sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Not all CameraAttributesPhysical or CameraAttributesPractical resource properties emit the 'Changed' signal
Labels: bug,confirmed,topic:3d

### Tested versions

Reproducible in: `4.3.stable` and `4.4.dev3`.

### System information

Arch Linux - Godot v4.3.stable

### Issue description

Connecting the `changed` signal from a resource that inherits from `CameraAttribute`, i.e `CameraAttributePhysical` and `CameraAttributePractical`, only gets emitted when changing `CameraAttributes` specific properties.

E.g. `exposure_sensitivity` and `auto_exposure_enabled` will emit the `changed` signal, whereas changing properties like `frustum_far` (`CameraAttributesPhysical`) or `dof_blur_amount` (`CameraAttributesPractical`) do not.

Expected all resource properties to emit the `changed` signal.

### Steps to reproduce

1. Add a `Camera3D` to a scene
2. Apply either a `CameraAttributesPhysical` or `CameraAttributesPractical` resource to the `Camera3D`'s `Attribute` property
3. Add a script and function that connects the `changed` signal of `Camera3D`'s `Attributes` property that outputs something
5. Run the scene and change `Attributes` values
6. Observe that only properties defined in the base `CameraAttribute` resource emit the `changed` signal

**Sample script**
```gdscript
extends Node3D

@onready var camera: Camera3D = %Camera3D

func _ready() -> void:
	if camera.attributes:
		if not camera.attributes.changed.is_connected(_attributes_changed):
			camera.attributes.changed.connect(_attributes_changed)

func _attributes_changed() -> void:
	print("Changing Camera Attributes")

```

### Minimal reproduction project (MRP)

[camera-attributes-changed-signal.zip](https://github.com/user-attachments/files/17608843/camera-attributes-changed-signal.zip)
Repository: next.js
Issue: Next 15 | Build fails: Can't resolve `next/dist/server/route-modules/app-page/vendored/contexts/html-context`
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/tonightpass/kitchn/pull/749

### To Reproduce

1. Install dependencies with `pnpm install`
2. Run `pnpm build`
3. Observe the build failure with the above error

### Current vs. Expected behavior

The build should complete successfully without any module resolution errors.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Wed Jul 31 21:42:48 PDT 2024; root:xnu-8796.141.3.707.4~1/RELEASE_X86_64
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 18.19.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: 9.12.3
Relevant Packages:
  next: 15.0.2 // Latest available version is detected (15.0.2).
  eslint-config-next: 15.0.2
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.6.2
Next.js Config:
  output: N/A
```


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

Pages Router

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

next build (local)

### Additional context


When trying to build my Next.js project using `next build`, I'm encountering a module resolution error. The build process fails with the following error:

```
Failed to compile.

../node_modules/.pnpm/next@15.0.2_@[babel+core@7.26.0_react-dom](mailto:babel+core@7.26.0_react-dom)@[18.3.1_react@18.3.1__react](mailto:18.3.1_react@18.3.1__react)@18.3.1/node_modules/next/dist/pages/_document.js
Module not found: Can't resolve 'next/dist/server/route-modules/app-page/vendored/contexts/html-context'

[https://nextjs.org/docs/messages/module-not-found](https://nextjs.org/docs/messages/module-not-found)

Import trace for requested module:
../node_modules/.pnpm/next@15.0.2_@[babel+core@7.26.0_react-dom](mailto:babel+core@7.26.0_react-dom)@[18.3.1_react@18.3.1__react](mailto:18.3.1_react@18.3.1__react)@18.3.1/node_modules/next/dist/api/document.js
../packages/kitchn/dist/next/index.esm.js

