sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Physics interpolation doesn't interpolate Camera2D correctly when the viewport's aspect ratio changes
Labels: bug,topic:physics,topic:2d

### Tested versions

### Tested versions

- Reproducible in: 4.3.dev b7feebefa, 3.6.beta 945a49064f862a939fdfbc12f63e36ecfea0c8d4

### System information

Godot v4.3.dev (b7feebefa) - Fedora Linux 39 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 550.78) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

Physics interpolation doesn't interpolate Camera2D correctly when the viewport's aspect ratio changes. This results in a "jelly" appearance when resizing the window quickly on one axis:

### 10 ticks per second, physics interpolation enabled

https://github.com/godotengine/godot/assets/180032/3fdc6356-677c-44f6-b97e-eda1072c0568

### 10 ticks per second, physics interpolation disabled

https://github.com/godotengine/godot/assets/180032/bca93091-9f49-4fac-96ea-8aac1d5035dd

This issue does not occur when the aspect ratio doesn't change after the window resize (e.g. in projects that use the `keep` stretch aspect).

I see two potential solutions:

- Force a reset of the current Camera2D's interpolation when the viewport's aspect ratio changes. Size changes without an aspect ratio change don't have this issue, so they shouldn't force a reset.
- Allow Camera2D updates to *exceptionally* occur once on the next process tick when the viewport's aspect ratio changes, even if their update mode is Physics. This might be a more fiddly solution, but it'll make resizes look smoother at low physics ticks. Given viewport resizing is a relatively slow operation, I doubt the difference will be noticeable above 30 ticks per second though.

### Steps to reproduce

- Create a Camera2D node with the default settings and center it around a sprite.
- Set the project's stretch mode to `canvas_items` and stretch aspect to `expand`.
- Enable physics interpolation and set physics ticks per second to 10.
- Notice the sprite slowly snapping into position, as opposed to constantly remaining at the center of the window.

### Minimal reproduction project (MRP)

- 4.x: [isometric_4.x.zip](https://github.com/user-attachments/files/15741537/isometric_4.x.zip)
- 3.x: [isometric_3.x.zip](https://github.com/user-attachments/files/15741534/isometric_3.x.zip)
Repository: ollama
Issue: integration with microsoft/aici for deterministic prompt outputs
Labels: feature request

Is there a roadmap for combining with microsoft's open source AI Control Interface(AICI) project? AICI affords arbitrary deterministic prompt outputs constrained by a regex expression(and/or other techniques). When developers are deciding between proprietary and open source llm solutions, prompt control seems like it's one of the foremost issues(this is why people choose the "smarter" llms). The advantages to the AICI approach to prompting seems like it's ideas will make AICI(or something else like it) a clear long term winning move for the open source space, affording greater output control and enabling very focused problem solving.

https://github.com/microsoft/aici

As an aside, I think the Agents are currently an overhyped workflow. Even current sota llms can't be consistently trusted to generally solve problems recursively. Given this glaring issue, we need to craft workflows that can reliably squeeze every bit of problem solving out of these models. The AICI approach seems to REALLY help with the reliability. It's like function calling, but even more flexible. Just some thoughts...
Repository: tauri
Issue: [bug] Webview API not available on mobile
Labels: type: bug,status: needs triage

### Describe the bug

import { Webview } from '@tauri-apps/api/webview'
const webview = new Webview(getCurrent(),`${app.name}-webview`, options);
....
=>
{event: 'tauri://error', id: -1, payload: 'Webview API not available on mobile'}

### Reproduction

_No response_

### Expected behavior

I want to open a new webview in Android and specify proxyUrl. It seems to be useful on the PC side. Does Android not support the webview API? How to implement this feature, or are there any compatible plans in the near future

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.0 (aedd173a2 2024-03-17)
    ✔ cargo: 1.77.0 (3fe68eabf 2024-02-29)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 21.7.1
    - pnpm: 8.10.5
    - yarn: 1.22.17
    - npm: 6.14.17

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.1
    - tao [RUST]: 0.28.0
    - @tauri-apps/api [NPM]: 2.0.0-beta.13
    - @tauri-apps/cli [NPM]: 2.0.0-beta.20

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../../agent/gui
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

```text
{event: 'tauri://error', id: -1, payload: 'Webview API not available on mobile'}
```


### Additional context

_No response_
Repository: vscode
Issue: Empty profile content should have special treatment
Labels: polish,user-profiles

