sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Animation and Animation Tree editor UI randomly start referencing stuff in other scenes
Labels: bug,topic:editor,needs testing,topic:animation

### Godot version

4.0 alpha 10

### System information

Windows 10, amd 6900xt, vulkan clustered

### Issue description

Let me preface this by saying that I am not 100% certain what exactly is going wrong here. This might be a duplicate of #62287 or at least somewhat related, but at this point I am not really certain about anything anymore. I am writing this issue to document my own experience in the hopes that it will be useful when other users start encountering similar issues.

I THINK that sometimes the bottom editor panels for editing Animations and Animation Trees don't fully realize that the user has switched scenes and start to use information from the previous scene.

In the case of the Animation Tree this means that while I was definitely editing the correct tree (based on the nodes I was seeing) the "Pick Animation" popup started offering Animations from the previous scene.
Sometimes selecting these animations kind of worked in the editor viewport, but stuff always stopped working when I pressed the play button.

In the case of the Animation Player Panel I was suddenly seeing Animation Tracks from Animation Libraries I only added to the Animation Player in the previous scene. The Onion Skinning and the Loop button were also behaving weirdly, but that might have been caused by #62287.

I tried to get some log output, but the only noteworthy thing I found was:
```
E 0:00:00:0692   _disconnect: Attempt to disconnect a nonexistent connection from '[Animation:-9223372012041272198]'. Signal: 'tracks_changed', callable: 'AnimationPlayer::_animation_changed'.
  <C++ Error>    Condition "signal_is_valid" is true.
  <C++ Source>   core/object/object.cpp:1401 @ _disconnect()
```

### Steps to reproduce

Despite my best efforts I have no clue how to reliably reproduce this, I encountered this randomly three times over two hours.
I was working on a project that has two different Animation Players and Animation Trees in two different scenes, but both of them share some of the same AnimationLibraries.
After the first time I encountered this I made sure that after switching scene tabs I ALWAYS clicked on the node I wanted to edit before opening the bottom panels, but this didn't really make much of a difference.

### Minimal reproduction project

Couldn't figure out how to reproduce this.
Repository: flutter
Issue: Flutter Mac IOS Engine bot fails to compile new revision of zlib
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

Fltuter engine Mac iOS builder fails on new revision of zlib:

From [logs](https://ci.chromium.org/ui/p/flutter/builders/try/Mac%20iOS%20Engine/32804/overview) of a [dart->engine roll](https://github.com/flutter/engine/pull/34187)

```
[1617/4268] CC obj/third_party/zlib/chrome_zlib.adler32.o
FAILED: obj/third_party/zlib/chrome_zlib.adler32.o 
clang -MD -MF obj/third_party/zlib/chrome_zlib.adler32.o.d -DARM_OS_IOS -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -D_LIBCPP_ENABLE_THREAD_SAFETY_ANNOTATIONS -DNDEBUG -DNVALGRIND -DDYNAMIC_ANNOTATIONS_ENABLED=0 -DZLIB_IMPLEMENTATION -DADLER32_SIMD_NEON -DINFLATE_CHUNK_SIMD_NEON -DINFLATE_CHUNK_READ_64LE -DDEFLATE_SLIDE_HASH_NEON -I../.. -Igen -I../../third_party/zlib -isysroot /opt/s/w/ir/cache/osx_sdk/XCode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator15.0.sdk -mios-simulator-version-min=11.0 -fno-strict-aliasing -arch arm64 -fcolor-diagnostics -fvisibility=hidden -stdlib=libc++ -Wstring-conversion -Wnewline-eof -Os -fno-ident -fdata-sections -ffunction-sections -g2 -Wendif-labels -Werror -Wno-missing-field-initializers -Wno-unused-parameter -Wunguarded-availability -Wno-deprecated-declarations -Wno-deprecated-non-prototype -Wno-incompatible-pointer-types -Wunused-variable -std=c99  -c ../../third_party/zlib/adler32.c -o obj/third_party/zlib/chrome_zlib.adler32.o
error: unknown warning option '-Wno-deprecated-non-prototype' [-Werror,-Wunknown-warning-option]
[1618/4268] CXX obj/third_party/skia/modules/skunicode/src/skunicode.SkUnicode_icu_builtin.o
[1619/4268] CC obj/third_party/zlib/chrome_zlib.compress.o
FAILED: obj/third_party/zlib/chrome_zlib.compress.o 
clang -MD -MF obj/third_party/zlib/chrome_zlib.compress.o.d -DARM_OS_IOS -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -D_LIBCPP_ENABLE_THREAD_SAFETY_ANNOTATIONS -DNDEBUG -DNVALGRIND -DDYNAMIC_ANNOTATIONS_ENABLED=0 -DZLIB_IMPLEMENTATION -DADLER32_SIMD_NEON -DINFLATE_CHUNK_SIMD_NEON -DINFLATE_CHUNK_READ_64LE -DDEFLATE_SLIDE_HASH_NEON -I../.. -Igen -I../../third_party/zlib -isysroot /opt/s/w/ir/cache/osx_sdk/XCode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator15.0.sdk -mios-simulator-version-min=11.0 -fno-strict-aliasing -arch arm64 -fcolor-diagnostics -fvisibility=hidden -stdlib=libc++ -Wstring-conversion -Wnewline-eof -Os -fno-ident -fdata-sections -ffunction-sections -g2 -Wendif-labels -Werror -Wno-missing-field-initializers -Wno-unused-parameter -Wunguarded-availability -Wno-deprecated-declarations -Wno-deprecated-non-prototype -Wno-incompatible-pointer-types -Wunused-variable -std=c99  -c ../../third_party/zlib/compress.c -o obj/third_party/zlib/chrome_zlib.compress.o
error: unknown warning option '-Wno-deprecated-non-prototype' [-Werror,-Wunknown-warning-option]
```

This seems to indicate that clang toolchain on that bot is older compared to other Flutter engine mac bots.

@iskakaushik
Repository: flutter
Issue: Use python3 for run_tests.py across infra
Labels: a: tests,team,engine,P2,c: tech-debt,team-engine,triaged-engine

run_tests.py is python3 ready, but we're using python2 to run it on cirrus and LUCI. We should juse use python3 everywhere these days.
Repository: flutter
Issue: API relating to safely quitting apps
Labels: c: new feature,framework,a: fidelity,a: desktop,P3,team-framework,triaged-framework

On Desktop, it would be nice to support a few quit-related features:
* An API to programmatically safely terminate the app. This would be triggered by application code (e.g. Quit menu item or other UI for terminating the app)
* Callbacks that you can register for to be notified when the app is quitting, so they can perform any final actions -- e.g. saving state, pushing state to network, etc.

The callback above should probably give the developer the option to interact with the user and potentially abort the quit action -- e.g. a "Document has unsaved changes: Cancel/Don't save/Save"

Today we suggest [`SystemNavigator.pop`](https://api.flutter.dev/flutter/services/SystemNavigator/pop.html) as the preferred alternative to calling `exit()`, but this is less-than ideal for at least two reasons:
* It's not very obvious/discoverable
* In a multi-window desktop app, this should probably simply close the window and not terminate the app. OS-specific behaviour would then dictate if the app exits (and in this case we should ideally provide the above callbacks).

The behaviour when closing the last window is platform-specific; on Windows/Linux, the expected behaviour is the app exits. On macOS, this is a project setting that the user controls.
Repository: rust
Issue: If a trait has a supertrait with associated items, don't print those in diagnostics
Labels: A-diagnostics,A-associated-items,T-compiler

<!--
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along with any information you feel relevant to replicating the bug.