> Build failed because of webpack errors
```

Any assistance or guidance on resolving this issue would be greatly appreciated. Thank you!
Repository: godot
Issue: NOTIFICATION_APPLICATION_FOCUS_IN and NOTIFICATION_APPLICATION_FOCUS_OUT Cause Engine Freeze/Stutter with Large Scene Trees
Labels: bug,topic:core,needs testing,performance

### Tested versions

4.3, 4.2.2, 4.1.3, 4.0

### System information

Godot v4.3.stable.mono (97f0c76f2) - Ubuntu 24.04.1 LTS 24.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Ti (nvidia; 560.35.03) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

When the `NOTIFICATION_APPLICATION_FOCUS_IN` and `NOTIFICATION_APPLICATION_FOCUS_OUT` notifications are triggered, the Godot engine freezes or stutters noticeably if there are many nodes in the scene tree. This issue affects the engine's performance, especially in scenes with large hierarchies.

### Steps to reproduce

1. Create or open a project with a scene that contains a large number of nodes in the scene tree.
2. Run the project.
3. Switch the application focus away from the engine (e.g., by clicking on another window).
4. Switch the application focus back to the engine.
5. Observe the engine's performance during these focus changes.

### Minimal reproduction project (MRP)


[MRP.zip](https://github.com/user-attachments/files/17609013/MRP.zip)
Repository: next.js
Issue: ReferenceError: e is not defined error occurs when running next dev --turbo
Labels: Turbopack,linear: turbopack

### Link to the code that reproduces this issue

https://github.com/y-hsgw/with-urql

### To Reproduce

When using` next dev --turbo` with a Next.js application, the following error message appears:
```sh
ReferenceError: e is not defined
    at Module.Kind (/path/to/.next/server/chunks/ssr/node_modules_xyz.js:1376:18)
    at Kind (turbopack://[project]/node_modules/@urql/core/src/gql.ts:84:30)
    ...
```


The application works without issues when running the `next dev` command.

### Current vs. Expected behavior

bug screenshot: 

![スクリーンショット 2024-11-03 12 36 54](https://github.com/user-attachments/assets/6f936880-4e92-4f5a-8f73-2852cd829dd8)


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.0.0: Tue Sep 24 23:36:26 PDT 2024; root:xnu-11215.1.12~1/RELEASE_ARM64_T8103
  Available memory (MB): 8192
  Available CPU cores: 8
Binaries:
  Node: 22.10.0
  npm: 10.9.0
  Yarn: 4.5.1
  pnpm: N/A
Relevant Packages:
  next: 15.0.2 // Latest available version is detected (15.0.2).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.6.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Turbopack

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

I also submitted an issue to urql, but they responded that it was an issue on the Next.js side.

https://github.com/urql-graphql/urql/issues/3704
Repository: ui
Issue: [bug]: Combobox on Dialog
Labels: bug

### Describe the bug

Cannot focus search input on combobox on a dialog.

### Affected component/components

Combobox, dialog

### How to reproduce

1

### Codesandbox/StackBlitz link

please add a reproduction

### Logs

_No response_

### System Info

```bash
browsers
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Sub-window does not capture mouse_entered() / mouse_exited() events on Area2D
Labels: documentation,topic:input,topic:2d

### Tested versions

- Reproducible in 4.0-stable (did not check further back)

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6094) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

With Area2D nodes correctly configured in both the main window and sub-window...

**Expected**
Area2D's `mouse_entered` & `mouse_exited` signals should fire when the mouse enters/exits the collision shape in both the main window and sub-window.

**Actual**
The `mouse_entered` & `mouse_exited` signals do not fire in the sub-window.

### Steps to reproduce

* Create a main scene with a Node2D
* Add a Window child node
  * Set size to 256 x 256
  * (Optional) Set initial position to Center of Primary Screen
* Add a Node2D as a child of Window
* Under both the top-level Node2D and the Node2D child of the Window...
  * Add an Area2D
  * Set Position to `(100px, 100px)`
  * Add a Sprite2D under the Area2D; set the Texture to the default `icon.svg`
  * Add a CollisionShape2D under the Area2D; set the Shape to a RectangleShape2D; set the Rectangle size to 128 x 128
  * Attach the following GDScript script to the Area2D
    ```gdscript
    extends Area2D
    func _on_mouse_entered() -> void:
        self.modulate = Color.RED
    func _on_mouse_exited() -> void:
        self.modulate = Color.BLUE
    ```
  * Connect the `mouse_entered` and `mouse_exited` signals from the Area2D to the respective GDScript functions
* Save scene and run project
* Move cursor over each sprite and observe the color change (or lack thereof)