Open some profile which does not contribute settings (create one from the Java general template).
Notice that Settings are rendered normally and clicking on Open to the Side gives an editor error 🐛 

1. If some content is empty it should have some special rendering. Maybe grayed out
2. This should not throw an editor error. Ideally it would allow me to edit the settings.json of that profile (even if it is empty)

![Image](https://github.com/microsoft/vscode/assets/1926584/f59cb9fa-ef92-41ec-865d-c2e251b1b5fb)
Repository: pytorch
Issue: DISABLED test_attention_vs_linear (__main__.MemoryBudgetTest)
Labels: module: rocm,triaged,skipped,oncall: pt2

Platforms: rocm

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22functorch%2Ftest_ac.py%3A%3AMemoryBudgetTest%3A%3Atest_attention_vs_linear%22%5D)).

Caused by https://github.com/pytorch/pytorch/pull/126320.  Seeing if disabling this one issue can bring HUD back to green.  If not, a revert will be issued.

cc @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @ezyang @bdhirsh @anijain2305 @chauhang
Repository: flutter
Issue: flutter_gallery__memory_nav is flaky on mokey
Labels: P2,team-engine,triaged-engine

It was passing on MotoG4. Sample flake:

https://ci.chromium.org/ui/p/flutter/builders/staging/Linux_mokey%20flutter_gallery__memory_nav/96/overview
Repository: godot
Issue: Animation Tree preview setting Animated Sprite 2D animation prevents using SpriteFrames' own preview
Labels: enhancement,discussion,topic:editor,topic:animation,topic:2d

### Tested versions

- Reproducible in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.161.07) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

Similarly to https://github.com/godotengine/godot/issues/73559, playing some looping animation in the Animation Tree preview (generally clicking on the Play button in the animation state machine) and keeping it Active will keep the preview running, preventing other preview to run properly, in this case the Animated Sprite 2D > SpriteFrames > select animation and play.

I created a MRP where a short animation is looping, periodically setting the animation name. When trying to select a different animation in AnimatedSprite, the Animation Tree ignores it and will override the selected animation anyway.

It may not be a bug per se (everything runs as usual, if you consider that Godot treats AnimatedSprite2D like any other node whose properties are animated), this is a UX issue as user needs to remember to stop the animation preview each time. One technique is to deactivate the Animation Tree completely, but then user must remember to reactivate it before playing, or write a script to auto-activate it.

I opened this as a bug so it can be side by side with #73559, but I think it will require a certain amount of work to fix so it may become a discussion / feature proposal. For now, I can imagine solutions similar to the one I suggested in the other issue:
a. a brutal fix where animation preview would stop as soon as AnimatedSprite2D is selected (but unlike AnimationPlayer it may need more work to detect if indeed the node is manipulated by the current animation), or
b. a more flexible solution, adding an option to let user decide of preview behavior. In this case, an option to stop the animation tree preview as soon as user deselects the Animation Tree node would be enough.

### Steps to reproduce

1. Open MRP
2. Select Animation Tree. Its dedicated panel should open.
3. Click on Play button to preview `default` animation
4. Select AnimatedSprite2D
5. Try to select the `eyes` animation, and click on Play to preview it
6. Within 1 second, the preview will force animation back to `default`

### Minimal reproduction project (MRP)

[v4.2.2 - Animation Tree preview prevents Animated Sprite animation preview.zip](https://github.com/user-attachments/files/15741933/v4.2.2.-.Animation.Tree.preview.prevents.Animated.Sprite.animation.preview.zip)
Repository: godot
Issue: Lights aren't rendered correctly in a ReflectionProbe for materials with Disabled cull mode
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.3.beta1.official [a4f2ea91a]

### System information

Godot v4.3.beta1 - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

Lights in the reflection behave as if the reflected mesh had inverted normals:


https://github.com/godotengine/godot/assets/60579014/53626c27-b339-411f-a8c9-b1d7c4a98271

Interestingly this doesn't happen if I create a new `StandardMaterial3D` and assign it as an override, but I can't make it work on an imported one even when I unassign every map and revert every property

### Steps to reproduce

MRP

### Minimal reproduction project (MRP)

https://drive.proton.me/urls/QRRKSP8B3M#PU8C3f5KDiRx
Repository: go
Issue: build: make.bash failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- repo == "tools" && (pkg == "" && test == "make.bash" || pkg == "make.bash")
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8745779254804505921)):

