godotengine/godot/assets/180032/c94df1f2-bae5-4d8c-a618-20fc6b02473a)

Note that the missing faces between OBJ import and glTF import aren't identical (see also https://github.com/godotengine/godot/issues/84357 for the differing normals). This occurs with all rendering methods.

In Godot 3.5.3, this mesh imports correctly with no missing faces – however, the depth prepass makes it look pitch black if you look at it from outside. This doesn't occur after disabling the depth prepass then restarting the editor, or switching to GLES2 which lacks a depth prepass.

### Steps to reproduce

- Import a specific OBJ as a mesh/3D scene or a glTF as a 3D scene. This only occurs with specific source files (about 50% of the files in https://github.com/Calinou/game-maps-obj in my experience).

### Minimal reproduction project

[test_obj_gltf_import_normals.zip](https://github.com/godotengine/godot/files/13238152/test_obj_gltf_import_normals.zip)
Open `alphacorp_gltf.tscn` and/or `alphacorp_obj.tscn` for testing. Make sure to remove `.godot/` after switching Godot versions.
Repository: godot
Issue: Auto Exposure has inhomogeneous sensitivity on left and right half of the screen.
Labels: topic:rendering,needs testing,topic:3d

### Godot version

4.2.beta4

### System information

Fedora 39 - vulkan forward+ - RX 6600 XT Mesa 23.2.1

### Issue description

The Auto Exposure seems less sensitive on the right half of the screen than the left. 
![image](https://github.com/godotengine/godot/assets/15041324/52902ef6-29d1-4f68-95d3-f1edd43cac9d)


This phenomenon also seems to be enhanced with 3d scaling.

### Steps to reproduce

Open the project and have the views focus with the emission surface on the right and left part of your screen.



### Minimal reproduction project

[aer.zip](https://github.com/godotengine/godot/files/13238403/aer.zip)
Repository: TypeScript
Issue: Static property access fails in transpiled JS code when referenced in a private method in TypeScript 5.2.2
Labels: Bug

### 🔎 Search Terms

static property access private method transpiled JS

### 🕗 Version & Regression Information

- This changed between versions 5.1.6 and 5.2.2 [using Target: ES2022, Module: Node16]

### ⏯ Playground Link

https://www.typescriptlang.org/play?target=9&moduleResolution=99&module=100&ts=5.2.2&noUnusedLocals=true&jsx=4&pretty=true&preserveWatchOutput=false&noErrorTruncation=true&isolatedModules=true&verbatimModuleSyntax=true&inlineSourceMap=true#code/KYDwDg9gTgLgBAYwDYEMDOa4EE4G8BQccaMKMAlgnGFBGDgLxwDkAdigLbDMDchxpClRp0AQnCZYAdCPp8iAegVEVqtXAB6WrXAAqATzDAAolFpQAXHADCKVqwjwowFABNqtI7HLBMEAGZwAK6srsD+5KzA7gAUzm6RAOYssljMAJT4-EpwALIoANZJcDAAFuSYXGUQ7mBBAEZIlHAchb4lUHZoYORI0XAAUgDKiDXAcADu0AVw6HCgRggw0fwAxEFgrmTAAKpowFAx6Xj8RM4wQVCs2DKeWPJwAL74z0A

### 💻 Code

After updating to TypeScript 5.2.2, I encountered a TypeError when trying to access a static property on the same class. The compiled JavaScript code results in a reference to an uninitialized variable. This error seems to occur when a static member is referenced in a private method in the class.

```ts
export class A {
    static propA = 'name';
    static propB = A.propA;
    //               ^^^^^ (At runtime) TypeError: Cannot read properties of undefined (reading 'propA')

    // Making this method public makes transpiled JavaScript code work as expected
    #updateUser() {
        return A.propA;
    }
}
```


### 🙁 Actual behavior

The transpiled JavaScript results in a TypeError due to `_a` being used before it is assigned a value. The transpilation output incorrectly references `_a` instead of `A` in the static property initialization and inside the private method.

```js
var _a;
export class A {
    static propA = 'name';
    static propB = _a.propA;
    //                ^^^^^ TypeError: Cannot read properties of undefined (reading 'propA')

    #updateUser() {
        return _a.propA; // The culprit seems to be this line
    }
}
_a = A; // _a is defined too late
```

### 🙂 Expected behavior

The static properties should be accessed the same way it does in the TypeScript code, as it is completely correct JavaScript code.

```js
export class A {
    static propA = 'name';
    static propB = A.propA; // The static member is referenced as expected

    #updateUser() {
        return A.propA;
    }
}
```

### Additional information about the issue

Making the `#updateUser` method public makes TypeScript transpile JavaScript code as expected.
Repository: godot
Issue: Segmentation fault upon custom resource re-import after removing `.godot`
Labels: bug,topic:editor,topic:import,crash

### Godot version

`master` branch at commit da0b1eb128a522bbef083b9f2a5cc2da6917c3d8

### System information

Arch Linux

### Issue description

Re-importing custom resources triggers an editor crash when the `.godot` folder is not present.

