sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: testing: make Testing return a compile-time constant
Labels: Proposal

#60737 suggests adding `const Testing bool = ...` to package testing, unaware of #52600 that added `func() Testing bool`.
This proposal is a replacement for #60737 to discuss whether the new API should return a compile-time constant (right now the result is filled in at link time), so that packages can compile differently when being built as a dependency of a test. 

Specifically, package testing would itself build differently when built as a dependency of a test versus a non-test binary, and then any packages that import "testing" in non-test code would then also have to rebuild. So if A imports B imports C imports testing, and A also imports D, and we are building A's test, we have to rebuild testing, C, B for A's test, but not D.

The rebuild is the only cost here. The potential problems with abuse of testing.Testing are the same either way.
Repository: godot
Issue: Static variables missing from property list and indistinguishable in user documentation
Labels: bug,topic:gdscript

### Godot version

master (eb86dab)

### System information

Kubuntu 23.04

### Issue description

_Separated from p.5 of #77098._

In the user documentation static variables do not have the "static" qualifier (like static methods) / are not in a separate section "Static Properties".

```gdscript
static var a: int
var b: int
```

![](https://github.com/godotengine/godot/assets/47700418/41c2e18a-b6c6-443c-89f9-178ddf4d2f9c)

Static variables are not in the property list of both the object _and the script_[^1]. If we want the former, then we need a new `PROPERTY_USAGE_STATIC` flag. For comparison, static functions are in the method list and there is `METHOD_FLAG_STATIC`.

I have a [branch](https://github.com/dalexeev/godot/tree/gds-static-vars-property-list-and-docs) with an implementation draft.

* Related to #78170.

[^1]: Will be fixed by #77129.

### Steps to reproduce

```gdscript
static var a: int
var b: int

func _ready() -> void:
    for property in get_property_list():
        if property.name in ["a", "b"]:
            print(property)
    print("---")
    for property in get_script().get_property_list():
        if property.name in ["a", "b"]:
            print(property)
    print("---")
    for property in get_script().get_script_property_list():
        if property.name in ["a", "b"]:
            print(property)
```

```
{ "name": "b", "class_name": &"", "type": 2, "hint": 0, "hint_string": "", "usage": 4096 }
---
---
{ "name": "b", "class_name": &"", "type": 2, "hint": 0, "hint_string": "", "usage": 4096 }
```

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Deduplicate the operands passed into torch.cond after dynamo tracing.
Labels: triaged

### 🚀 The feature, motivation and pitch

Currently, we lift the free variables inside torch.cond branches as extra inputs to the branch graph. As a result, for simplicitly, we naively extend the torch.cond operands list with free lifted variables from each branch. For example, let's consider `cond(pred, true_fn, false_fn, [x])` where `true_fn` has `a, b, c` as free variables and `false_fn` has `a, b, d` as free variables. Then, dynamo will rewrite it as `cond(pred, true_fn, false_fn, [x, a, b, c, a, b, d])`. Ideally, we should detect this and deduplicate the operands list. 


### Alternatives

_No response_

### Additional context

_No response_
Repository: flutter
Issue: [Release] Cherry-pick issues should be validated
Labels: P2,team-release,triaged-release

Cherry-pick issues should be checked for validity through automation.  

Cherry-pick authors should be made aware that their issues are not valid through automated means.
Repository: next.js
Issue: <Link> breaks CSS `scroll-margin-top` while native <a> works as expected
Labels: Navigation

### 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: x64
      Version: Darwin Kernel Version 21.4.0: Fri Mar 18 00:45:05 PDT 2022; root:xnu-8020.101.4~15/RELEASE_X86_64
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: 1.22.18
      pnpm: 8.5.1
    Relevant packages:
      next: 13.4.6-canary.2
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/mitchuman/scroll-margin-issue

### To Reproduce

Demo: https://scroll-margin-issue.vercel.app/

Compare `<Link>` and `<a>` with anchor/jump links (`href="#..."`) that jump to elements with CSS `scroll-margin-*`

### Describe the Bug

Elements jumped to with `<Link>` components don't have the `scroll-margin-*` applied.
`scroll-behavior: smooth` also does not work for only for `<Link>` components.