    Building Go cmd/dist using /Users/swarming/.swarming/w/ir/cache/tools/go_bootstrap. (go1.20.6 darwin/amd64)
    Building Go toolchain1 using /Users/swarming/.swarming/w/ir/cache/tools/go_bootstrap.
    Building Go bootstrap cmd/go (go_bootstrap) using Go toolchain1.
    Building Go toolchain2 using go_bootstrap and Go toolchain1.
    Building Go toolchain3 using go_bootstrap and Go toolchain2.
    # cmd/compile/internal/ssa [cmd/compile]
    cmd/compile/internal/ssa/rewrite386.go:740:16: internal compiler error: 'rewriteValue386_Op386ADDL': panic during regalloc while compiling rewriteValue386_Op386ADDL:
    
    runtime error: index out of range [27805] with length 2048
    
    ...
    cmd/compile/internal/ssagen.Compile(0xc0115112c0, 0x0, 0x9249200111111111?)
    	cmd/compile/internal/ssagen/pgen.go:302 +0x88
    cmd/compile/internal/gc.compileFunctions.func5.1(0x93fe200db6db6777?)
    	cmd/compile/internal/gc/compile.go:183 +0x38
    cmd/compile/internal/gc.compileFunctions.func3.1()
    	cmd/compile/internal/gc/compile.go:165 +0x30
    created by cmd/compile/internal/gc.compileFunctions.func3 in goroutine 98
    	cmd/compile/internal/gc/compile.go:164 +0x247
    
    go tool dist: FAILED: /Users/swarming/.swarming/w/ir/x/w/goroot/pkg/tool/darwin_amd64/go_bootstrap install -a cmd/asm cmd/cgo cmd/compile cmd/link cmd/preprofile: exit status 1


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: SCM Working Set - persist pinned tabs when switching branches
Labels: feature-request,scm

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I love the new Working Sets feature (#35307) - nice work! In particular I like setting mine to `"scm.workingSets.default": "empty"` so I have a fresh slate when switching branches, though it'd be nice if there was a way to persist the pinned tabs when switching branches since the files I have there tend to be ones I need to reference across branches.

I see two approaches to this, in order of preference:
1. Add another setting named something like `"scm.workingSets.persistPins": true` where pinned tabs are maintained globally across working sets. If you close/open a pinned tab in one working set, it will remain closed/opened when switching working sets.
2. Add a third `scm.workingSets.default` option named something like `pinned`. This would carry forward just the pinned tabs I have in the current working set if the switched branch doesn't have a working set yet. I don't like this one as much because it means working sets won't always have the same set of pinned tabs when I add/remove pins.
Repository: go
Issue: cmd/compile/internal/ssa: incorrect type width when folding widening ops
Labels: NeedsFix,arch-ppc64x,compiler/runtime

### Go version

tip

### Output of `go env` in your module/workspace:

```shell
GOARCH=ppc64le
```


### What did you do?

Further exploration of lower rule improvements has uncovered problems when using a Value Type's size to determine whether to apply a rule.

E.g the rule in PPC64.rules:

```
(MOVWZreg y:(AND (MOVDconst [c]) _)) && uint64(c) <= 0xFFFFFFFF => y
```

And later in PPC64latelower.rules:

`(AND <t> x:(MOVDconst [m]) n) && t.Size() == 4 && isPPC64WordRotateMask(m) => (RLWINM [encodePPC64RotateMask(0,m,32)] n)`

If `m` is the value `0xF000000F` or a similar wrapping mask on PPC64, the upper 32 bits of the value are not always 0. I think this only affects rules which use RLWINM and RLWNM. I believe they are the only GPR opcodes on PPC64 which have this behavior.