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the problematic output to occur.
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Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=6984f6826de1125683b09a294e7fdb18

```rust
use bytes::Bytes; // 1.1.0
use hyper::body::HttpBody; // 0.14.19

trait MyBody: Unpin + Send + Sync + 'static + HttpBody<Data = Bytes, Error = Box<dyn std::error::Error + Send + Sync>> {}
impl MyBody for Box<dyn MyBody> {}

fn foo(x: impl MyBody) {}

fn main() {
    foo(Box::new(0));
}
```

The current output is:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `Box<{integer}>: MyBody` is not satisfied
  --> src/main.rs:10:9
   |
10 |     foo(Box::new(0));
   |     --- ^^^^^^^^^^^ the trait `MyBody` is not implemented for `Box<{integer}>`
   |     |
   |     required by a bound introduced by this call
   |
   = help: the following implementations were found:
             <Box<(dyn MyBody<Data = bytes::Bytes, Error = Box<(dyn std::error::Error + Send + Sync + 'static)>> + 'static)> as MyBody>
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `Box<{integer}>: MyBody` is not satisfied
  --> src/main.rs:10:9
   |
10 |     foo(Box::new(0));
   |     --- ^^^^^^^^^^^ the trait `MyBody` is not implemented for `Box<{integer}>`
   |     |
   |     required by a bound introduced by this call
   |
   = help: the following implementations were found:
             <Box<(dyn MyBody + 'static)> as MyBody>
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

The associated types from the supertrait are already fixed by the trait requirements; printing them again isn't helpful and can be misleading.

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->
Repository: godot
Issue: Rocket Bot Royale - Post-mortem discussion and engine diffs. 
Labels: discussion

### Godot version

3.4

### System information

HTML5, Windows, Linux, MacOS, iOS, Android, Linux Server 

### Issue description

Post mortem for Rocket Bot Royale. A cross-platform, multiplayer, server-authoritative, battle-royale game.  https://rocketbotroyale.winterpixel.io

### Steps to reproduce

N/A - see first comment.

### Minimal reproduction project

N/A - see first comment.
Repository: godot
Issue: Error for `as preload(script.gd)`
Labels: bug,topic:gdscript

### Godot version

3.5, 4alpha10

### System information

Windows/not related

### Issue description

this doesn't work
```gdscript
func _ready():
	($"/Control" as preload("res://Control.gd"))
```
```
expected type after as
```

but this works:
```gdscript
const ControlScript = preload("res://Control.gd")
func _ready():
	($"/Control" as ControlScript)
```

### Steps to reproduce

create a scene with Control node
create a script `Control.gd`:

```gdscript
func _ready():
	($"/Control" as preload("res://Control.gd"))
```
the error will be shown

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: [feature request] LazyTensor that provides/loads/computes its contents only upon request to be returned from torch.load
Labels: feature,triaged,module: lazy

### 🚀 The feature, motivation and pitch

Discussed in https://github.com/pytorch/pytorch/issues/29523#issuecomment-1157729352 and originally proposed by @dzhulgakov in https://github.com/pytorch/pytorch/issues/64601#issuecomment-920469049

Scenario: do not load materialize state_dict all at once at torch.load time and provide some sort of lazy tensors that either + maybe some usecases by @stas00 also referenced in the issue above (https://github.com/pytorch/pytorch/issues/29523#issuecomment-1157230391):
* know how to lazy_tensor.copyto(param) -> this would be the most efficient and allow GPUDirect and other smart implementations of reading from disk directly to the GPU-placed param
* also support torch.as_tensor(lazy_tensor) to materialize to a dense tensor

Probably this would also include adding `torch.load(..., lazy = True)` or `map_location = 'lazy'` option and modifying load_state_dict to dispatch copy_ call to instance method copyto or if it doesn't exist, call torch.as_tensor(lazy_tensor) / use `__array__` before copy_ (this would allow working copying from NumPy arrays or h5py Datasets. A problem may be to not call copyto on non torch-known objects or somehow figure out this case. Currently NumPy does not have instance method copyto, but it may be introduced in the future and this might cause problems.