### Minimal reproduction project (MRP)

[SubWindowMouseBug.zip](https://github.com/user-attachments/files/17609667/SubWindowMouseBug.zip)
Repository: vscode
Issue: Cannot read properties of undefined (reading 'getViewLineMinColumn')
Labels: error-telemetry

```javascript
TypeError: Cannot read properties of undefined (reading 'getViewLineMinColumn')
at rLi.getViewLineMinColumn in src/vs/editor/common/viewModel/viewModelLines.ts:735:62
at dLi.getLineMinColumn in src/vs/editor/common/viewModel/viewModelImpl.ts:687:22
at dLi.getCompletelyVisibleViewRange in src/vs/editor/common/viewModel/viewModelImpl.ts:598:30
at dLi.getVisibleRanges in src/vs/editor/common/viewModel/viewModelImpl.ts:539:33
at Va.getVisibleRanges in out-vscode/vs/editor/browser/widget/codeEditor/vs/editor/browser/widget/codeEditor/codeEditorWidget.ts:530:36
at oae.c in src/vs/workbench/contrib/chat/browser/contrib/chatImplicitContext.ts:56:39
at vZ.value in src/vs/workbench/contrib/chat/browser/contrib/chatImplicitContext.ts:36:121
at x.B in src/vs/base/common/event.ts:1243:13
at x.fire in src/vs/base/common/event.ts:1274:9
at Vs in src/vs/base/common/event.ts:286:16
```
[Go to Errors Site](https://errors.code.visualstudio.com/card?ch=912bb683695358a54ae0c670461738984cbb5b95&bH=8a460736-fddc-7e15-787c-e8bedef384c4)
Repository: transformers
Issue: Saving checkpoints *only* on improvement
Labels: Feature request

### Feature request

When using the Hugging Face Trainer, I would like to save a checkpoint only if my objective metric has improved.

### Motivation

Currently, I am using eval_steps=100,save_steps=100, save_limit=1 and load_best_model_at_end=True which means that every 100 steps, the latest checkpoint is getting written and then the previous checkpoint is getting deleted unless it is the best checkpoint.

This has done approximately 2TB of wear to my SSD in only a few days due to an excessive amount of checkpointing. I really don’t need to resume from the latest checkpoint, I just need the best checkpoint to be saved, and I’m not concerned about the run crashing, so in this case, there is really no need to be saving every 100 steps.

Additionally, it is not feasible to wait until the end of the run and load the best state because I am manually early stopping my runs. I do not wish to automate the early stopping either.

I’m happy to monkey patch my build of transformers if anyone is aware of the culprit lines I can comment out or modify.

### Your contribution

N/A
Repository: three.js
Issue: Feature Proposal: `PointerNode`
Labels: Suggestion

### Description

Can we consider adding a `PointerNode`, similar to `ScreenNode`, to make a pointer node accessible in both compute and render shaders?

This could simplify and optimize pointer-based interactions and we could potentially offer built-in raycasting support as an option.

The `webgpu_compute_geometry.html` example would be a great use case to test and demonstrate this feature.

Potential API:
```js
pointer = // normalized
pointerViewport = // pixels


// potential API
pointer(sceneToRaycast)

pointer.xy // coordinates
pointer.z // depth of intersection
pointer.w.greaterThan(0) // raycast is hitting

```

/cc @sunag @Mugen87
Repository: pytorch
Issue: There is a bug when training SwinIR model in pychram and running it
Labels: needs reproduction,oncall: distributed

RuntimeError: use_libuv was requested but PyTorch was build without libuv support
torch version = '2.5.1'


cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: node
Issue: tools: lint TypeScript files
Labels: feature request,tools,strip-types

### What is the problem this feature will solve?

Since `--experimental-typescript-support` landed there are more and more TypeScript file in the codebase (especially in the test folder).
Currently those are ignored by the `make lint` job.

### What is the feature you are proposing to solve the problem?

Add the eslint typescript plugin, so we can have linting for TypeScript files.

### What alternatives have you considered?

Manually format 😿
Repository: svelte
Issue: Svelte 5 won't allow `:global(@page)`
Labels: css

### Describe the bug

Svelte 5 doesn't seem to like this:

```
	:global(@page) {
		size: A4;
		margin: 0cm;
		margin-top: 16mm;
		margin-bottom: 16mm;
	}
```
REPL: https://svelte.dev/playground/e771e2916c484705aa2c144cb6127119?version=5.1.9
(related to this on MDN: https://developer.mozilla.org/en-US/docs/Web/CSS/@page)





### Reproduction

See code above or REPL link

### Logs

_No response_

### System Info

```shell
System:
    OS: Linux 6.11 Arch Linux
    CPU: (24) x64 AMD Ryzen 9 5900X 12-Core Processor
    Memory: 48.31 GB / 62.71 GB
    Container: Yes
    Shell: 5.9 - /usr/bin/zsh
  Binaries:
    Node: 23.1.0 - /usr/bin/node
    Yarn: 1.22.22 - /usr/bin/yarn
    npm: 10.9.0 - /usr/bin/npm
    pnpm: 9.12.2 - /usr/bin/pnpm
    bun: 1.1.30 - ~/bin/bun
  Browsers:
    Brave Browser: 130.1.71.118
    Chromium: 130.0.6723.69
```