### What did you see happen?

The latelower rule is triggered in cases where the result is expected to be wider than the assigned type 

### What did you expect to see?

The Type of the result in lower should reflected the widened type.
Repository: godot
Issue: Duplicating `GraphEdit` in editor prints error
Labels: bug,topic:gui

### Tested versions

v4.3.beta.custom_build [e96ad5af9]

### System information

Windows 10

### Issue description

Duplicating a `GraphEdit` node in the editor prints the error below.  Same error during each step of copy/paste.  The duplicated `GraphEdit` still seems to work ok in a running project, and I don't see the error when calling `$GraphEdit.duplicate()` in gdscript.

```
  scene\main\node.cpp:1682 - Index p_index = 1 is out of bounds ((int)data.children_cache.size() = 1).
  Child node disappeared while duplicating.
```

### Steps to reproduce

In a new project, create a scene and add a `GraphEdit` child.  Duplicate or copy/paste the `GraphEdit` node, and the error should print in the Output tab

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Undefined symbols linker error when running app on iOS simulator
Labels: bug,platform:ios,topic:export

### Tested versions

4.2.2.stable, 4.3.beta1.mono

### System information

Godot v4.2.2.stable - macOS 14.5.0 - GLES3 (Compatibility) - Apple M2 - Apple M2 (8 Threads)

### Issue description

iOS export works fine on actual device but throws "Undefined symbols" linker error when attempting to run on any simulator.
Lots of "Ignoring file" warnings on Debug-iphonesimulator/libgodot.a because required architecture is arm64
The only architecture I can choose from the Godot export  tool for iOS is arm64 (Android has multiple available)

### Steps to reproduce

Reproducible with a minimal Godot project.
No code, just a single Node2D scene containing a ColorRect.

### Minimal reproduction project (MRP)

N/A
Repository: neovim
Issue: terminal COLUMNS/LINES not respected at startup, shows a small window (foot terminal)
Labels: bug,tui,startup

### Problem

When launching neovim, most of the time it will show a very small window only to get remapped after a few milliseconds... I fixed this by setting the columns and lines in neovim configuration:

```
vim.opt.columns = 272
vim.opt.lines = 56
```

IMO, the user should not have to directly add the terminal columns and lines to its configuration and neovim should know right from the start how many columns and lines the terminal has.

How it looks at launch:

![ss_2024_06_07_11_43_14](https://github.com/neovim/neovim/assets/14960414/89cbeb60-dda3-4a60-9882-626b04719b30)

After launch:

![ss_2024_06_07_11_43_27](https://github.com/neovim/neovim/assets/14960414/62ccff77-1625-497e-9955-b303c7dc5821)

I first reported the issue on foot's codeberg issues but quickly realized this was a problem with neovim:

[https://codeberg.org/dnkl/foot/issues/1733](https://codeberg.org/dnkl/foot/issues/1733)

Apparently this is because neovim doesn't use SIGWINCH properly:

[https://codeberg.org/dnkl/foot/issues/453](https://codeberg.org/dnkl/foot/issues/453)

### Steps to reproduce

Use a very fast terminal like foot or alacritty and you will notice it when launching neovim.

### Expected behavior

I would expect neovim to map its window correctly to the terminal lines and columns at launch.

### Neovim version (nvim -v)

NVIM v0.11.0-dev-196+g2ce4a4d91e Build type: Release LuaJIT 2.1.1716656478

### Vim (not Nvim) behaves the same?

I don't have vim installed

### Operating system/version

Arch Linux

### Terminal name/version

foot version: 1.17.2 +pgo +ime +graphemes -assertions

### $TERM environment variable

foot

### Installation

Arch User Repository (AUR)
Repository: rust
Issue: When looking for alternative places for method not found, look at parent expresions for it
Labels: A-diagnostics,P-low,T-compiler,A-suggestion-diagnostics,D-papercut,D-terse

When you have a chained expression `foo.bar().baz.bat()` and either `baz` or `bat` aren't found, look at *removing* parts of the chain to find the method or the field. We currently look for potential nested fields that would have the field and method not found.
Repository: flutter
Issue: [packages] Run stable tests on stable rolls
Labels: team,package,team-ecosystem,P3,triaged-ecosystem

To reduce CI usage, we only run most `stable` tests for flutter/packages in postsubmit. This is usually what we want, but for the stable roller it would be good to run the `stable` tests, since those are the only ones that matter in that case.