There seems to be a race condition where `EditorFileSystem::update_file` gets called by multiple threads at the same time and subsequent access to an improperly initialized `String` object by a different thread causes a segmentation fault.

```cpp
#0  0x0000555557f5ecb5 in CowData<char32_t>::size (this=0x7ffeb801ac28) at ./core/templates/cowdata.h:136
#1  0x0000555557f5ead2 in String::size (this=0x7ffeb801ac28) at ./core/string/ustring.h:217
#2  0x0000555557f5eaec in String::length (this=0x7ffeb801ac28) at ./core/string/ustring.h:273
#3  0x000055555c0da6e4 in FileAccess::store_string (this=0x7ffec0001390, p_string=...) at core/io/file_access.cpp:656
#4  0x000055555c0da9b0 in FileAccess::store_line (this=0x7ffec0001390, p_line=...) at core/io/file_access.cpp:683
#5  0x000055555923d4da in EditorFileSystem::_save_late_updated_files (this=0x5555629028c0) at editor/editor_file_system.cpp:1504
#6  0x000055555923e982 in EditorFileSystem::update_file (this=0x5555629028c0, p_file=...) at editor/editor_file_system.cpp:1705
#7  0x000055555934084d in EditorNode::_resource_saved (p_resource=..., p_path=...) at editor/editor_node.cpp:6626
#8  0x000055555c1bdb0d in ResourceSaver::save (p_resource=..., p_path=..., p_flags=0) at core/io/resource_saver.cpp:146
...
```

In the backtrace above, ` ResourceSaver::save` is being called by  an `EditorImportPlugin` which is saving a resource within `res://assets/spritesheets/input_devices/.*/*.tres`

Since it's a race condition, the backtrace above might differ. On a development build, there's a chance Engine might crash with a `CRASH_BAD_INDEX` instead at different places, but usually after an `EditorFileSystem::update_file` call.

### Steps to reproduce

1. Open the MRP with the editor (i.e. `godot -e`) -- assets should import normally.
2. Close Godot and remove the `.godot` folder.
3. Open the MRP with the editor once more (i.e. `godot -e`)
4. A crash should ensue during import. If it doesn't, repeat steps 2 and 3 until it happens.

### Minimal reproduction project

[custom_resource_import_crash.zip](https://github.com/godotengine/godot/files/13239181/custom_resource_import_crash.zip)

### Workaround

Disable `Project Settings -> General -> Editor -> Import -> Use Multiple Threads`
Repository: pytorch
Issue: [dynamo] Implement iter fallback (and possibly all iters/generators) as polyfill
Labels: triaged,oncall: pt2,module: dynamo,dynamo-triage-june2024,dynamo-polyfill

### 🚀 The feature, motivation and pitch

It should be fairly simple to implement iter fallback as a polyfill

The non-general thing we do now is to handle repeat as a special case.

### Alternatives

Not handle general iterators


cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @wconstab
Repository: next.js
Issue: Crossorigin is added to scripts tags on static generated pages [next version > 13.5.2]
Labels: bug

### Link to the code that reproduces this issue

https://github.com/mitjapotocin/next-crossOrigin-example

### To Reproduce

Inspect script tags in <head>

v13.5.2 example https://next-cross-origin-example-42qfafxfo-biolab.vercel.app/
v13.5.3 example https://next-cross-origin-example-git-version-1353-biolab.vercel.app/

### Current vs. Expected behavior

On statically generated pages crossorigin prop is added to script tags in <head>

This started happening on versions 13.5.3+

Previous behaviour (v13.5.2):
<img width="1248" alt="image" src="https://github.com/vercel/next.js/assets/36345162/00ad370e-1302-48e7-b56f-c6054c403e6b">


v13.5.3:
<img width="1285" alt="image" src="https://github.com/vercel/next.js/assets/36345162/03dbe52a-4d05-4eee-ad1b-64b67ed61a45">


We are using CDN in our app and this is causing CORS when fetching assets.