`:target` selector also is not activated when viewed in devtools.

### Expected Behavior

`<a>` tags work as expected where elements are scroll with the margin applied.

### Which browser are you using? (if relevant)

Firefox Developer 115.0b3 (64-bit), Arc 0.107.0 (39372), Safari 15.4 (17613.1.17.1.13)

### How are you deploying your application? (if relevant)

Vercel
Repository: stable-diffusion-webui
Issue: [Bug]: on_ui_settings callback gets called after "ui" method in scripts
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When I'm trying to access `shared.opts` in `ui` method of a script, the script fails with the following error:

```
AttributeError: 'Options' object has no attribute 'my_configuration_option_name'
```

The problem goes away when I use "Reload UI" button in the footer. The included repro shows, that on cold start `ui` gets called before registered `on_ui_settings` callback of a script. Is this a normal behavior?

### Steps to reproduce the problem

Run sd-webui with this script:

```
from modules import scripts, script_callbacks

class Script(scripts.Script):
  def title(self):
    return "Bug repro"

  def show(self, _is_img2img):
    return scripts.AlwaysVisible

  def ui(self, _is_img2img):
    print("Hello from ui")

    return []

def on_ui_settings():
  print("Hello from on_ui_settings")

script_callbacks.on_ui_settings(on_ui_settings)
```

Terminal shows this:

```
Hello from ui
Hello from ui
Hello from on_ui_settings
```

### What should have happened?

Callback should run before `ui`

### Commit where the problem happens

baf6946e06249c5af9851c60171692c44ef633e0

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
--xformers
```


### List of extensions

a1111-sd-webui-tagcomplete 	https://github.com/DominikDoom/a1111-sd-webui-tagcomplete.git 	main 	f4218a71 	Fri Jun 9 14:15:27 2023 	unknown
sd-webui-controlnet 	https://github.com/Mikubill/sd-webui-controlnet.git 	main 	c488ef2c 	Sun Jun 11 20:01:30 2023 	unknown
sd-webui-gelbooru-prompt 	https://github.com/antis0007/sd-webui-gelbooru-prompt.git 	main 	4dbea1df 	Fri Apr 7 18:47:44 2023 	unknown
stable-diffusion-webui-images-browser 	https://github.com/AlUlkesh/stable-diffusion-webui-images-browser.git 	main 	b2f6e4cb 	Thu Jun 8 08:11:43 2023 	unknown

+my own script

### Console logs