I'm not sure if this is possible to express currently in .ci.yaml, but if it's not we should investigate whether we could make it possible. (In theory we could duplicate every single one as a presubmit-only test using `runIf`, but that would be a nightmare to maintain.)
Repository: rust
Issue: "Binding is possibly uninitalized" reports some additional spans incorrectly in addition to the correct one
Labels: A-diagnostics,T-compiler,D-papercut,A-control-flow

### Code

```Rust
enum E {
    A,
    B,
    C,
}

fn foo(e: E) {
    let bar;
    match e {
        E::A => return,

        E::B => {}

        E::C => {
            bar = 5;
        }
    }

    let _baz = bar;
}
```


### Current output

```Shell
error[E0381]: used binding `bar` is possibly-uninitialized
  --> src/lib.rs:19:16
   |
8  |     let bar;
   |         --- binding declared here but left uninitialized
9  |     match e {
10 |         E::A => return,
   |         ---- if this pattern is matched, `bar` is not initialized
11 |
12 |         E::B => {}
   |         ---- if this pattern is matched, `bar` is not initialized
...
19 |     let _baz = bar;
   |                ^^^ `bar` used here but it is possibly-uninitialized

For more information about this error, try `rustc --explain E0381`.
```


### Desired output

```Shell
error[E0381]: used binding `bar` is possibly-uninitialized
  --> src/lib.rs:19:16
   |
8  |     let bar;
   |         --- binding declared here but left uninitialized
9  |     match e {
10 |         E::A => return,
11 |
12 |         E::B => {}
   |         ---- if this pattern is matched, `bar` is not initialized
...
19 |     let _baz = bar;
   |                ^^^ `bar` used here but it is possibly-uninitialized

For more information about this error, try `rustc --explain E0381`.
```


### Rationale and extra context

Yes `bar` is not initialized in the `E::A` arm, but the goal of the diagnostic should be to print the spans that the user needs to \*fix\*. The `E::A` arm diverges so the user only needs to fix the `E::B` arm. So the report for `E::B` is correct, but the one for `E::A` should not be emitted.

### Other cases

My original code that triggered this was similar to wrapping the whole body of `foo` in a `loop {}` and using `break` instead of `return`. The rationale is the same.


### Rust Version

```Shell
rustc 1.80.0-nightly (a330e4959 2024-06-04)
binary: rustc
commit-hash: a330e49593ee890f9197727a3a558b6e6b37f843
commit-date: 2024-06-04
host: x86_64-unknown-linux-gnu
release: 1.80.0-nightly
LLVM version: 18.1.6
```


### Anything else?

_No response_

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Repository: flutter
Issue: [windows] Delete generated CMake files if build tool paths change
Labels: tool,platform-windows,a: desktop,a: build,P3,team-windows,triaged-windows

If someone's build tools change paths, the generated CMake files for a project can have sticky references (e.g., in `CMakeCache.txt`), and subsequent builds will fail until the build output directory is removed and regenerated. I would expect that for Windows this could happen if someone switches to a newer major version of Visual Studio and removes the old one.

We could keep a set of things whose location we check, starting with Visual Studio and seeing if we encounter other cases, and if they change location tell the user to `flutter clean`.

See also https://github.com/flutter/flutter/issues/66484, the Linux version of this.
Repository: pytorch
Issue: AOTAutogradCache implementation
Labels: triaged,oncall: pt2,module: aotdispatch,release notes: AO frontend,module: startup-tracing-compile,module: pt2-dispatcher

This is just an umbrella issue for me to keep track of ongoing work/TODOs for AOTAutogradCache.

PR stack: https://github.com/pytorch/pytorch/pull/126791

```[tasklist]
### Tasks
- [x] Land V0-1 of AOTAutogradCache PRs
- [x] Implement caching for cudagraphification: cudagraphs runs after FXGraphCache as a post compile step
- [x] Fix serialization bugs for OutputAliasTypes that have tensors (AOTAutogradTestWithCache.test_input_aliased_with_mutation_output_alias) (PR out)
- [x] Implement certain unknown node ops (AOTAutogradTestWithCache.test_inner_grad) (PR out)
- [ ] Improve cache to support multiple backwards for a single forward
- [x] Fix cache key generation using torch_key in fbcode
- [x] Test on small model from benchmark
- [x] Don't specialize on real tensor metadata when dynamic shapes are turned on (PR out)
- [ ] Handle higher order ops/custom autograd functions
- [x] Double check shape guard behavior: tests
- [x] Minor optimizations for perf: don't run debug_str every time, calculate triton cache key at load time instead of compile time
- [x] AOTAutogradCache calls FXGraphCache post compile steps (i.e. cudagraphs) (PR out)
- [x] Handle ephemeral + nccl timeouts properly in AOTAutogradCache
- [x] Implement remote AOTAutogradCache
```


cc @ezyang @bdhirsh @anijain2305 @chauhang @zou3519