sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Parser Error: class class_name hide a global script class " when read tres file with flag bundle
Labels: topic:core,needs testing

### Godot version

4.2dev

### System information

Windows10

### Issue description

I want to save and load Resource file in godot 4.2, I used resources for that. in main resources i have another resources which is initiated, the issue was when use resourcesaver.save() with no flag_bundle_set the resource inside main resource doesn't write inside .tres file, so i must use resourcesaver.save(ResourceSaver.FLAG_BUNDLE_RESOURCES) to save it. it saves successfully but when I want to load it with resourceloader.load or load I got this error: " Parser Error: class class_name hide a global script class "
class_name is my resource class which another resource is inside that. 

### Steps to reproduce

1.
use ResourceSaver.save  with FLAG_BUNDLE_REOURCES
2.
USE RESOURCELOADER.load for load that tres file
 

### Minimal reproduction project

ResourceSaver.save(a,"user://_myfile.tres",ResourceSaver.FLAG_BUNDLE_RESOURCES) 
var c:Resource 
if(ResourceLoader.exists("user://_myfile.tres")):
    c=ResourceLo
[FlagBundle.zip](https://github.com/godotengine/godot/files/12704807/FlagBundle.zip)
ader.load("user://_myfile.tres")
Repository: pytorch
Issue: `torch.embedding`, `weight[indices]`, `torch.index_select` returns random data with indices on meta device
Labels: module: bc-breaking,triaged,module: embedding,ezyang's list,module: meta tensors,topic: bc breaking

### 🐛 Describe the bug

```python
import torch

weight = torch.ones(2,3)  # CPU
indices = torch.zeros(4,5, device="meta", dtype=torch.int32)
y1 = torch.embedding(weight, indices)
y1a = torch.embedding(weight, indices)
y2 = weight[indices]
y2a = weight[indices]
y3 = torch.index_select(weight, dim=0, index=indices.flatten()).reshape(indices.shape + weight.shape[1:])
y3a = torch.index_select(weight, dim=0, index=indices.flatten()).reshape(indices.shape + weight.shape[1:])
```
Now `y1`, `y1a`, `y2`, `y2a`, `y3`, `y3a` contain random data. And even all those `y*` are totally different, so it's non-deterministic.

Actually, I wondered also, why does this not throw an exception, such that it only works when both inputs are on the same device?


Or maybe `torch.embedding` actually supports mixing devices, e.g. `indices` on CPU?

(Slightly off-topic question: What is really the difference between `torch.index_select(weight, dim=0, index=indices.flatten())` + `reshape`, `weight[indices]` and `torch.embedding(weight, indices)`? I don't really know when to use what.)

I'm not really sure what output to expect. Maybe also some tensor on the "meta" device?

### Versions

Collecting environment information...
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.6.3 (arm64)
GCC version: Could not collect
Clang version: 14.0.0 (clang-1400.0.29.202)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.7 | packaged by conda-forge | (default, Sep 29 2021, 19:24:02)  [Clang 11.1.0 ] (64-bit runtime)
Python platform: macOS-12.6.3-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] evotorch==0.1.0
[pip3] lovely-numpy==0.2.8
[pip3] mypy==0.991
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.24.2
[pip3] torch==2.0.1
[pip3] torch-tb-profiler==0.4.1
[pip3] torchaudio==2.0.2
[pip3] torchdata==0.6.1
[pip3] torchvision==0.15.2
[conda] Could not collect


cc @ezyang @gchanan @eellison @bdhirsh
Repository: vscode
Issue: Tasks should provide terminal context menu item to restart
Labels: feature-request,tasks

# Feature Request Description 

Ask: a new terminal context menu item for tasks running in terminal - "Restart task" 

More info: It would be great if I could right-click on the terminal that the task is running in and click on menu item "Restart task" to restart it. 

This would be very helpful in my case where I have a terminal split into 3 terminals each with a task.
Repository: kubernetes
Issue: [KEP-2400] [Swap]: Verify memory pressure behavior with swap enabled
Labels: sig/node,kind/feature,triage/needs-information,triage/accepted

### What would you like to be added?

A replacement for https://github.com/kubernetes/kubernetes/issues/105023

The issue is for addressing problems related to node pressures and swap.