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.2-canary.6
  eslint-config-next: 12.0.8
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.0.4
Next.js Config:
  output: N/A
```


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

Metadata (metadata, generateMetadata, next/head)

### Additional context

_No response_
Repository: godot
Issue: Viewports do not register 2D Cameras while in the editor
Labels: bug,discussion,topic:2d

### Godot version

v4.1.1.stable.official [bd6af8e]

### System information

Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

When rendering the contents of a Viewport while in the editor, it ignores Camera2Ds.
Bug already existed once in Godot 3 -> #40441

### Steps to reproduce

Open reproduction project
Observe editor preview of a Viewport with a 2D scene with 2D.tscn
![image](https://github.com/godotengine/godot/assets/57133330/6f03e364-fbe4-4b9d-80e8-c6ccd647f191)


Run 2D.tscn (the view now correctly uses the Camera2D)
![image](https://github.com/godotengine/godot/assets/57133330/544f0a72-6438-4baa-ad54-57d16ec04af2)


### Minimal reproduction project

[ViewportTextureEditorBugGodot4.zip](https://github.com/godotengine/godot/files/13239630/ViewportTextureEditorBugGodot4.zip)
Repository: PowerToys
Issue: after installing, double tap control is doing... something?
Labels: Idea-Enhancement,Needs-Triage

### Microsoft PowerToys version

0.74.1

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

I'm getting an annoying overlay which i don't even understand the purpose of, when i double-tap control now, since installing power toys. This interferes quite a lot with playing many games, and even triggers for me just working in visual studio. 
  
It would be nice if:
1. By default the installation did not have whatever feature this is, on by default, or at least not bound to something so easily mis-triggered.
2. It and other similar actions that are triggered via keyboard shortcuts were all individually identifiable in whatever overlay/etc they show. Otherwise, how does one even find what setting to turn off?
3. Powertoy settings > Shortcut Guide (or a new category) actually showed a single list of bindings, rather than having to hunt through all individual toy-settings.
  
Ah, just found it. It was in Mouse utilities?! Thats why I had such a hard time since i had no idea it was mouse related at all. Id recommend Enable Find My Mouse and Mouse Highlighter be off by default.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

Visual Studio
Games
Repository: pytorch
Issue: [dynamo + optim] complex, sparse are not on tracing testing path
Labels: module: optimizer,good first issue,module: tests,triaged,actionable,oncall: pt2,module: dynamo,internal ramp-up task

### 🚀 The feature, motivation and pitch

Even though we allow tracing complex and sparse grads for optimizers, we do not test that these actually work

### Solution
Copy some of the tests from test_optim e.g.

https://github.com/pytorch/pytorch/blob/main/test/optim/test_optim.py

into 

https://github.com/pytorch/pytorch/blob/main/test/dynamo/test_optimizers.py



### Alternatives

Not tested


cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar @mruberry @ZainRizvi @ezyang @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov
Repository: PowerToys
Issue: Powertoys ADMX Download
Labels: Issue-Docs,Needs-Triage,Area-Enterprise

### Provide a description of requested docs changes

I am unable to find where to download the ADMX files for Powertoys.  I see them referenced here https://learn.microsoft.com/en-us/windows/powertoys/grouppolicy#how-to-install
Repository: rust
Issue: silence not helpful follow-up errors
Labels: C-cleanup

We should be better at returning `Error` from `type_of` if errors occurred inside

_Originally posted by @oli-obk in https://github.com/rust-lang/rust/issues/117449#issuecomment-1789570202_
Repository: go
Issue: runtime/cgo: should not set -Werror
Labels: NeedsDecision,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

This was reported by a user a while back for go 1.19, but looking at the source for 1.21.3 as indicated in the [gentoo bug](https://bugs.gentoo.org/887285), the issue still exists.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

```
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/william/.cache/go-build'
GOENV='/home/william/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/william/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/william/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/lib/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.3'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='x86_64-pc-linux-gnu-gcc'
CXX='x86_64-pc-linux-gnu-g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1224117578=/tmp/go-build -gno-record-gcc-switches'
```
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->


The only thing I can provide is the comment in the gentoo bug linked above.
The distro policy is that we shouldn't be setting -Werror on any compilations.

### What did you expect to see?

cgo seems to force -Werror into all compilations of c code.

### What did you see instead?


This should not happen according to our distro policy linked in the bug because it causes compilations to break much more often than necessary.

I don't know if you are willing to make this change upstream or not, but if you aren't, can you please advise me as the maintainer on Gentoo with regard to making this change?

Thanks for your time,

William
Repository: pytorch
Issue: When torch.compile is used, some APIs are decomposed even if decomposition is empty.
Labels: triaged,oncall: pt2,module: decompositions

### 🐛 Describe the bug

When torch.compile is used, some APIs are decomposed even if decomposition is empty.

For example, https://github.com/pytorch/pytorch/blob/main/torch/_decomp/decompositions.py#L2456 
When torch.compile upsample_nearest2d is automatically decomposed into aten._unsafe_index and contiguous, which does not meet user expectations.

For a third-party device, for example, if the key of PrivateUsr1, the device uses AutoGrad and then redispatch to AutoGradPrivateUsr1. However, the device is decomposed when compiling upsample_nearest2d, which does not meet the expectation.

I feel that this automatic disassembly is unreasonable, especially the AutoGrad key, and I would like to discuss whether it can be deleted.

Please take a look at it. Is this reasonable?

### Error logs

_No response_

### Minified repro

_No response_

### Versions

pytorch 2.1

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @SherlockNoMad @wconstab
```[tasklist]
### Tasks
```
Repository: go
Issue: runtime: implement WASM-GC
Labels: NeedsInvestigation,FeatureRequest,arch-wasm,compiler/runtime

Go applications compiled to WASM with the browser as target are quite  inefficient and large. Both the download payload and performance could be improved by implementing support for WASM-GC.

Chrome recently enabled WASM-GC 
https://developer.chrome.com/blog/wasmgc/
Repository: flutter
Issue: Create a separate package for `InstanceManager`s 
Labels: c: new feature,package,team-ecosystem,P2,a: plugins,triaged-ecosystem

### 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

A full explanation of `InstanceManager`s can be found here: https://docs.google.com/document/d/1wXB1zNzYhd2SxCu1_BK3qmNWRhonTB6qdv4erdtBQqo/edit?usp=sharing&resourcekey=0-WOBqqOKiO9SARnziBg28pg

Essentially, an `InstanceManager` acts as a `BiMap<long, Object>` and provides notifications when an object has become unreachable by memory.

Multiple first party packages currently depend on `InstanceManager`s, (`webview_flutter_android`, `webview_flutter_wkwebview`, `camera_android_camerax`) and contain the exact same code.

### Proposal

Creating a separate plugin would cut down on duplicate code and would allow third-party plugins to use the class.
Repository: pytorch
Issue: Tracing mode for unbacked SymInts using real data
Labels: low priority,triaged,enhancement,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

@aakhundov and I were talking about guard on data-dependent unbacked symint bugs, and it emerged that there might be a useful alternate tracing mode using real example inputs that might materially improve UX of unbacked symints. Here's what it looks like.

Suppose that you have a program that performs a conditional on unbacked SymInt:

```
x = y.nonzero()
if x.size(0) != 20:
     assert False
do_something()
```

This program will fail to trace in Dynamo, because Dynamo does not have a hint for `x.size(0)` and has no idea which way the conditional will go. However, it turns out that in many cases, there is some implicit invariants that mean the conditionals will always go one way or another--in the example above, we know that `x.size(0) == 20`, because it would error otherwise (if you write `torch._check(x.size(0) == 20)`, we can in fact automatically infer this, but in many cases the conditional is nontrivial to identify). What we would like to do is *infer* what these invariants are, based on the actual control flow execution of the model.

If we run tracing with real tensor values, we can determine what the true value of `x.size(0)` is, and we can subsequently determine which path the conditional goes down. We can then suggest to the user that they should insert `torch._check(x.size(0) == 20)` after the allocation of x, which will give you a program that will trace without real sizes.

Some details to deal with:

* Hints may be inconsistent with 0/1 specialization. When we have `x = y.nonzero()`, we assume `x.size(0) not in [0, 1]`. User must therefore carefully craft their data-set to always have intermediate values that are >= 2. I can't think of a better way to deal with this: if the real data results in a 1-size tensor, we must not generate guards forcing it to be equal to one, because those guards won't generalize. But if we ignore the real data, then it's not entirely clear how to evaluate the truth value of guards. `x.size(0) == 0` is certainly false, but what about `x.size(0) * 512 == 0` (should be false)? How about `x.size(0) + y.size(0) == y.size(0)`? Perhaps if you can do https://github.com/pytorch/pytorch/pull/105535 that would work, but this is implemented by allocating an unbacked tensor, which is precisely what we're trying to get rid of.
* We don't necessarily need to evaluate real values for everything. For example, in KJT use case, you probably only need the offsets/lengths tensors to be fully materialized to work everything else out. Additionally, if you have some logic which isn't doing conditionals on unbacked symints, you can probably get away with using a normal unbacked symint. The real value is just a get out of jail free card to figure out which way the conditional should resolve.

### Versions

main

cc @anijain2305 @chauhang @penguinwu @msaroufim @wconstab @bdhirsh @zou3519