Maybe having access to tensor meta-info (like shape) should be done in non-lazy way (discussable)

As pointed by @albanD, probably this can be prototyped in Python. But this idea of a pattern of optimized loading of state dict maybe deserves some design in non-python case as well.

I don't know if this has any relation to existing LazyTensor XLA-like infra in PyTorch

Implementation probably would be different depending on underlying storage format: zip or pickle

### Alternatives

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Invalid regex message obscures search
Labels: bug,editor-find

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: May 2022 Recovery 1
- OS Version: Win10

Steps to Reproduce:

![Code_xI7LSuA2Rs](https://user-images.githubusercontent.com/5781692/174890369-e9b936ac-6a41-4426-b8cc-aad3973dfa95.gif)

1. See gif
2. Or: Ctrl+F and quickly Ctrl+V with invalid regex
3. Or: Ctrl+F, invalid regex, Esc, Ctrl+F again
Repository: pytorch
Issue: [CI] Do we run all cpp tests on CI?
Labels: module: ci,triaged

### 🐛 Describe the bug

We should! But recently, @vors pointed out that there have been regressions not caught by CI before. https://github.com/pytorch/pytorch/pull/79926 

Proposal:
We should make sure all cpp tests that are expected to run are run somewhere in CI.

### Versions

CI

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: electron
Issue: [Feature Request]: enable frameRate API on non-offscreen rendering webviews
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Hi there 👋

In this tutorial:
https://www.electronjs.org/docs/latest/tutorial/offscreen-rendering

it's mentioned one can set frame rate via

```ts
win.webContents.setFrameRate(60)
```

They are like hidden webviews, and are never shown to the user.

In our app, we want to control the framerate of the webview elements we use for displaying content, which is not offscreen and this is not currently allowed as `setFrameRate` is only supported in offscreen webviews.

So I'm curious - is there a plan to support this on non-offscreen webviews at some point? Would be awesome to have it! 🙌 


### Proposed Solution

To implement the `setFrameRate` functionality for non-offscreen webviews

### Alternatives Considered

No alternatives considered

### Additional Information

_No response_
Repository: pytorch
Issue: Deterministic `index_put` on CUDA fails when broadcasting is required
Labels: triaged,module: advanced indexing

### 🐛 Describe the bug

`index_put` with `torch.use_deterministic_algorithms(True)` when broadcasting is implied fails on CUDA while it succeeds on CPU and without `use_deterministic_algorithms`.

Note that while this appears to be related to previous issues, I do not believe this is a duplicate of an existing bug that has been _already_ fixed. See also: #57515, #61032, #61612, #67189, #72053

Report originated from forum post: https://discuss.pytorch.org/t/assigning-tensor-to-multiple-rows-on-gpu/154421
Repro:
```
import torch
torch.use_deterministic_algorithms(True)
x = torch.zeros((5,4), device=torch.device('cuda:0'))
x[[False,True,False,True,True]] = torch.tensor([1.0, 1.0, 1.0, 1.0], device=torch.device('cuda:0'), dtype=torch.float32)
```

I'll open a PR right after the posting of this issue with a band-aid fix, but I'm skeptical of its robustness.