In short, the problem is that the kernel would try to avoid/defer swapping as much as possible. Therefore, swap generally kicks in when the node is already pressured. On the other hand, kubelet configures node-eviction thresholds so it would be able to reclaim memory before the kernel starts doing so (e.g. with OOM kills).

So, now the flow is as follows:
* Kubelet threshold is exceeded => kubelet reclaims memory by killing pods.
* Swap kicks in.
* Kernel starts reclaiming space (e.g. by OOMing processes).

With this flow, swap does not have the opportunity to free memory space because kubelet starts evicting before it kicks in.

The desired flow is (same as above with different order):
* Swap kicks in.
* Kubelet threshold is exceeded => kubelet reclaims memory by killing pods.
* Kernel starts reclaiming space (e.g. by OOMing processes).

Important pointers:
- See [this comment](https://github.com/kubernetes/enhancements/issues/2400#issuecomment-1693451128).
- Current [discussion in Slack](https://kubernetes.slack.com/archives/C02UCH9N02J/p1695207853069709).

### Why is this needed?

KEP https://github.com/kubernetes/enhancements/tree/master/keps/sig-node/2400-node-swap
Repository: kubernetes
Issue: [KEP-2400] [Swap] Add the ability to set a system-reserved quantity of swap on a node
Labels: sig/node,kind/feature,triage/accepted

### What would you like to be added?

Add the ability to set a system-reserved quantity of swap on a node.

Current work is being done here: https://github.com/kubernetes/kubernetes/pull/105271.

### Why is this needed?

KEP https://github.com/kubernetes/enhancements/tree/master/keps/sig-node/2400-node-swap
Repository: transformers
Issue: Registering Models in MLflow Callback
Labels: Feature request

### Feature request

We can add registering models functionality to MLflow callback so that we can use MLflow model registry with 🤗 models. To do that we can introduce an optional _registered_model_name field to the callback, and can register the model in case these field is not None.


```
class MLflowCallback(TrainerCallback):
    #...
    def setup(self, args, state, model):
        #...
        self._log_artifacts = os.getenv("HF_MLFLOW_LOG_ARTIFACTS", "FALSE").upper() in ENV_VARS_TRUE_VALUES
        self._registered_model_name = os.getenv("HF_REGISTERED_MODEL_NAME") # Suggested Change
        #...
        
    def on_save(self, args, state, control, **kwargs):
        if self._initialized and state.is_world_process_zero and self._log_artifacts:
          ckpt_dir = f"checkpoint-{state.global_step}"
          artifact_path = os.path.join(args.output_dir, ckpt_dir)
          logger.info(f"Logging checkpoint artifacts in {ckpt_dir}. This may take time.")
          self._ml_flow.pyfunc.log_model(
              ckpt_dir,
              artifacts={"model_path": artifact_path},
              python_model=self._ml_flow.pyfunc.PythonModel(),
              registered_model_name=self._registered_model_name or None  # Suggested Change
          )
```




### Motivation

Model registry is one of the most useful features of MLflow, but current callback doesn't support it. It forces users to make a custom implementation to use this functionality. Instead, we can extend 🤗 MLflow callback to provide this feature.

### Your contribution

I can implement this extension and create a PR.
Repository: rust
Issue: [feature] please provide support portable windows 
Labels: O-windows,C-discussion

please provide the  portable package to support windows 10 ,windows 11. In some conditions ,it's hard to download the package from public Internet;in some conditions,there is no permission to install the windows binary package,the portable package is desired.
The portable windows package is convenient.
Repository: deno
Issue: Support Histoire (Vite based)
Labels: bug,node compat

Histoire - [GitHub](https://github.com/histoire-dev/histoire) - [Website](https://histoire.dev/)

**Platform**

Darwin 22.6.0 arm64 arm

**Version**

deno 1.37.0

**Repro**

- Download this example https://stackblitz.com/edit/histoire-vue3-starter
- `DENO_FUTURE=1 deno task story:dev`

