sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Editor dialogs sometimes open on a different monitor on multi-monitor setups
Labels: bug,topic:editor,confirmed,usability

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

Godot ver. 4.1.1 and 4.1.2 stable

### System information

Device name	DESKTOP-G7L2AS3 Processor	Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz   4.00 GHz Installed RAM	24.0 GB Device ID	0145C7CC-145F-480A-BA8D-7B0A40812FA6 Product ID	00325-96009-46980-AAOEM System type	64-bit operating system, x64-based processor Pen and touch	Pen support

### Issue description

I'll be so far into a project and when I try to add a new child node to the scene, via either the plus sign or the context menu from right clicking on a node in the scene tree, the add new node window does not appear and the editor freezes completely, and I can not interact with anything. 

It does not give me a not responding message, nor can I simply close the program with either the X in the top right or from right clicking and closing the app icon in my taskbar. The only way to close Godot when this happens is by going to task manager and ending task. This has happened in forward+ and mobile as well as compatibility. I have tried it in 4.1.1 and in 4.1.2 and even 4.0 stable. Though I can still add new scenes just fine, and I can choose the root node of the scene as long as it is one of the 4 base nodes. 

Even more curious it seems to affect my projects randomly and come and go as it pleases, I had a project that had this problem before, but I recently booted it back up to show a friend the problem on it as well and the issue was gone, then when I tried it again on my current project it was gone, only for it to come back today. 

The issue is not fixed by turning my computer on and off, restarting or updating my computer. Is it my computer, my download of godot, or just a problem with my project?

### Steps to reproduce

>Boot up godot
>go to any scene
>attempt to add new child node to scene
>high chance it just freezes up or very rarely just decides to go back to working for a short time for reasons I can't understand.

### Minimal reproduction project

[Random Selector.zip](https://github.com/godotengine/godot/files/13077753/Random.Selector.zip)
Repository: flutter
Issue: Providing arguments to `dart.bat` containing pipes cause failures
Labels: tool,team-tool

From https://github.com/dart-lang/sdk/issues/53794

> Consider te programm:
> ```dart
> void main(List<String> args){
>     print(String.fromEnvironment('SAMPLE', defaultValue: 'error'));
> }
> ```
> when run ```dart ./main.dart --define="SAMPLE=success"``` the output is ```success```
> but if has **|** (pipe) in the value doesn't works
> ```dart ./main.dart --define="SAMPLE=success|fails"``` 
> the output is ```'fails' is not recognized as an internal command or external command, an operable program, or a batch file.```
> 
> dart info output:
> ```bash
> dart info
> 
> 
> If providing this information as part of reporting a bug, please review the information
> below to ensure it only contains things you're comfortable posting publicly.
> 
> #### General info
> 
> - Dart 3.1.3 (stable) (Tue Sep 26 14:25:13 2023 +0000) on "windows_x64"
> - on windows / "Windows 10 Pro" 10.0 (Build 22621)
> - locale is pt-BR
> 
> #### Process info
> 
> | Memory | CPU | Elapsed time | Command line |
> | -----: | --: | -----------: | ------------ |
> |   0 MB |  -- |              | dart.exe     |
> |   0 MB |  -- |              | dart.exe     |
> |   0 MB |  -- |              | dart.exe     |
> ```

From @lrhn's investigation, it looks like this is caused by the `dart.bat` wrapper around the Dart SDK's `dart.exe`.
Repository: pytorch
Issue: Numerical inaccuracies in "ddp_apply_optim_in_backward" unit tests for gloo backend
Labels: oncall: distributed

### 🐛 Describe the bug

After some experiments in https://github.com/pytorch/pytorch/pull/111791 I have replicated an accuracy issue with the gloo backend relating to ddp models using "apply_optim_in_backwards" instead of .step() on the CI. This occurs both for CUDA and ROCm.

There are already unit tests in https://github.com/pytorch/pytorch/blob/main/torch/testing/_internal/distributed/distributed_test.py that track this behavior but I have found that torchvision is not present in the distributed CI job causing these tests to only run for a simple linear model in which the bug is not present.