```Shell
Error calling: C:\Users\me\Documents\sd-new\extensions\my-extension\scripts\my-script.py/ui
Traceback (most recent call last):
  File "C:\Users\me\Documents\sd-new\modules\scripts.py", line 283, in wrap_call
    res = func(*args, **kwargs)
  File "C:\Users\me\Documents\sd-new\extensions\my-extension\scripts\my-script.py", line 215, in ui
    value=opts.my_configuration_option_name,
  File "C:\Users\me\Documents\sd-new\modules\shared.py", line 581, in __getattr__
    return super(Options, self).__getattribute__(item)
AttributeError: 'Options' object has no attribute 'my_configuration_option_name'
```


### Additional information

_No response_
Repository: godot
Issue: GPUParticle3D with local Coordinates and Sub Emitter not working properly
Labels: bug,topic:rendering,confirmed,topic:particles

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10 Home, Intel(R) Core(TM) i5-4210H CPU @ 2.90GHz   2.90 GHz, 

### Issue description

GPUParticleSystem3D with sub-emitter and local coordinates activated, results in the sub emitters position being off.

![image](https://github.com/godotengine/godot/assets/11051231/f58f7ae8-f7f8-4590-ac63-473d015d6613)
Here is the picture. Sub-emitter particles should be there where the collide with the collision box.

### Steps to reproduce

![image](https://github.com/godotengine/godot/assets/11051231/80d587cf-9ad4-475c-ac27-5adef416a840)


### Minimal reproduction project

[GPUParticle3D Sub Emitter Bug Report.zip](https://github.com/godotengine/godot/files/11738825/GPUParticle3D.Sub.Emitter.Bug.Report.zip)
Repository: vscode
Issue: Expired auth notification is not dismissed after (re)sign-in
Labels: feature-request,api,authentication

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 
- OS Version: 

**Steps to Reproduce**

1. Sign in with Microsoft auth provider to your account (in vscode.dev)
2. Close browser and wait some time (e.g. 24 hours)
3. Reopen the same URL and invoke code that requests authentication
4. You will be presented with expired auth (signed out) notification at the bottom:
![image](https://github.com/microsoft/vscode/assets/9581278/fc122dc3-5553-4808-b440-9b63f0dddadf)
6. Invoke the sign-in flow again

**Actual Behavior**

The signed out notification is not dismissed - neither during the sign-in process, nor at the successful completion of the sign-in.
During sign-in:
![image](https://github.com/microsoft/vscode/assets/9581278/dd22accd-a064-4b90-a555-e2293dc5ed19)

After successful sign-in:
![image](https://github.com/microsoft/vscode/assets/9581278/ee196f30-4cc4-49d3-bf0c-d629d6bd146f)

**Expected Behavior**
Sign-out notification to be dismissed automatically once sign-in process begins.
Repository: flutter
Issue: Clean up code introduced during `textScaleFactor` deprecation.
Labels: framework,P1,team-framework,triaged-framework

~This corresponds to a TODO introduced in #128522. Some code can't be deprecated in the same PR as code from flutter/packages depends on them.~
~The full list of properties and args can be found in the PR description of https://github.com/flutter/flutter/pull/128522~

Search for 128825 in the framework for code that needs to be removed.

Additionally, in the Android implementation: 
- Consider switching to the AndroidX API for computing the scaled font size to simplify the implementation
- Or update robolectric once API 34 support is added (https://github.com/robolectric/robolectric/issues/8404), and add tests for the API 34 method code path.
Repository: pytorch
Issue: Inject detailed NVTX markers into the Inductor Triton generated kernels
Labels: feature,triaged,oncall: pt2,module: inductor

### 🚀 The feature, motivation and pitch

The inductor/triton generated kernels have limited NVTX marker support and the kernel names don't provide much information related to which operators they implement.  Since many of the generated kernels represent fused ops, it would be useful to be able to see from the profiler which high level ops contributed to the fused kernels.  There is an existing attribute in the inductor graph ir called called origin_node.  Origin node indicates which high level op the node in the IR is associated with.  For fused kernels there is a list of origin_nodes which describe which high level ops contributed to the fused kernel.  This is really useful information for understanding how the fusion algorithm works.  I am proposing to capture this information for each triton kernel and inject a marker into the generated code so it appears in the profiler at runtime.  The markers will use the record_function python api.

The screen shot below shows an example of the markers I implemented.  They are prefixed with **triton_info:** and show details about each of the origin ops, including the module name, op type and sequence id.

![inductor_fwd_pass](https://github.com/pytorch/pytorch/assets/37422826/a11e6f7f-a524-416e-96c6-9ffa9dc95524)


### Alternatives

Not really, some of this information is available in the debug logs but it is difficult to map the kernel instance directly to the ops in the original fx graphs.

### Additional context

This is related to #102375 which adds fwd and bwd sequence id tracking to aot autograd.  The sequence id of each op is included in the triton_info nvtx markers.

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @Xia-Weiwen @ngimel @davidberard98
Repository: godot
Issue: var_to_str rounds floats, losing massive precision in the process
Labels: bug,topic:core

### Godot version

4.0.3.stable.official.5222a99f5

### System information

MacOS Ventura 13.4, M1 Max

### Issue description

When converting a float variable to string for serialisation using `var_to_str`, the expectation would be that the resulting string is simply the exact same variable as a string, e.g. 1.15 becoming "1.15".

This happens correctly for small values, but even as soon as the value goes above four digits, the result is rounded up/down. For over six digits, even the integer part is reduced to zero:

```
print(var_to_str(12345.54321)) => 12345.5
print(var_to_str(123456789.54321)) => 1.23457e+08 => which is 123457000 (!)
```

A certain amount of precision loss would be expected with floating point numbers, but not at these small values and so egregiously.

This is particularly problematic when trying to serialise time values as unix timestamps, which are by default all floats; it can be worked around by casting everything to "int" first, but that looses the sub-second precision.


### Steps to reproduce

This exemplifies the problem by comparing integer and float serialisation/de-serialisation for the same values:

```
	var x_int = {
		"start": int(Time.get_unix_time_from_system()),
		"end": int(Time.get_unix_time_from_system()) + 15,
		"message": "test int",
	}
	var x_float = {
		"start": Time.get_unix_time_from_system(),
		"end": Time.get_unix_time_from_system() + 15,
		"message": "test float",
	}

	print("Int before:")
	print(x_int)
	var x_int_converted := var_to_str(x_int)
	print("Int converted:")
	print(x_int_converted)
	x_int = str_to_var(x_int_converted)
	print("Int after:")
	print(x_int)

	print("\n")
	print("Float before:")
	print(x_float)
	var x_float_converted := var_to_str(x_float)
	print("Float converted:")
	print(x_float_converted)
	x_float = str_to_var(x_float_converted)
	print("float after:")
	print(x_float)
```

Result:

```
--- Debugging process started ---
Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
OpenGL API 4.1 Metal - 83.1 - Compatibility - Using Device: Apple - Apple M1 Max
 
Int before:
{ "start": 1686693113, "end": 1686693128, "message": "test int" }
Int converted:
{
"end": 1686693128,
"message": "test int",
"start": 1686693113
}
Int after:
{ "end": 1686693128, "message": "test int", "start": 1686693113 }