**Expected**

Histoire dev server start

**Actual**

```rust
➜ deno task story:dev
Warning Currently only basic package.json `scripts` are supported. Programs like `rimraf` or `cross-env` will not work correctly. This will be fixed in an upcoming release.
Task story:dev histoire dev
Error while loading /Users/admin/repos/histoire-vue3-starter/histoire.config.ts
error: Uncaught (in promise) NotFound: No such file or directory (os error 2): readfile 'module'
    at Object.readFileSync (ext:deno_fs/30_fs.js:702:14)
    at readFileSync (ext:deno_node/_fs/_fs_readFile.ts:45:21)
    at jiti (file:///Users/admin/repos/histoire-vue3-starter/node_modules/.deno/jiti@1.19.3/node_modules/jiti/dist/jiti.js:1:253424)
    at data::2:19
    at data::6:4
    at evalModule (file:///Users/admin/repos/histoire-vue3-starter/node_modules/.deno/jiti@1.19.3/node_modules/jiti/dist/jiti.js:1:255456)
    at jiti (file:///Users/admin/repos/histoire-vue3-starter/node_modules/.deno/jiti@1.19.3/node_modules/jiti/dist/jiti.js:1:253384)
```
Repository: godot
Issue: Sprite3D texture wrapping causing pixel lines on border
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Ti (NVIDIA; 31.0.15.3734) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

Sprite3D has pixel lines which appear to be the texture wrapping. There are no options on Sprite3D to disable wrapping.

![image](https://github.com/godotengine/godot/assets/2493413/0fee10a7-5813-48e4-b290-299fe4035308)

Some troubleshooting for this issue has been carried out in my [Reddit thread.](https://old.reddit.com/r/godot/comments/16nobpu/new_to_godot_and_loving_it_any_idea_how_i_can/)

Tested on 4.1.1 and 4.2dev5

### Steps to reproduce

1. Create Sprite3D node
2. Import texture with lossless compression (or any compression, nothing I tried made a difference)
3. Apply texture to Sprite3D

### Minimal reproduction project

[Sprite3D_bug_21-09-23.zip](https://github.com/godotengine/godot/files/12684098/Sprite3D_bug_21-09-23.zip)
Repository: deno
Issue: Support Analog (Angular/Vite/Nitro based)
Labels: bug,node compat

Analog - [GitHub](https://github.com/analogjs/analog) - [Website](https://analogjs.org/)

Deno 2.0.2

Status:

- ✅ init
- ✅ deno task dev
- ❌ deno task build


Related to:
- #20339
Repository: deno
Issue: Support Storybook [tracking]
Labels: bug,node compat

Storybook - [Website](https://storybook.js.org/) - [GitHub](https://github.com/storybookjs/storybook)

Open issues with Deno 2:

- https://github.com/denoland/deno/issues/26404
- https://github.com/denoland/deno/issues/26405
Repository: next.js
Issue: navigation delayed for 60 seconds
Labels: bug

### Link to the code that reproduces this issue

https://github.com/andrew-gropyus/next-hydration-issue

### To Reproduce

1. `npm install && npm run build && npm run start`
2. Visit `localhost:3000/en/red` in either edge or chrome
3. Reload the page and immediately (within a few ms) click on the link to blue
4. Notice that the request to fetch the blue page completes, however the hydration does not complete for 60 seconds.

Here is a video of the issue, note that I triggered navigation after reloading with ctrl+R:

https://github.com/vercel/next.js/assets/90681520/7d2e519d-aa6b-43a1-be78-5fbb261bfff2


### Current vs. Expected behavior

When clicking a link that navigates to a different nextjs page, I expect that data is fetched in the background and when fetching is complete hydration of the components will take place.

However, when triggering a navigation within a small time window of the page load, the data fetching completes but hydration is delayed for 60 seconds.

### 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 22.6.0: Wed Jul  5 22:21:56 PDT 2023; root:xnu-8796.141.3~6/RELEASE_X86_64
    Binaries:
      Node: 16.14.0
      npm: 8.3.1
      Yarn: 1.22.19
      pnpm: 7.5.0
    Relevant Packages:
      next: 13.5.3-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: standalone
```

### Which area(s) are affected? (Select all that apply)

App Router, ~~Standalone mode (output: "standalone")~~

### Additional context

* The issue is present in our deployed application, which is a self hosted node runtime on docker on linux.
* Edge and Chome reproduce the issue
* Firefox does not reproduce the issue
* This reproduction is very minimal, so the window to trigger the race condition is very small. In our production application the window is much larger and users often hit this issue during typical use.

Triggering a navigation during the 60 second pause causes navigation to work as expected

https://github.com/vercel/next.js/assets/90681520/01f81d15-9cb7-406e-821c-c3388a19342e

Not shown in this reproduction is that if a prefetch link exists, hovering over it will cause the original hydration to take place.


I believe this user also reported the same issue, however they did not provide steps to reproduce it:
https://github.com/vercel/next.js/discussions/53242#discussioncomment-6576320
Repository: godot
Issue: Drag drop bug in scene tree
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,needs testing,topic:gui

### Godot version

Godot 4.2 (59139df16e7a10c3b9176f697d23b557af46601e)

### System information

Linux Mint 21.2 (Victoria) - integrated Intel(R) HD Graphics 620 (KBL GT2) () - Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz (4 Threads)

### Issue description

i found a bug in drag and drop of nodes in "Scene Tree"

1. press left mouse to start dragging
2. press right mouse (while still pressing left mouse)
3. release the left mouse
4. release the right mouse (The dragging still continues even when when both buttons are released)

now here's the bug

5. move the mouse to the place you wanted the node to end up ("move here" node) and press left click
### Expected behaviour
"TestNode" should become a child of "move here"
### What really happens
nothing at all

here's a visual for reference

https://github.com/godotengine/godot/assets/77773850/76446f34-3cf0-4c75-8570-c847e7e42720

i should mention that the "File manager" doesn't have this bug and gives the expected outcome

https://github.com/godotengine/godot/assets/77773850/4252c506-5679-4dce-860d-708df6b62e82



### Steps to reproduce

discussed above

### Minimal reproduction project

none required
Repository: flutter
Issue: Predictive TextField on iOS 17
Labels: a: text input,c: new feature,platform-ios,c: proposal,P2,team-ios,triaged-ios,fyi-text-input

### 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

Predictive text - makes it very easy for user to types long messages on app. It utilises the device's inbuilt AI to predict the text that user will type.

### Proposal

Enable the new Predictive text field introduced in iOS 17
Reference - https://support.apple.com/en-in/guide/iphone/iphd4ea90231/ios#:~:text=As%20you%20type%2C%20predictions%20that,keep%20typing%20to%20reject%20it.&text=%2C%20then%20tap%20the%20word%20you%20were%20in%20the%20process%20of%20typing.
Repository: godot
Issue: Dialog windows lose focus when switching between applications (alt+tab)
Labels: bug,topic:porting,topic:gui

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21029.1006) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

# Problem

When you have a dialog window focused in Godot, if you switch to another application and then go back to Godot, the dialog window won't be focused anymore.
- All dialog windows I checked were affected
- This happens whether you use the keyboard (alt+tab) or the mouse to switch apps
- However, if you refocus the dialog window after it lost focus, further app switching won't cause any further focus loss

# Expectation

If a dialog window is focused when switching to another app, it should still be focused when coming back to Godot. 

# Demo

![bug_reproduction](https://github.com/godotengine/godot/assets/7790167/06251f6e-411a-4cc8-abce-1afe1a87caf3)

# Notes

I only checked on Windows 10, so I'm not sure if this is OS/window manager specific.

### Steps to reproduce

1. create an empty project
2. open a dialog window (for example project settings)
3. switch to another application (with alt+tab or the mouse)
4. switch back to Godot

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/12684928/Bug.zip)

Any new empty project should do.
Repository: vscode
Issue: Profile icon should have a focus border when focus is not in text area
Labels: quick-pick,under-discussion

Repro:

1. Open icon picker
2. Press tab to move focus to the grid 🐛 I expect a blue border around the focused item

![Image](https://github.com/microsoft/vscode/assets/2193314/9eb9213e-c5ac-49b2-b1c0-383d9d7415d5)
Repository: next.js
Issue: Encoding file names creating issues on CDNs that encode uris
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/boring-field-x2djk6

### To Reproduce

This is tough to reproduce. We've detected that certain CDNs seem to decode URIs before sending the URLs to Next. After https://github.com/vercel/next.js/pull/52492, this line was introduced https://github.com/vercel/next.js/blob/0f822373eeacbef78f7b0445d08d86249fe93e9d/packages/next/src/server/lib/router-utils/filesystem.ts#L172 which encodes the URI of any given file.

Files normally work except for those files that have `[foo]` on them since they get encoded with `%5B` and `%5D` respectively. Because there's double decoding happening, the request fails to load and the whole app fails in unexpected ways. The same file (on this environment) with `%255B...path%255D` does work but Next does not know that.

Basically the proxy/cdn seems to convert `_next/static/chunks/pages/%5B...path%5D-e9a7ff8d9ae28536.js` to `_next/static/chunks/pages/[...path]-e9a7ff8d9ae28536.js` which of course now can't be found. 

### Current vs. Expected behavior

I'd expect Next not to do this if possible or have a way to circumvent this.

### 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: arm64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:53 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6020
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.5.3-canary.0
      eslint-config-next: 13.5.3-canary.0
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: vscode
Issue: Pinned tabs on separate row debt
Labels: debt,workbench-tabs

Follow up from the PR, there is 2 debt areas still present:

1.) instance of checks for the filtered model:

https://github.com/microsoft/vscode/blob/e3b46eeda55dfa16a61f121aabc3916ec7d98b62/src/vs/workbench/browser/parts/editor/multiEditorTabsControl.ts#L1975-L1979

2.) The `HACK` to get the other tab row to render:

https://github.com/microsoft/vscode/blob/e3b46eeda55dfa16a61f121aabc3916ec7d98b62/src/vs/workbench/browser/parts/editor/multiRowEditorTabsControl.ts#L61-L64
Repository: godot
Issue: Changing "extend" line from script does not refresh scene tree until scene is reopened
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.1.1stable

### System information

Windows 11

### Issue description

Changing "extend" line from script does not refresh scene tree until scene is reopened.

If the script extend Node and is attached to a simple node, you can change the extend to anything, like Node3d or Control, and the node in the the scene tree will remain acting as a simple Node.

If you close the scene and open again, now the node acts what its script extends. So if it extend Control, the simples Node, that is actually a simple Node, thinks it's a Control node.

No console errors.

### Steps to reproduce

Reproduce without my project:

Create empty project.
Create a MainScene, with a "main" Node3D. 
Create a script from it extending Node3D.
Create a second script from the file system. It will extend Node by default.
Attach it to "main". Now, "main" will try to act like a simple Node (gray circle).
Attach the first script again. Now, "main" will try to act like a Node3D as it is what the script extends. 

Now change both scripts to extend different nodes, like Control for example.
The "main" node will never act like a Control node.
You can change the extend to anything, "main" will aways think it is the first "extend" type from the first time you attached that particular script to it.

Current scenario: 
"main" Node3D with second script attached (created as extend Node, but changed to extend Control) thinks it is a simple Node.

Close the scene and open again:
Scene Tree will refresh and "main" Node3D with second script attached (changed to extend Control) now thinks it is a Control Node.


---

Reproduce with my minimal reproduction project:

Open "MainScene"

"main" node is a Node3D. 
"Script_Node3D" which extend Node3D is attached.

Drag "Script_SimpleNode" or "Script_Control" to it and the "main" node will think it is what the script extends, despite actually being a Node3D node.

Now drag back "Script_Node3D" to it. Change the script to extend Control. "main" continues to think it's the previous extend Node3D.

Close the scene and open again.

Now "main" is refreshed and thinks it's a Control node


---
---
The icon is not the only thing not refreshing. If a particular node extends correctly but is not refreshed (by closing and opening the scene) it will act improperly. For example, Control nodes will stretch incorrectly and actually continue to be stretched after stopping the game. I believe other nodes should act improperly as well, because they are not refreshed in the sceneTree and think they are another type of node even if now the extend is correctly, but the node is not refreshed in the sceneTree

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/12685766/Test.zip)