This can be replicated with TOT PyTorch with the following unit test (as long as torchvision is installed):
```
BACKEND=gloo WORLD_SIZE=2 PYTORCH_TEST_WITH_ROCM=1 HIP_VISIBLE_DEVICES=0,1 python3 test/distributed/test_distributed_spawn.py TestDistBackendWithSpawn.test_ddp_apply_optim_in_backward_grad_as_bucket_view_false
```



### Versions

This can be replicated with both CUDA and ROCm CI environments in the distributed workflow if we modify the job to install torchvision as seen here:
https://hud.pytorch.org/pr/111791

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @ezyang @albanD @zou3519 @pearu @nikitaved @soulitzer @Lezcano @Varal7 @vincentqb @jbschlosser @janeyx99 @crcrpar
Repository: next.js
Issue: Webpack alias for @mui/material$ breaks ESM importing it
Labels: bug

### Link to the code that reproduces this issue

https://github.com/jedwards1211/next-mui-esm-issue

### To Reproduce

1. `npm run build`
2. Inspect console output; see next section

### Current vs. Expected behavior

### Current behavior

In the console output, you will see

```
   Generating static pages (0/6)  [=   ]
test.mjs Menu { default: [Function (anonymous)] }

page.js Menu [Function (anonymous)]
```

### Expected behavior

Both should be the same:

```
test.mjs Menu { default: [Function (anonymous)] }

page.js Menu [Function (anonymous)]
```

### 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 21.6.0: Mon Aug 22 20:17:10 PDT 2022; root:xnu-8020.140.49~2/RELEASE_X86_64
Binaries:
  Node: 18.3.0
  npm: 8.11.0
  Yarn: 1.22.19
  pnpm: 8.6.2
Relevant Packages:
  next: 13.5.7-canary.17
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

Not sure, Static HTML Export (output: "export")

### Additional context

If I `console.log(config.resolve.alias)` on the webpack config, in one case I see a rule

```
  '@mui/material$': '/Users/andy/gh/next-mui-esm-issue/node_modules/@mui/material/index.js',
```

This is causing problems when ESM tries to `import { Menu } from '@mui/material'`.

When `@mui/material/index.js` imports from `./Menu`, it expects to be getting `./Menu/index.js`.  But instead, it's getting resolved to `./node/Menu/index.js` due to the `main` rule in `./Menu/package.json` and the fact that Next sets `mainFields: ['main', 'module']`.

Looking at unminimized Webpack output, in `page.js`, it unwraps the default.  But in `test.mjs` it doesn't, just like when you import CJS from ESM in Node.

```
// EXTERNAL MODULE: ./node_modules/@mui/material/node/Menu/index.js
var Menu = __webpack_require__(94208);
var Menu_default = /*#__PURE__*/__webpack_require__.n(Menu);
;// CONCATENATED MODULE: ./app/test.mjs

console.log();
console.log("test.mjs", "Menu", Menu);

;// CONCATENATED MODULE: ./app/page.js

console.log();
console.log("page.js", "Menu", (Menu_default()));
```

Ideally, `test.mjs` should be getting `@mui/material/Menu/index.js`, since it's ESM and `@mui/material/node/Menu/index.js` is CJS.

`@mui/material` has set `module` in their `package.json`s that normally should work.  Next's `mainFields: ['main', 'module']` combined with the alias for `@mui/material$` blows up in combination with this.
Repository: stable-diffusion-webui
Issue: Updated MAC to Sonoma, now this:
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?


So I just updated my MacBook to Sonoma, and all of a sudden I cannot create text-image on Stable Diffusion. Gives me this in terminal: modules.devices.NansException: A tensor with all NaNs was produced in Unet. This could be either because there's not enough precision to represent the picture, or because your video card does not support half type. Try setting the "Upcast cross attention layer to float32" option in Settings > Stable Diffusion or using the --no-half commandline argument to fix this. Use --disable-nan-check commandline argument to disable this check.

