sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Single bad frame with AnimationPlayer + PathFollow2D + callback_mode_process=physics
Labels: bug,confirmed,topic:animation,topic:2d

### Tested versions

Reproduces in 4.2.2 and 4.3 RC3

### System information

Fedora Linux, Intel GPU, Compatibility renderer

### Issue description

I put a Sprite2D inside a PathFollow2D being driven by an AnimationPlayer.  The animation is supposed to "stand still" for 1.5 seconds, then drive the sprite along the path in 0.5 seconds.  The result is

https://github.com/user-attachments/assets/d223a65f-446f-4d3f-98f5-5c6898516317

The first frame as the sprite starts to move shows it "jumping" to the end.  Then the animation continues as expected.

This only reproduces if the AnimationPlayer's callback_mode_process is physics.  It is also sensitive to the time that the motion starts.  If the keyframe is moved to 0.3 seconds, it no longer reproduces.

### Steps to reproduce

Add this scene to a project and run it.

```
[gd_scene load_steps=6 format=3 uid="uid://so4a5fmgcrjy"]

[ext_resource type="Texture2D" uid="uid://bn446da160m5t" path="res://icon.svg" id="1_0hj8s"]

[sub_resource type="Curve2D" id="Curve2D_jck48"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 256, 0)
}
point_count = 2

[sub_resource type="Animation" id="Animation_7d1jt"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Path2D/PathFollow2D:progress_ratio")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}

[sub_resource type="Animation" id="Animation_el4gs"]
resource_name = "walk"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Path2D/PathFollow2D:progress_ratio")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.3, 1),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [0.0, 0.0, 1.0]
}

[sub_resource type="AnimationLibrary" id="AnimationLibrary_mke75"]
_data = {
"RESET": SubResource("Animation_7d1jt"),
"walk": SubResource("Animation_el4gs")
}

[node name="Main" type="Node2D"]

[node name="Path2D" type="Path2D" parent="."]
curve = SubResource("Curve2D_jck48")

[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]

[node name="Sprite2D" type="Sprite2D" parent="Path2D/PathFollow2D"]
texture = ExtResource("1_0hj8s")

[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
callback_mode_process = 0
libraries = {
"": SubResource("AnimationLibrary_mke75")
}
autoplay = "walk"
```


### Minimal reproduction project (MRP)

[repro.zip](https://github.com/user-attachments/files/16578286/repro.zip)
Repository: godot
Issue: Problems with right clicks in the code editor
Labels: bug,topic:input,topic:gui

### Tested versions

v4.3.rc3.official [03afb92ef]

### System information

w10 64

### Issue description

As you can see in the video, the first right-click appears to be useless, so the second right-click will open the context menu.
Every time I click I do it on a different document, I never click twice in a row on the same document, this is to highlight this behavior even more and so that it can be clearly seen that the first click is lost.

This also happens with the left button.
The error:
If you open the context menu and then select another document to display help, the first click will be lost, you will have to make a second click.

This also happens in the code editor. Especially with "single window" mode activated. The initial right click will work but the second one is completely lost and inactive, you will not be able to right click again in the code editor.

 This does not happen in the function selection list and every right click you make on a function, the editor will immediately move to the function without any loss of clicks.

https://github.com/user-attachments/assets/d3471f39-fdc9-478d-8fed-ab2db53cfd78

I don't know if this has a purpose or is a bug.
What I do know is that this does not happen in Windows, for example when it shows the context menu of the files, it is enough to make a single right click on each file, it will only be necessary to make one click to show the context menu of any file even if it is already there is a menu displayed.

Here you can see

https://github.com/user-attachments/assets/634ea7b1-7d66-42ab-9b3e-b571f73ea793


### Steps to reproduce

See the vídeo, Right click each time on a new document and you can see that alternatively, one of the clicks is lost and does nothing.

### Minimal reproduction project (MRP)

...
Repository: electron
Issue: [Bug]: Crash in HandleKeyboardEvent
Labels: platform/windows,crash :boom:,bug :beetle:,component/webcontents,stale-exempt,31-x-y,32-x-y

### 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 bug report that matches the one I want to file, without success.

### Electron Version

31.2.0

### What operating system(s) are you using?

Windows

### Operating System Version

10.0.19042

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

No crash

### Actual Behavior

Crash
![image](https://github.com/user-attachments/assets/a2ede500-095d-45f4-a881-8d9ff5c68d27)
[60867661-00fa-4467-8e88-723818a77ac2.zip](https://github.com/user-attachments/files/16578910/60867661-00fa-4467-8e88-723818a77ac2.zip)


### Testcase Gist URL

_No response_

### Additional Information

I don't know yet much more about this issue, will report if I find out more
Repository: ui
Issue: [bug]: Bar Chart - Interactive Drawer Close ('X') Button Unresponsive
Labels: bug

### Describe the bug

![shadcn ui chart bug](https://github.com/user-attachments/assets/493b8b38-7b0e-4d00-97a5-12eec6dca048)

**The 'X' button, designed to close the drawer, is unresponsive to user interactions.** 
The image shows a bar chart with an interactive drawer. The drawer contains additional information about the chart, such as the code used to generate it. The close button on the drawer is unresponsive, meaning that it cannot be used to close the drawer. This makes it difficult to view the chart without the drawer obscuring (blocking, covering) it.

### Affected component/components

'X' Button 

### How to reproduce

1. Navigate to Shadcn UI Homepage:

> - Go to [Shadcn UI Homepage](https://ui.shadcn.com/).

2. Access the Charts Page:

> - Navigate to the [Charts page](https://ui.shadcn.com/charts).

3. Locate the Bar Chart - Interactive Section:

> - Scroll down to the section titled **Bar Chart - Interactive.**

4. Open the Drawer:

> - Click on the **View Code** button in the top right corner of the Bar Chart - Interactive section. This action will open a drawer on the right side of the screen.

5. Attempt to Close the Drawer:

> - Try to click the **'X'** button located at the top right corner of the drawer to close it.
> - Observe that the drawer does not close as expected. Instead, the chart on the Mobile tab might open, or nothing happens.

6. Test the Tabs:

> - If you directly click on the Mobile tab in the drawer and then try to close the drawer using the **'X'** button, it still does not respond.

### **Potential Cause**

- The issue may be due to the close button being obscured or hidden behind the chart elements, especially when switching between the Desktop and Mobile tabs. This might prevent the button from receiving the click event properly.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Browser: Chrome (v115.0.5790.110), Brave (v168.137), Edge (v115.0.1901.188)
Operating System: Windows 10
Screen Resolution: 1920x1080, 2560x1440
Device: Desktop, Laptop
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue:  Spatial shader with Next Pass does not perform depth testing correctly
Labels: discussion,needs testing,topic:shaders,topic:3d

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Windows 10 - Godot v4.2.1.stable.official - Forward+

### Issue description

I wrote a shader as follows:

```glsl
shader_type spatial;
render_mode cull_disabled, depth_draw_always;
uniform float z;
uniform float alpha: hint_range(0.0, 1.0);
void vertex(){
	MODELVIEW_MATRIX += mat4(
		vec4(0,0,0,0),
		vec4(0,0,0,0),
		vec4(0,0,0,0),
		vec4(0,0,z,0)
	);
}
void fragment() {
	ALPHA = alpha;
}
```


The shader turns on depth writing, and can control the distance from the model to the camera through *z*, and control the transparency of the shading through *alpha*.


I shaded a model twice with different materials from the same shader, and set the Z value in the NextPass to be slightly smaller, so that the model is farther away from my screen when shaded the second time. In theory, the second shading will never be displayed because it is blocked by the depth write of the first shading.

However, in this MRP, when the camera is adjusted to certain specific angles (generally when the negative z axis of model is facing the camera), the depth test does not prevent the second shading from being displayed.

![image](https://github.com/user-attachments/assets/9e8a06fe-d157-4fb8-9b84-0fa1d0324c98)
![image](https://github.com/user-attachments/assets/e630c057-9531-4cdc-a769-b6aca784d660)


This is sometimes good and sometimes bad. In most cases, it will be as described above. In a few cases, restarting Godot will return to normal or the depth test will not work at any camera angle.

### Steps to reproduce

Open main.tscn in MRP, and then freely control the editor's camera to rotate around the model to observe.

### Minimal reproduction project (MRP)

[Non-Overlapping Transprancy.zip](https://github.com/user-attachments/files/16579058/Non-Overlapping.Transprancy.zip)
Repository: ui
Issue: [feat]: Hello Sir, can we get an Image Dropzone as part of the inputs forms. Thanks ❤️
Labels: area: request,Stale

### Feature description

Describe your feature request...

### Affected component/components

Input forms 

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: PowerToys
Issue: Adding a ToolTip for Shortcuts in the AppsListPage (All Apps Section) of task bar menu
Labels: Idea-Enhancement,Needs-Triage,Area-Flyout

### Description of the new feature / enhancement

As far as I know, we can check shortcuts via the ToolTip in taskbar settings. However, there is no way to check shortcuts in the "All Apps" page (More -> toggle menu).

In my case, I often forget shortcuts, so I want to be able to check them in the "All Apps" page, but currently, I have to open the settings menu to do so.

I would like to have a ToolTip menu for shortcuts in the "All Apps" page as well.


like this
![image](https://github.com/user-attachments/assets/09a2ffeb-c521-4f8f-8e40-ae83e78b2152)


PS. I checked the AllAppsViewModel.cs in the source code and found the following in the textbox:
```
<ToolTipService.ToolTip>
    <TextBlock x:Uid="GPO_SettingIsManaged_ToolTip" TextWrapping="WrapWholeWords" />
</ToolTipService.ToolTip>
```

I'm not entirely sure what this code does, but I suspect it displays the full text in a tooltip when the TextBlock text is truncated. I don't want to disrupt the current functionality, so I'm planning to add a simple tooltip to the image only.

like this
```
<Image
    Width="20"
    Margin="0,0,16,0"
    VerticalAlignment="Center">
    <Image.Source>
        <BitmapImage UriSource="{x:Bind Icon, Mode=OneWay}" />
    </Image.Source>
    <ToolTipService.ToolTip>
        <ToolTip Content="{x:Bind ToolTip}" Visibility="{x:Bind ToolTip, Converter={StaticResource StringVisibilityConverter}}" />
    </ToolTipService.ToolTip>
</Image>
```

### Scenario when this would be used?

I would like to have a consistent way to check shortcuts. PowerToy is a powerful tool with various apps integrated, which sometimes makes the shortcuts confusing. From a UX perspective of not launching a standalone app, it would be better if the shortcut checking feature is also applied in the All Apps screen, just as it is available in Quick Access, for the sake of consistency.

### Supporting information

_No response_
Repository: pytorch
Issue: IPC feature supports third-party devices
Labels: module: multiprocessing,triaged,module: third_party,module: PrivateUse1

### 🚀 The feature, motivation and pitch

Currently, tensor inter-process communication only supports cuda device. I hope to refactor this part of the code to be compatible with third-party device IPC features.


### Alternatives

Here is a feasible solution:
1. Modify the internal interface, and then use at::getAccelerator on the C++ side to perform device inference:
```
_share_cuda_ -> _share_device_
_new_shared_cuda -> _new_shared_device
_release_ipc_counter_cuda -> _release_ipc_counter_device
```

2. Delete the code for calling the cudart interface in StorageSharing.cpp, organize the specific device-related calls into DeviceHooks, and implement them separately:
```
DeviceHooks::getIpcHandleSize
DeviceHooks::StorageShareDevice
DeviceHooks::StorageNewSharedDevice
DeviceHooks::getIpcRefCounterFileSize
```

3. In StorageSharing.cpp, use at::globalContext().getAcceleratorHooksInterface().xxx to call the device-related calls in hooks.

4. Add IPC support for tensors of third-party devices in multiprocessing/reductions.py.

### Additional context

At the same time, I found a bug in the current code:
After calling cudaIpcOpenEventHandle, cudaEventDestroy was not called to destroy the event. This event must be freed with cudaEventDestroy. I added it by the way

Related instructions:
https://docs.nvidia.com/cuda/archive/9.0/cuda-runtime-api/group__CUDART__DEVICE.html#group__CUDART__DEVICE_1g9691446ab0aec1d6e528357387ed87b2:~:text=This%20event%20must%20be%20freed%20with%20cudaEventDestroy.

cc @VitalyFedyunin @NmomoN @mengpenghui @fwenguang @cdzhan @1274085042 @PHLens
Repository: godot
Issue: draw_line() in compatibility mode is broken with light2d
Labels: bug,topic:rendering,topic:2d

### Tested versions

4.3.rc2

### System information

win11

### Issue description

`draw_line(Vector2.ZERO, Vector2.RIGHT * 800.0, line2d.default_color, 32, true);`
the line here looks wrong with light2d
![QQ图片20240812172753](https://github.com/user-attachments/assets/0c09b563-c485-41b5-aa09-87543819fb28)

this only happens in compatibility mode, in forward+, it is fine.
and as far as I know, it happened in the previous version.
### Steps to reproduce

draw any line using draw functions with a width over 0, place it with light2d, and you can see the triangle.

### Minimal reproduction project (MRP)

[4.3test (2).zip](https://github.com/user-attachments/files/16579824/4.3test.2.zip)
Repository: vscode
Issue: Can't zoom out! (VS Code on Fedora Linux)
Labels: zoom

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Yes

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- VS Code Version: 
- OS Version: 

Steps to Reproduce:

Running VS Code on a Fedora Workstation 40 computer.

I've verified that the keyboard shortcuts are assigned correctly (Control plus + for zoom in and Control plus - for zoom out).

I've also verified that the keyboard shortcuts are working as expected in other applications such as Google Chrome.

My mouse is Logitech MX Vertical
Repository: TypeScript
Issue: [5.5 regression] "Maximum call stack size exceeded" when serializing nested self-referencing class expressions
Labels: Bug,Help Wanted

### 🔎 Search Terms

dts declaration serializing class expression self-referencing nested

### 🕗 Version & Regression Information

- This changed between versions 5.4.x and 5.5.x


### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.6.0-dev.20240812#code/MYewdgzgLgBAgjAvDYAbAhhC8A8AVAPhgG8AoGFACwEtUATAQgC4YBJSKdMYAUzwE8ADjxxQhPEADN4AOgBC+AgQDc5GNHRRqwGHKQoMWXYpJqKg9ACceYKMxh5VFAL6rXpIA

### 💻 Code

```ts
const A = class A<T> {
  child!: InstanceType<typeof A.B<T>>;
  static B = class B<T> {
    parent!: T;
  };
};
```


### 🙁 Actual behavior

it crashes

### 🙂 Expected behavior

it shouldn't crash 😉 

### Additional information about the issue

_No response_
Repository: PowerToys
Issue: Search GitHub repos/users/organizations in Power Run
Labels: Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

To use Power Run to serach Github repos or users/organizations.

### Scenario when this would be used?

When you want to quickly see a repo's github page.

### Supporting information

This can be done like this:

gh PowerToys

or by having an thing to narrow it down like:

gh user microsoft
gh repo PowerToys

etc.

I dont have the skill to program it, but a mere idea.
Repository: go
Issue: wasm: pass command line arguments and environment variables via go.importObject
Labels: NeedsInvestigation,arch-wasm

### Proposal Details

This proposal suggests a modification to the Go compiler's WebAssembly (Wasm) target to change the mechanism used for passing command-line arguments and environment variables. 

In the current implementation of the Go compiler targeting Wasm, command-line arguments and environment variables are written directly into the linear memory of the WebAssembly module, with the combined size of these parameters being limited to 8192 bytes.

The size limitation of 8192 bytes for the combined environment variables and command-line arguments is restrictive, particularly when considering the capabilities of mainstream operating systems:

- `Linux`: `MAX_ARG_STRLEN * 32`, typically `128KB`
- `Windows`: Has a maximum environment block size of 32,767 characters.
- `macOS`: I don't have a macOS device, but in GitHub Actions, the macOS runner can apparently also store environment variables that are longer than 8192

This restriction has caused some real trouble. When running unit tests on GitHub Actions, for example, the length of environment variables included by default in the runner has exceeded this limit.

https://github.com/evanw/esbuild/blob/9c13ae1f06dfa909eb4a53882e3b7e4216a503fe/Makefile#L55-L62

https://github.com/Zxilly/go-size-analyzer/blob/c4e4db97cc0383797c8b4960c55db529df451601/scripts/tests.py#L47-L74

https://github.com/agnivade/wasmbrowsertest/issues/30

https://github.com/golang/go/issues/49011

I propose to instead use `go.importObject` for passing these parameters. Glue js should perform dynamic allocation of environment variables and command line arguments as the wasm application tries to read them, and then provide the values to the wasm application using logic similar to `syscall/js.copyBytesToGo`.
Repository: ollama
Issue: Models RuGPT3, RuBERT
Labels: model request

All models currently have pretty poor Russian language support. Is it possible to add RuGPT3, RuBERT models?
Repository: godot
Issue: Parser Error: Cannot infer the type of return value of `await signal` to retrieve passed arguments
Labels: discussion,topic:gdscript,documentation

### Tested versions

- Reproducible in: v4.3.rc2.official [3978628c6]

### System information

Godot v4.3.rc2 - Ubuntu 22.04.4 LTS 22.04 - X11 - GLES3 (Compatibility) - NVIDIA GeForce GTX 860M (nvidia; 535.183.01) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

I'm trying to retrieve the parameters/arguments passed to a signal as I `await` the signal. For convenience, I use type deducation:

```gd
signal my_signal(i: int)

func _ready():
	var signal_arg := await my_signal
```

I get a parser error on the line using type deduction:

> Parser Error: Cannot infer the type of "anim_name" variable because the value doesn't have a set type.

Yet, said type can be deduced from the signal's signature.

Signals don't allow default values so there is no ambiguity on the number of arguments passed either.

### Steps to reproduce

1. Create project with new script and paste the code snippet above
2. See Parser Error

Note: this is a dummy example and is not functional. If you really want to see the code in action you need to emit `my_signal` from somewhere else, then print `signal_arg`. But if you only want to check the Parser Error, this is not required.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Tensor parallel for convolutions and groupnorm 
Labels: triaged,module: dtensor

### 🚀 The feature, motivation and pitch

Recurrent LLM architectures such as Mamba (v1 and v2) and xLSTM use depthwise convolution and GroupNorm in each block. Both are currently not supported by Pytorch tensor parallel. Depthwise convolution is independent over the channels and GroupNorm corresponds to independent LayerNorm for every head within a block. Therefore, both should be easily parallelizable over the independent heads. However, the current tensor parallel API in Pytorch does not support convolutions and GroupNorm. 

Is this feature currently being developed? Are there fundamental reasons in pytorch distributed that make an extension of Rowwise and Columnwise strategies to convolution and other modules difficult?

### Alternatives

Megatron supports the depthwise separable convolution and the groupnorm for mamba, but it is not based on the pytorch tensor parallel API. 

### Additional context

_No response_

cc @wanchaol @tianyu-l @wz337 @XilunWu @d4l3k