### Severity

blocking an upgrade
Repository: opencv
Issue: OpenCV 5 Removing deprecated functions 
Labels: feature,category: imgproc

### Describe the feature and motivation

Related : #25001
`logPolar` is deprecated This function produces same result as `warpPolar(src, dst, src.size(), center, maxRadius, flags+WARP_POLAR_LOG)`
`linearPolar` is deprecated This function produces same result as `warpPolar(src, dst, src.size(), center, maxRadius, flags)`

### Additional context

_No response_
Repository: godot
Issue: iOS workflow jobs downloading MoltenVK "Latest" caused issues in production
Labels: bug,platform:ios,topic:buildsystem,topic:rendering,needs testing,crash,topic:export

### Tested versions

Any new CI builds using this commit: https://github.com/godotengine/godot/commit/74df6f192a5d123d291a90519805fd340282b97b

I mean it was already there before however the latest release of the VulkanSDK is causing problems with iPhones of "X" family. XS, XR and X

### System information

MacOS/iOS

### Issue description

So we have our custom Godot build which we use to package and ship our games. It's a mix of 4.3-stable with around 3 small changes and we use our internal CI to build it.
The latest build fetched version 1.3.296 build of Vulkan from here: https://vulkan.lunarg.com/sdk/home which caused iphones from X family to crash when using Vulkan renderer. Rolling back to 1.3.290 fixed the issue and I'm now fixing this version in the CI build not to unintentionally update it again.

### Steps to reproduce

Build an editor and ios template with latest CI jobs that will fetch this vulkan sdk version and it will crash in iphones from x family.

### Minimal reproduction project (MRP)

not applicable.
Repository: PowerToys
Issue: Keyboard Manager bug on Lenovo X1 Carbon 20KGS0JW00
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

i try to remap three keys that is considered "Not defined" which are : the two keys at the right of my space (two Japanese key) and the third is the button on the left of my "Backspace" (the yen currency button).
i went through keyboard manager, remap key and add remapping with select so i can press the desired key to remap.

note that I use ENG interface in windows with French keyboard layout, as my default keyboard is QWERTY with Japanese layout. I am acquainted with AZERTY layout so i added and extra "sticker" on top of each keys for better visibility to match the AZERTY layout within my system.

![Image](https://github.com/user-attachments/assets/f1dcc99f-2b3c-46cc-9410-10568d1940da)

![Image](https://github.com/user-attachments/assets/9ca4bcc3-15ac-4432-8fb9-c56f21f25dea)


### ✔️ Expected Behavior

Recognised key

### ❌ Actual Behavior

Undefined Key

### Other Software

OS : Microsoft Windows 11 Professional (x64) Build 22631.4317 (23H2)
LENOVO 20KGS0JW00
Repository: neovim
Issue: gj/gk will move the view that fits the next/prev entire multi virtual line
Labels: enhancement,needs:vim-patch

### Problem

When you copy some text file that has many long lines, after enable line-wraping, gj/gk will not move the view point by one virtual-line per keystroke but one entire line per keystroke, despite that cursor moves by one virtual-line per keystroke (that's what gj/gk aims for).

vscode-neovim does not suffer from this.
### Steps to reproduce

nvim -clean
set wrap
set scrolloff=6
paste some long lines
fire some gj
notice view point of last line jumps a few lines above depends on how many virtual lines needs to fit into screen at once.
https://github.com/user-attachments/assets/b1c3e69b-bff9-4e0a-b115-6882ee449f7b


### Expected behavior

one gj/gk should only move view point one line.

### Nvim version (nvim -v)

NVIM v0.11.0-dev-229+g6311a7fe4-dirty Build type: Release LuaJIT 2.1.1716656478 Run "nvim -V1 -v" for more inf

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

yes

### Operating system/version

macOS 11

### Terminal name/version

kitty

### $TERM environment variable

xterm-kitty

### Installation

build from source
Repository: godot
Issue: [3.x] Layout saving does not include the width specified in the tile viewer.
Labels: bug,topic:editor,usability

### Tested versions

v3.6.stable.official [de2f0f147]

### System information

w10 64

### Issue description

Layout options do not include tile viewer spacing.
When you upload a layout, you will need to customize the tile viewer width again.

![animTileDireccionUnica](https://github.com/user-attachments/assets/6d801f95-12f8-4197-8376-fbebce8ab103)


### Steps to reproduce

Sets a size for the width of the tile viewer.
Saves the layout.
Resizes the tile viewer.
Loads the layout.
The tile viewer does not return to the size it had when the layout was saved.

### Minimal reproduction project (MRP)

...
Repository: rust
Issue: Counter in slice iter fails to eliminate bounds check
Labels: A-LLVM,I-slow,T-compiler,C-optimization

The following code (somewhat extracted from #126425) includes an unreachable bounds check panic
```rs
pub fn getnonzero(buf: &[u8; 128]) -> &[u8] {
    let mut curr = 0;
    for n in buf.iter() {
        if *n == 0 { break; }
        curr += 1;
    }
    &buf[..curr]
}
```
https://godbolt.org/z/vzooGexnj

This bounds check can be eliminated: [Alive2](https://alive2.llvm.org/ce/z/_WGaJM)

This also occurs with reverse iteration (like in the original) and iterating `0..buf.len()` instead of direct slice iteration. Lowering the slice length to the point where the loop is fully unrolled does eliminate this, but the exact number depends on the specific code.
Repository: excalidraw
Issue: Unable to align frames
Labels: enhancement

"Align" menu is empty when multiple frames are selected

This means currently one can align elements such as text, but not frames

![Image](https://github.com/user-attachments/assets/29ebcde3-8f89-4ae5-af4f-44ae44411bfd)
Repository: excalidraw
Issue: Feature request: predefined frame sizes
Labels: enhancement

Not sure if there is a better place for feature requests - if there is, please let me know so I can move this there!

## Predefined frame sizes

It would be great to be able to create frames at predefined sizes and proportions, such as 16:9 1080p or 4k

Basically allowing us to select a ratio and a size in pixels for frames.

## Auto align

A feature I also feel is missing is the ability to align elements while dragging them around the canvas.

In similar software, lines show up indicating alignment between close elements while dragging.

I feel this is critical for most use cases, from sketching UIs (where things will certainly be aligned) to graphs and all other kinds of canvases I can imagine wanting to build.

I basically don't think I'd ever want not to align things.
Repository: PowerToys
Issue: Workspaces and game launchers
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Workspaces

### Steps to reproduce

I log in daily to some MMOs to perform quick tasks. I open all of their launchers along with a txt file with pws for a couple and then log into each in turn. The games are The Elder Scrolls Online, Guild Wars 2, Lord of the Rings Online and Star Wars The Old Republic. 3 of the 4 are on Steam (only GW2 is not). I was hoping to make this a one-click process with Workspaces.

When I try to create a workspace with these - either by opening them first or during the Create Workspace process, none of them are recognized as open programs. Workspaces only sees notepad with the txt file. Keep in mind that these are just the launchers, not the games themselves (even I am not dumb enough to try to run 4 games at once). But still, they are running exes with icons in the dock.

Hoping there is an explanation or perhaps a fix in the works. I did not find anything after searching in Github, although I could easily have missed it.

![Image](https://github.com/user-attachments/assets/3e7c2cb4-44c8-4e5e-89ff-0ad15b77ca99)



### ✔️ Expected Behavior

I was expecting them to appear in Workspaces as running programs. Alas, they did not.

### ❌ Actual Behavior

Nothing happened and therein lies the problem. The Chrome instance on the left, in which I am writing this bug report, is on a second screen. You see notepad on the main screen but none of the launchers as shown in the provided image.

![Image](https://github.com/user-attachments/assets/9477b5cd-5fc5-4bb3-897e-5213c28d3729)


### Other Software

_No response_
Repository: pytorch
Issue: Suggestion : enable one to adjust the interval between calls to the pytorch NCCL watchdog thread via env variable
Labels: oncall: distributed

### 🚀 The feature, motivation and pitch

While looking at sources of performance variability for multi-node training jobs, we have found that one mechanism is associated with activity of the pytorch NCCL watchdog thread.  From profiles gathered with NVIDIA's NSight Systems (nsys profile) we see that the watchdog thread does some checking every 100 msec.  The watchdog thread can introduce a small timing delay in launching the next NCCL kernels.  Although the delay is small, the net watchdog activity can be noticeable because watchdog disturbances occur in a pseudo-random manner across process distributed over many nodes.  Perhaps it is not necessary to have the watchdog check every 100 msec.  A possible mechanism to provide some user control would be to add a TORCH_NCCL_ env variable to set the interval between calls, with reasonable limits such as every 100 - 1000 msec.  This would enable one to reduce the impact of watchdog threads on timing variations.

### Alternatives

_No response_

### Additional context

_No response_

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o