Float before:
{ "start": 1686693113.04444, "end": 1686693128.04444, "message": "test float" }
Float converted:
{
"end": 1.68669e+09,
"message": "test float",
"start": 1.68669e+09
}
float after:
{ "end": 1686690000, "message": "test float", "start": 1686690000 }
--- Debugging process stopped ---
```

### Minimal reproduction project

[test-var-to-str.zip](https://github.com/godotengine/godot/files/11739826/test-var-to-str.zip)
Repository: flutter
Issue: [web] Allow configuring the initial route of embedded views.
Labels: c: new feature,engine,platform-web,P3,e: flutter.js,team-web,triaged-web

The current documentation at: https://docs.flutter.dev/deployment/web#embedding-a-flutter-app-into-an-html-page shows how to bootstrap a Flutter Web embed, but there does not seem to any any documentation about controlling the web route utilizing the JS embed method.

You can utilizing an iframe and provide a web route, but then you lose the eventing and flexibility of the JS embedding. I imagine there's some way to do some innerropt between JS and Flutter that could potentially handle this but it feels like a ton of overhead for something that should be trivial; it seems like there should be something exposed.

I would also love to see an example with React, as well as how to have typing in TypeScript if such is available.
Repository: godot
Issue: Screen texture alpha of transparent viewport is always 1.0 when sampled in shaders
Labels: bug,topic:rendering,confirmed,topic:shaders

### Godot version

Godot 4.0.3, Forward+

### System information

Windows 10 64 bits NVIDIA GeForce GTX 1060

### Issue description

I use a transparent viewport in which I need to read all 4 components of the previously rendered frame. I do this by sampling a `uniform sampler2D u_screen_texture : hint_screen_texture;` in a shader.
But even though the viewport is transparent, the alpha I get from the screen texture is always 1.0. I expected the alpha component to not be cleared.

Note:
In my project, the viewport renders twice or more and never clears. The first render draws something transparent, and the second render draws something else that makes use of the screen texture.
The image I get just after the first render with `viewport.get_texture().get_image()` has correct alpha (I did not include that in the MRP, needs more work), but the result of the second render shows that this alpha hasn't been preserved in the screen texture.


### Steps to reproduce

Render a 3D scene that would normally render transparent, and add a sprite on top with a shader that renders the screen texture. It should not show a difference, but currently it makes the environment "appear" while it should not have (and should never have been rendered to begin with, but was rendered anyways, perhaps a different problem).

![image](https://github.com/godotengine/godot/assets/1311555/3ba605c3-d018-4903-8925-e1947acb7299)

Note: in my project I don't use 3D, but the problem is the same.


### Minimal reproduction project

[ScreenTextureAlpha.zip](https://github.com/godotengine/godot/files/11740199/ScreenTextureAlpha.zip)
Repository: flutter
Issue: [Impeller] Vulkan: Support 16 bit uniform access
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Impeller targets Vulkan 1.1 core, which has required extensions for 16 bit uniform buffer access.

I started pulling on this thread in https://github.com/flutter/engine/pull/42818, but there are several subproblems that we haven't solved yet with 16 bit buffers on the CPU side.
- The underlying ABI that clang uses for `_Float16` is missing for Android and Windows builds.
- Some targets are segfaulting during Vulkan initialization.
- MoltenVK is failing to load some Vulkan 1.1 core extensions, like `VK_KHR_storage_buffer_storage_class`. But support was added [in 2018](https://github.com/KhronosGroup/MoltenVK/blob/main/Docs/Whats_New.md#moltenvk-1028). Need to dig into why this isn't working on CI.
Repository: transformers
Issue: MeZo Forward Pass Implementation
Labels: Feature request

### Feature request

https://github.com/princeton-nlp/MeZO/blob/main/large_models/trainer.py

### Motivation

Faster training

### Your contribution

Just a user atm.
Repository: react-native
Issue: TextView on production nuking app with OverlappingFileLockException
Labels: Platform: Android,Needs: Repro,Needs: Attention

### Description

Every some time, the app completely crashes on production and I get this from Sentry:

![image](https://github.com/facebook/react-native/assets/8523135/e8b8501b-2020-4ba4-8c44-730faf156f50)

This was also happening on versions previous to 0.72 as well

### React Native Version

0.72.0-rc.5

### Output of `npx react-native info`

```
info Fetching system and libraries information...
System:
  OS: Linux 5.15 Arch Linux
  CPU: (16) x64 AMD Ryzen 7 5800H with Radeon Graphics
  Memory: 13.30 GB / 31.35 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.14.2
    path: ~/.nvm/versions/node/v18.14.2/bin/node
  Yarn:
    version: 3.5.0
    path: /usr/sbin/yarn
  npm:
    version: 9.5.0
    path: ~/.nvm/versions/node/v18.14.2/bin/npm
  Watchman:
    version: 20221016.020512.0
    path: /usr/sbin/watchman
SDKs:
  Android SDK:
    API Levels:
      - "31"
      - "33"
      - "33"
    Build Tools:
      - 30.0.2
      - 30.0.3
      - 31.0.0
      - 33.0.0
      - 33.0.2
    System Images:
      - android-33 | Google APIs Intel x86_64 Atom
    Android NDK: Not Found
IDEs:
  Android Studio: AI-222.4459.24.2221.9971841
Languages:
  Java:
    version: 11.0.17
    path: /usr/sbin/javac
  Ruby: Not Found
npmPackages:
  "@react-native-community/cli": Not Found
  react: Not Found
  react-native: Not Found
npmGlobalPackages:
  "*react-native*": Not 
  ```

### Steps to reproduce

So Sentry very consistently reports this series of events when this exception happens:

![image](https://github.com/facebook/react-native/assets/8523135/39ba5d60-1653-4631-a053-4676577c8e29)

But like, judging by the sequence and timing of these events, I think Sentry isn't really reporting properly? Like the user base is way too microscopic for this exact sequence of events at this exact timing to happen a couple times

### Snack, code example, screenshot, or link to a repository

no idea