CC @ptrblck @ngimel

### Versions

```
Collecting environment information...
PyTorch version: 1.12.0a0+bd13bc6
Is debug build: False
CUDA used to build PyTorch: 11.6
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.4 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: version 3.22.3
Libc version: glibc-2.31

Python version: 3.8.13 | packaged by conda-forge | (default, Mar 25 2022, 06:04:10)  [GCC 10.3.0] (64-bit runtime)
Python platform: Linux-5.13.0-30-generic-x86_64-with-glibc2.10
Is CUDA available: True
CUDA runtime version: 11.6.124
GPU models and configuration:
GPU 0: NVIDIA RTX A6000
GPU 1: NVIDIA RTX A6000

Nvidia driver version: 470.103.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.4.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.22.3
[pip3] pytorch-quantization==2.1.2
[pip3] torch==1.12.0a0+bd13bc6
[pip3] torch-tensorrt==1.1.0a0
[pip3] torchtext==0.13.0a0
[pip3] torchvision==0.13.0a0
[conda] magma-cuda110             2.5.2                         5    local
[conda] mkl                       2019.5                      281    conda-forge
[conda] mkl-include               2019.5                      281    conda-forge
[conda] numpy                     1.22.3           py38h1d589f8_2    conda-forge
[conda] pytorch-quantization      2.1.2                    pypi_0    pypi
[conda] torch                     1.12.0a0+bd13bc6           dev_0    <develop>
[conda] torch-tensorrt            1.1.0a0                  pypi_0    pypi
[conda] torchtext                 0.13.0a0                 pypi_0    pypi
[conda] torchvision               0.13.0a0                 pypi_0    pypi
```
Repository: vscode
Issue: API: allow an extension to change the environment variables
Labels: feature-request,api,under-discussion,workbench-os-integration,api-proposal

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

I'm currently investigating options to simplify the usage of [vcpkg artifacts](https://devblogs.microsoft.com/cppblog/vcpkg-artifacts/) in VS Code. While the example below is specific to vcpkg, similar workflows exist in other languages, like [Python's virtual environments](https://docs.python.org/3/library/venv.html).

1. The user has a `vcpkg-configuration.json` file checked into their repository that describes the artifacts required by the project. In an embedded development context, this is typically things like ARM compiler toolchains, on-chip debuggers, and associated utilities like serial monitors.
2. From a shell, the user runs `vcpkg activate`. This downloads the artifacts as needed and then changes the `PATH` environment variable in the current shell session to include the artifacts. Other environment variables like `CC` or `CXX` may also be set depending on the artifact.
3. From the same shell session, the user runs `code .` to launch VS Code in the vcpkg environment.

What I'd like to do is create a VS Code extension that can run the activation steps without requiring the user to manually use a shell. Assuming the extension has a way to retrieve the desired environment variables from vcpkg, I need a way to apply these environment variables to the current VS Code instance. The simplest way I can think of to achieve this by adding a new built-in command that accepts a set of environment variables, then restarts the current VS Code process with the environment variables applied to the new process.

- Does this sound like the right approach to solving this problem? I'm willing to create the PR if the approach is sound.
- Would it be better to restart the entire process, or instead take the more limited approach of the existing "Developer: Reload Window" command which restarts most child processes but leaves the main VS Code process intact?
Repository: flutter
Issue: [Impeller] Refactor CompilerBackend to remove MSL and GLSL variants.
Labels: engine,P3,c: tech-debt,e: impeller,team-engine,triaged-engine

Turns out the MSL variant is a superset of all others. Tracking the variant explicitly only complicates the codebase.
Repository: flutter
Issue: toGpuImage could be done on the IO thread
Labels: engine,perf: speed,P2,team-engine,triaged-engine

in https://github.com/flutter/engine/pull/33736 I'm writing this to just be done on the raster thread because it makes things a bit easier, but with a fence we could do it on the IO thread and still have it be ready in time for rasterization - and get better parallelization around texture usage. There also may be some issues around using the SkImage across contexts that I'm not aware of.
Repository: pytorch
Issue: Comprehensive documentation for Tensor indexing?
Labels: module: docs,triaged,module: advanced indexing

### 📚 The doc issue

Is there a comprehensive doc page for Tensor indexing, like there is for [numpy.ndarray](https://numpy.org/doc/stable/user/basics.indexing.html)?

I am facing some inconsistencies, particularly when using combined advanced boolean indexing and basic indexing, where the behaviour is clearly documented in the numpy side of things, but I am getting IndexError s in pytorch.

Would be great to know to what extent Tensor indexing mimics ndarray indexing.

Cheers.

### Suggest a potential alternative/fix

Add a page like https://numpy.org/doc/stable/user/basics.indexing.html#advanced-indexing to the docs.

cc @svekars @holly1238