### Steps to reproduce the problem

1. Go to .... terminal
2. Press .... start webui stable diffusion
3. ... then open Safari and paste the url... and then the stable diffusion interface opens fine.... the problem starts with generating an image

### What should have happened?

Was fine in Ventura

### Sysinfo

MacBook Air
Apple M1
python3 --version
Python 3.10.9
stable-diffusion-webui

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
https://pastebin.com/ARVz19LW
```


### Additional information

I'm guessing it's no coincidence that this happened after the update.. any advice for a new guy in this environment would be really very welcome.
Repository: deno
Issue: Can’t get typings for specifiers resolved with import map
Labels: bug,needs investigation

\+ I get typings when I import "https://esm.sh/marked@9.1.2" directly but not when from an import map is a bug or a behavior?

\- that sounds like a bug

https://discord.com/channels/684898665143206084/684898665151594506/1166100850641469440
Repository: godot
Issue: Memory Usage of Tree Node Not Released to OS With Tree.clear() and Tree.queue_free() Calls
Labels: needs testing,topic:gui,performance

### Godot version

v4.2.beta2.mono.official [f8818f85e]

### System information

Godot v4.2.beta2.mono - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

Whenever Tree.create_item() is called, memory usage increases for every item as expected. However, after Tree.clear() or Tree.queue_free() is called, ~~some of the memory used for that freed Tree still remains and isn't freed (even though the object and node counts decrease as expected)~~ memory usage in Task Manager continues to stay at the value before the queue_free() call. ~~This causes a memory leak which is especially apparent if one is doing thousands of Tree.create_item() calls every frame, as leaked memory will slowly increase.~~ Task Manager will show that the Godot process is using an ever-increasing amount of memory, which can appear like a memory leak to those who are not aware that the memory being shown is still available to be used by the operating system and is not actually "leaked". A similar issue of visually high memory usage used to occur in Godot 4.1 for ItemList and TabBar, but does not occur for those node types in 4.2 Beta 2.

This also occurs even if tree_item.set_text() is removed and a completely blank tree item is added.

Related issue for ItemList can be found [here](https://github.com/godotengine/godot/issues/82596) (linked issue doesn't occur in Godot 4.2 Beta 2).
Related issue for TabBar can be found [here](https://github.com/godotengine/godot/issues/82611) (linked issue doesn't occur in Godot 4.2 Beta 2).

### Steps to reproduce

1. Launch the attached project below.
2. Monitor memory usage using Task Manager or Resource Monitor.
3. Observe how memory usage continuously climbs to around 800 to 1000 MB, even with Tree.clear() calls and a final Tree.queue_free() call.
4. Increase the number of iterations to 500,000 and watch the memory usage cap out at around ~3.4GB or run another program which has high memory usage (such as [Prime95](https://www.mersenne.org/download/)) and observe as the reported memory usage of the Godot process in Task Manager decreases.

### Minimal reproduction project

[TreeMemoryLeakTest - Minimal Reproduction.zip](https://github.com/godotengine/godot/files/13078877/TreeMemoryLeakTest.-.Minimal.Reproduction.zip)
Repository: flutter
Issue: iOS drive examples test in flutter/packages may use wrong device is multiple available
Labels: platform-ios,p: tooling,team-ecosystem,P2,triaged-ecosystem

If you run platform tests on bot with a device connected, it may fail if it targets the wrong device.

In [this example](https://chromium-swarm.appspot.com/task?id=643bd7b858b01810) for `Mac_arm64 ios_platform_tests_shard_1 master`, the test is meant to run the app on a simulator device. However, since there's also a physical device connected, it'll find both and [pick the first](https://github.com/flutter/packages/blob/30b10943f374816454a4d2bf0360cec31b40bca3/script/tool/lib/src/drive_examples_command.dart#L107) (the physical one in this case). And since the app isn't codesigned (which isn't required for a simulator but is for a physical device), it'll fail.

This generally isn't a problem because we run these tests on hosts without devices attached, but could be made more resilient.
Repository: flutter
Issue: State.mounted / BuildContext.mounted returns true while the element is in the process of getting unmounted
Labels: framework,P3,team-framework,triaged-framework

This causes problems for handlers that check for these properties, e.g. onTapCancel.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Filename Pattern Extension & Path Savings
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

[Filename Patterns](https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Custom-Images-Filename-Name-and-Subdirectory#patterns).
 
For Grids
 - Separate grid filename pattern and the ability to store all grid images under one root directory. Either use [job_timestamp] or a new global incremental id [BatchUID]. 

Naming patterns
 - [BatchUID] a base36 global numbering system. So basically [Hexatrigesimal](https://en.wiktionary.org/wiki/hexatrigesimal) numbering ([0-9,A-Z]), with 3 digits it's over 40K UID which is an overkill for the almost all users. Allow to set the length of ID for those who want it longer. 4 digits is around 167K, 5 digits is over 6 million and 6 digits is over 200 billion. It's easier to remember than timestamp as it's shorter. 
 - You can even extend [BatchUID] to images. So have a separate [ImageUID]. Again, it's length makes it easy to remember than timestamps.

A way to set starting number of [BatchUID] in settings after clean install. So basically it can continue from where it left off. Also extend that for [ImageUID].

### Proposed workflow

1. Go to Settings > Saving images/grids or Settings > Paths for saving
2. Options should be there
Repository: godot
Issue: Godot 4.1.2 stable windows 64 crashes or screen goes black when loading a project
Labels: bug,topic:rendering,needs testing

### Godot version

4.1.2 stable win64

### System information

OS: Windows 10 22h2, Graphics: intel UHD graphics 630, CPU: intel core i5-8300h @ 2.30 ghz, RAM:  8gb

### Issue description

I just installed godot for the first time. When I made a new project with the forward+ renderer the project generated just fine but it would crash even before the godot logo showed. When I tried the same thing with the Mobile renderer it loaded but nothing rendered. I could tell it loaded because my mouse cursor would change when I hovered over where a text box would be but not even the editor gui wouldn't render. The screen was just black. It only worked when I used the compatibility renderer. I have used unity and blender for a while and it works fine on this device.

I tried reinstalling godot, restarting my PC, updating everything from the windows settings, running from windows terminal with the flag -v verbose and the error with forward+ renderer was: StringName: 688 unclaimed string names at exit. the error when using the mobile renderer was the same except it had a warning: WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73). The exact same error and warning appears when using the compatibly renderer but the editor and viewport rendered just fine.  The mobile renderer works fine on my android tablet but not my laptop.

### Steps to reproduce

Create a new godot project using the forward+ or mobile renderer. But the problem may be with my CPU or graphics

### Minimal reproduction project

[Mobile.zip](https://github.com/godotengine/godot/files/13079346/Mobile.zip)
[ForwardPlus.zip](https://github.com/godotengine/godot/files/13079347/ForwardPlus.zip)
[compatibility.zip](https://github.com/godotengine/godot/files/13079348/compatibility.zip)
Repository: godot
Issue: CanvasModulate error when creating/setting world2D in a subviewport
Labels: bug,topic:core,topic:2d

### Godot version

v4.2.beta2.official [f8818f85e]

### System information

Windows 11, running in both Compatibility Mode and Forward+.
CPU Intel i7-12650H - happy to look for more specs if needed, but not totally sure where to find them on my machine right now

### Issue description

Currently working on a splitscreen, local multiplayer game. When changing the world2D in a subviewport that also contains a CanvasModulate node, I see the following error:

> CanvasModulate becoming invisible in the canvas already was not in the modulate group. Buggy logic, please report.
>   <C++ Error>    Condition "p_new_visibility == is_in_group(group_name)" is true.
>   <C++ Source>   scene/2d/canvas_modulate.cpp:37 @ _on_in_canvas_visibility_changed()

There are no functional changes in my current use case - the error throws, but canvas_modulate continues to work as expected in the subviewports, and the scenetree continues to appear as it did in 4.1. That said, the error tells me to report it, so I am. 

### Steps to reproduce

1.  Open attached project in 4.2 editor. 
2. Run scene 
3. Hit Space or Enter to trigger a set_world_2d() call on the subviewport with World2D.new() as the argument
4. You should see error output in the debug console


### Minimal reproduction project

[MRE.zip](https://github.com/godotengine/godot/files/13079408/MRE.zip)
Repository: vscode
Issue: Git - Stage/unstage file, then immediately click it, no diff shown
Labels: bug,git

- Make a change in a file in a git repo
- Open SCM view, click + to stage the file, then immediately click the file's row under "staged changes"
- A diff editor opens, which says "working tree" (should say "Indexed"), and shows no changes
- Close it and click the file again, this time it opens correctly

It also does the same in reverse- if I unstage a file and immediately open it, it will open "indexed" with no changes even though the tree has updated
Repository: flutter
Issue: Avoid stacked scrims
Labels: c: new feature,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

In cases where the application might display dialogs upon dialogs, the scrim (darkening background) of the dialogs stack on each other, causing a more and more dark background until it is black. This is clearly visually unpleasing -- putting too much emphasis on a dialog.

![image](https://github.com/flutter/flutter/assets/22963120/c37cbd34-d797-4b07-91e9-87fdb17d8ea7)

Working around this is not feasible since not every dialog or view is designed to have some kind of nesting.

### Proposal

## Solution 1

Introduce logic to the navigator to only show the top-most non-opaque route.

For example we have this navigation stack:

- view 1
- dialog 1
- view 2
- dialog 2
- dialog 3
- dialog 4

The ideal solution would be if the navigator only showed this stack in practice:

- view 1 
- dialog 1
- view 2 
- dialog 4

Closing a dialog would (cross-)fade to the previous one.

## Solution 2

Telegram Desktop (which is heavily inspired by Material Design), moves the scrim between dialogs, fading the previous dialog behind the scrim. It seems like TG Desktop applies another scrim on the surface of the previous dialog.

[Screencast from 2023-10-24 01-17-57.webm](https://github.com/flutter/flutter/assets/22963120/37f35f7f-cc8d-488f-9eb6-fe04821d21fd)
Repository: pytorch
Issue: Jit scripting support for `|` and mixing `typing`.
Labels: oncall: jit

### 🚀 The feature, motivation and pitch

Jit scripting does not support describing unions with the new syntax `|`. Ideally we would be able to jit script this method:
```
import torch

def f(x: list[torch.Tensor] | None):
    if x is None:
        return torch.randn(2)
    return torch.cat(x)

torch.jit.script(f)
```
But it errors out with: 
```
---------------------------------------------------------------------------
RuntimeError                              Traceback (most recent call last)
[..]
/python3.10/site-packages/torch/jit/_script.py in script(obj, optimize, _frames_up, _rcb, example_inputs)
   1339         if _rcb is None:
   1340             _rcb = _jit_internal.createResolutionCallbackFromClosure(obj)
-> 1341         fn = torch._C._jit_script_compile(
   1342             qualified_name, ast, _rcb, get_default_args(obj)
   1343         )

RuntimeError: 
Expression of type | cannot be used in a type expression:

def f(x: list[torch.Tensor] | None):
         ~~~~~~~~~~~~~~~~~~~~~~~~~ <--- HERE
```

We can't mix imports from the `typing` module and the new typings neither, like:
```
from typing import Optional
import torch

def f(x: Optional[list[torch.Tensor]]):
    if x is None:
        return torch.randn(2)
    return torch.cat(x)

torch.jit.script(f)
```
Errors out with: 
```
---------------------------------------------------------------------------
AssertionError                            Traceback (most recent call last)
[...]/python3.10/site-packages/torch/jit/_script.py in script(obj, optimize, _frames_up, _rcb, example_inputs)
   1339         if _rcb is None:
   1340             _rcb = _jit_internal.createResolutionCallbackFromClosure(obj)
-> 1341         fn = torch._C._jit_script_compile(
   1342             qualified_name, ast, _rcb, get_default_args(obj)
   1343         )

[..]/python3.10/site-packages/torch/jit/annotations.py in try_ann_to_type(ann, loc)
    349         valid_type = try_ann_to_type(contained, loc)
    350         msg = "Unsupported annotation {} could not be resolved because {} could not be resolved."
--> 351         assert valid_type, msg.format(repr(ann), repr(contained))
    352         return OptionalType(valid_type)
    353     if is_union(ann):

AssertionError: Unsupported annotation typing.Optional[list[torch.Tensor]] could not be resolved because list[torch.Tensor] could not be resolved.
```

If we use `def f(x: Optional[List[torch.Tensor]]):` it works fine, but most code-bases are trying to get rid of as many of the `typing` imports as possible.

### Alternatives

_No response_

### Additional context

_No response_

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: pytorch
Issue: Coalescing manager does not work w/device from torch.cuda.current_device()
Labels: oncall: distributed

### 🐛 Describe the bug

Can be repro'd with the following - 

```
pg = _get_default_group()
dev = torch.cuda.current_device()
pg._start_coalescing(dev)
```

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu