sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Random editor crashing on game startup
Labels: bug,platform:windows,topic:rendering,topic:editor,topic:thirdparty,needs testing

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10 - Nvidia GTX 1060 6GB - Core i5-7400 CPU

### Issue description

On the game startup in the editor there is _seemingly_ random chance of the editor crashing. This happened to me multiple times. I am using the Steam version, and GIT for version control.

Event Viewer Logs ranging from oldest -> newest.

ERROR
``` 
Faulting application name: godot.windows.opt.tools.64.exe, version: 4.0.3.0, time stamp: 0x00000000
Faulting module name: graphics-hook64.dll, version: 1.8.1.0, time stamp: 0x0259ec39
Exception code: 0xc0000005
Fault offset: 0x000000000000a583
Faulting process id: 0x3da4
Faulting application start time: 0x01d9bb42a3e631f9
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe
Faulting module path: C:\ProgramData\obs-studio-hook\graphics-hook64.dll
Report Id: e5681646-35f9-4f7d-ad52-0712ff006b0a
Faulting package full name: 
Faulting package-relative application ID: 
```

INFORMATION
``` 
Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: godot.windows.opt.tools.64.exe
P2: 4.0.3.0
P3: 00000000
P4: graphics-hook64.dll
P5: 1.8.1.0
P6: 0259ec39
P7: c0000005
P8: 000000000000a583
P9: 
P10: 

Attached files:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_godot.windows.op_fb5cd72fc1776d574cd5733ba87a8e3be06ace25_5c446d25_635242a0-946b-46dc-9aa6-9759a0216cfa

Analysis symbol: 
Rechecking for solution: 0
Report Id: e5681646-35f9-4f7d-ad52-0712ff006b0a
Report Status: 4
Hashed bucket: 
Cab Guid: 0
```

INFORMATION
```
Fault bucket 1524859060326929347, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: godot.windows.opt.tools.64.exe
P2: 4.0.3.0
P3: 00000000
P4: graphics-hook64.dll
P5: 1.8.1.0
P6: 0259ec39
P7: c0000005
P8: 000000000000a583
P9: 
P10: 

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC5AD.tmp.WERInternalMetadata.xml

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_godot.windows.op_fb5cd72fc1776d574cd5733ba87a8e3be06ace25_5c446d25_635242a0-946b-46dc-9aa6-9759a0216cfa

Analysis symbol: 
Rechecking for solution: 0
Report Id: e5681646-35f9-4f7d-ad52-0712ff006b0a
Report Status: 268435456
Hashed bucket: 8607b7865a6c6cd73529633c7f5293c3
Cab Guid: 0
```


### Steps to reproduce

1. Start the game
2. Window appears for a brief moment
3. Crash!

### Minimal reproduction project

_No responce_
Repository: rust
Issue: as-casts for enums with tuple-only variants are not prohibited
Labels: A-diagnostics,T-compiler

### Code

```Rust
#[repr(u8)]
pub enum Enum {
    V1(u8)  = 0,
    V2(u16),
    V3(u32) = 5,
}

pub fn main() -> () {
    assert_eq!(Enum::V1 as u8, 0);
    assert_eq!(Enum::V2 as u8, 1);
    assert_eq!(Enum::V3 as u8, 5);
}
```


### Current output

```Shell
-
compiles without any warnings or errors
```


### Desired output

_No response_

### Rationale and extra context

Hello,
According to https://doc.rust-lang.org/reference/items/enumerations.html#casting as-casting enum variants to their discriminants should be possible if `they do not have explicit discriminants, or where only unit variants are explicit` (there's also case for unit-only enums but it's irrelevant to the case).

Despite all that I can write code as seen in the example that clearly brakes `only unit variants are explicit` rule.
Moreover, it compiles without any warnings or errors and produces counter-intuitive results in the runtime, e.g.:
```
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `208`,
 right: `0`', prog.rs:9:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

I've confirmed (using recommended [pointer casting method](https://doc.rust-lang.org/std/mem/fn.discriminant.html#accessing-the-numeric-value-of-the-discriminant)) that created enum variant holds the correct value i.e. `Enum::V1(0).discriminant()` is indeed `0`.

If I correctly understand the intentions of the authors, the expressions like `Enum::V1 as u8` should not be allowed at this time.

As for the future, I think that it would be nice if there was a way to fetch the discriminant value of the variant without creating it in the first place, i.e. discussed constructions would be allowed and returned discriminant of that variant.

Few related discussions I've came about while researching this:
https://github.com/rust-lang/rust/issues/60553#issuecomment-1374949390
https://github.com/rust-lang/rust/issues/88621


### Other cases

_No response_

### Anything else?

_No response_
Repository: rust
Issue: const_prop_lint can't tell when code guarded with && is dead
Labels: A-lints,T-compiler,C-bug,A-const-prop

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
macro_rules! set_bit {
    ($bb:expr, $sq:expr) => {
        {
            let mut bb = $bb as u64;
            let sq = $sq as i32;
            if sq >= 0 && sq < 64 {
                bb |= (1u64 << $sq);
            }
            bb
        }
    };
}
```

I expected to see this happen: i expected the code to run if i simply passed sq=64 to the macro as an parameter, however it threw an: 

```
error: this arithmetic operation will overflow
  --> main.rs:10:23
   |
10 |                 bb |= (1u64 << $sq);
   |                       ^^^^^^^^^^^^^ attempt to shift left by `64_i32`, which would overflow
...
63 |     println!("{}", set_bit!(0, 64));
   |                    --------------- in this macro invocation
   |
   = note: `#[deny(arithmetic_overflow)]` on by default
   = note: this error originates in the macro `set_bit` (in Nightly builds, run with -Z macro-backtrace for more info)

error: aborting due to previous error; 4 warnings emitted
```

which is pretty strange since it will never be able to actually perform the bitwise if sq >= 64.<br>
It's also to note if i change the bitwise operation to `bb |= (1u64 << sq);` (removing the dollar sign) it won't throw this error.
I thinks this is due to an oversight where if the sq operator is copied to an different variable it won't release a if-statement is done to prevent a arithmetic_overflow.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.66.1 (90743e729 2023-01-10) (built from a source tarball)
binary: rustc
commit-hash: 90743e7298aca107ddaa0c202a4d3604e29bfeb6
commit-date: 2023-01-10
host: x86_64-unknown-linux-gnu
release: 1.66.1
LLVM version: 15.0.7
```

</p>
</details>
Repository: godot
Issue: Scaling artifacts when viewport is scaled up and texture filtering is disabled
Labels: discussion,topic:rendering,confirmed,topic:2d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10

### Issue description

I created a 2d scene that has texture nodes, and those texture nodes have their filter set to "nearest".

In Project Settings > General > Display > Window > Stretch > Scale, I have set this to 2.

when you start resizing the window, you notice this line of stretched/squashed pixels start to move:

![Godot_v4 1-stable_mono_win64_2023-07-20_17-29-05](https://github.com/godotengine/godot/assets/2721332/baaaaa2e-c029-499c-aa94-83007e2c6e3d)

My theory is that this is happening when the window is stretched to an uneven width/height? The seam of distorted pixels seems to always be in the center of the screen.



### Steps to reproduce

1. created a 2d scene
2. add a texture node with an image texture
3. set filter to "nearest".
4. In Project Settings > General > Display > Window > Stretch, set scale to 2
5. run the project
6. drag the sides of the window to resize it

### Minimal reproduction project

[test_game.zip](https://github.com/godotengine/godot/files/12114300/test_game.zip)
Repository: vscode
Issue: Support linting for when clauses in keybindings.json
Labels: feature-request,context-keys

Based on request in https://github.com/microsoft/vscode/issues/175540#issuecomment-1644653464
Repository: kubernetes
Issue: client-go doesn't properly handle reloading trust anchors during cluster CA rotation
Labels: kind/feature,sig/auth,priority/important-longterm,needs-triage

Discussed in SIG Auth: https://docs.google.com/document/d/1woLGRoONE3EBVx-wTb4pvp4CI7tmLZ6lS26VTbosLKM/edit#bookmark=id.5mfr9vowfkwr

The kube-apiserver serving root CA certificate is injected into pods at /var/run/secrets/kubernetes.io/serviceaccount/ca.crt.

Client-go reads it once [here](https://github.com/kubernetes/client-go/blob/6c596fdbc11ce7779ee320c6a11df44c5d516d54/rest/config.go#L528).  Normally the transport is supposed to automatically reload the roots, but it doesn't set reloadTLSFiles if a CAFile is set [here](https://github.com/kubernetes/kubernetes/blob/928adb27abf755b402be7594844e3c248b0b7670/staging/src/k8s.io/client-go/transport/transport.go#L155-L168).

The net effect is that most clients using InClusterConfig will find their connection to kube-apiserver permanently broken during a rotation of the kube-apiserver serving CA, and won't recover until they are restarted.

We should:
* Set reloadTLSFiles when CAFile is set.
* Make sure that reloadTLSFiles will actually re-read the CAFile.
* Add a test.

/sig auth
Repository: pytorch
Issue: Support symmetry in einsum
Labels: triaged,module: linear algebra

### 🚀 The feature, motivation and pitch

PyTorch is an incredibly powerful tool, particularly due to its capability to parallelize and leverage GPU resources for operations like `einsum`. One area where I'd love to see development is in the support for tensor symmetries. 

For example, let's consider a tensor contraction like `A[a,b,c,d,e] * B[d,e,f,g,h] = C[a,b,c,f,g,h]`. If we have symmetries such as `A[a,b,c,d,e] = A[b,a,c,d,e]` or `B[d,e,f,g,h]=B[d,e,f,h,g]`, it would be great if we could use these symmetries to boost computational efficiency significantly. 

### Alternatives


The `ctf` package does offer some functionality along these lines, but it seems limited to symmetric/antisymmetric operations for adjacent indices. Here's the GitHub repository for `ctf`:

https://github.com/cyclops-community/ctf

For more specifics, the documentation can be found here:

https://solomon2.web.engr.illinois.edu/ctf_python/ctf.html#module-ctf.core

That said, from my observations, the performance isn't quite as efficient as one might hope. You can check out the issue I'm referring to here:

https://github.com/cyclops-community/ctf/issues/136


### Additional context

_No response_

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: svelte
Issue: Store `tweened` not updating correctly if initiated with nullish value
Labels: transition/animation

### Describe the bug

Store `tweened` not updating correctly if initiated with nullish value. Happens only if one `set` was called after creating.

https://github.com/sveltejs/svelte/blob/6827709373faf01245d0284968b365b7e032058c/packages/svelte/src/runtime/motion/tweened.js#L66-L70 https://github.com/sveltejs/svelte/blob/6827709373faf01245d0284968b365b7e032058c/packages/svelte/src/runtime/motion/tweened.js#L113 This lines of code is showing the reason of the bug, `target_value` equal to initial value after first `set`.

---

_And I found that `set` with duration 0 is immediate, but set with duration 0.00001 is using `raf`. I found this strange for me._

### Reproduction

```js
const store = tweened(undefined, { duration: 0 });
store.set(10);
store.update(v => v + 10);
console.log(get(store));
```

### Logs

```shell
Logging: NaN.
Expected: 20.
```


### System Info

```shell
repl 4.4.1
```


### Severity

annoyance
Repository: node
Issue: v8-updates/test-linux-perf.js is flaky
Labels: flaky-test

Example error: https://ci.nodejs.org/job/node-test-commit-v8-linux/5468/nodes=benchmark-ubuntu2204-intel-64,v8test=v8test/console

I wonder if we actually need to check the output of `perf script` - IIUC we are just checking that linux perf can produce maps for both interpreted and compiled functions. In this case simply checking the perf map should be enough (as long as the mappings are produced, they should appear). Checking the output of `perf script` may not be robust enough unless we tweak the how the functions are sampled very carefully (but it can still depend a lot on the state of the machine).
Repository: storybook
Issue: [Documentation]: Link to homepage for @storybook/manager-webpack5
Labels: documentation,needs triage

### Describe the problem

When I follow the homepage link here: https://www.npmjs.com/package/@storybook/manager-webpack5
I am lead to this page:
![Screenshot 2023-07-20 at 4 45 22 PM](https://github.com/storybookjs/storybook/assets/73561318/9225bbc0-ee15-4653-8b55-f4ac4e856b8d)

Instead, I would like to be redirected to the README or the package.json or something for the @storybook/manager-webpack5 project

The link listed on npmjs.com currently is https://github.com/storybookjs/storybook/tree/main/lib/core

### Additional context

I'm trying to track down the source of a security vulnerability in my dependency closure, and as far as I can tell, we are getting it transitively from `@storybook/manager/webpack5`:

```shell
semver@5.7.2 dev
node_modules/@babel/register/node_modules/semver
  semver@"^5.6.0" from make-dir@2.1.0
  node_modules/@babel/register/node_modules/make-dir
    make-dir@"^2.1.0" from @babel/register@7.21.0
    node_modules/@babel/register
      @babel/register@"^7.12.1" from @storybook/core-common@7.0.0-alpha.10
      node_modules/@storybook/core-webpack/node_modules/@storybook/core-common
        @storybook/core-common@"7.0.0-alpha.10" from @storybook/core-webpack@7.0.0-alpha.10
        node_modules/@storybook/core-webpack
          @storybook/core-webpack@"7.0.0-alpha.10" from @storybook/manager-webpack5@7.0.0-alpha.10
          node_modules/@storybook/manager-webpack5
            dev @storybook/manager-webpack5@"^7.0.0-alpha.10" from the root project
```

I would like to investigate the issue for myself to make sure it hasn't been fixed already and is currently waiting for the next version of `@storybook/manager/webpack5` to be released, but I'm having trouble navigating the structure of the project to find the package.json for `@storybook/manager/webpack5`. I was hoping that by following the "homepage" link, I would be deep-linked into the relevant part of the code, or some kind of documentation that would help me understand how to navigate the project's source code, but instead got a dead link.
Repository: godot
Issue: .svg files cannot be loaded as "Image" resource
Labels: bug,discussion,topic:editor,topic:import

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

When trying to import an svg as an "Image", it does not allow it to be loaded.
![image](https://github.com/godotengine/godot/assets/40964335/682ff60a-4b93-41f8-97c7-0c00c7e0b591)
![image](https://github.com/godotengine/godot/assets/40964335/1ef9cbfc-cdb6-45e4-9755-15c0be276300)

![Godot_v4 1 1-stable_win64_Im3NWerbCA](https://github.com/godotengine/godot/assets/40964335/b4dcecf7-dd45-4d9a-85fd-92bfa6a372a6)

Deleting .godot does not fix the issue.

### Steps to reproduce

See above

### Minimal reproduction project

n/a
Repository: godot
Issue: Steam version: godot runs application, and steam eats memory each time it runned + UI Overlay problem
Labels: bug,topic:rendering,topic:thirdparty,needs testing

### Godot version

4.1.stable

### System information

Windows 11, steam version

### Issue description

## Steam overlay works inside Godot
![image](https://github.com/godotengine/godot/assets/81364140/90a9cd4a-8741-4f7f-969c-ca1365a5a4a5)
![image](https://github.com/godotengine/godot/assets/81364140/3ee625cc-990e-490c-9923-d7999ca166c1)
even tho its disabled

and this maybe what's causing it to eat heavily memory.
this is my memory usage right now:
![image](https://github.com/godotengine/godot/assets/81364140/0bae72eb-4f1f-44b0-a80d-33a8f4adbbd2)
if ill run the project 15 times (by F5)
![image](https://github.com/godotengine/godot/assets/81364140/d8c673c3-a6a0-4fed-ae23-2e212791629e)
ram will go up
if ill continue doing so 30-40 times more:
![image](https://github.com/godotengine/godot/assets/81364140/b6303810-3857-4abd-a1dd-1590a320f901)
it will now be +5 gb. And the most weird thing, that its not the godot issue itself, but a steam
![image](https://github.com/godotengine/godot/assets/81364140/7297f702-dea2-4a1b-91e9-2ed956a15a56)
for whatever reason after you compile and run the project in godot, steam each time eats memory.

So i guess both these issues are connected. That steam does not clean up memory after godot game was closed
![image](https://github.com/godotengine/godot/assets/81364140/24959742-016e-42d5-860c-9be81a057d31)

So there are 2 bugs, one bug is from steam, about memory eating. But i guess the reason is that godot does not send to steam info that game inside godot was closed, which is why steam keeps ui overlay in memory.
Also maybe godot fault or maybe steam fault that disabling (disabled by default) steam's ui overlay for godot does not work, it still works both inside the game engine and the game 🤔

also my current steam settings (maybe its important):
![image](https://github.com/godotengine/godot/assets/81364140/695f6b48-5751-4c9e-8564-803f381d53c7)


### Steps to reproduce

Download Godot in steam
run project
run project multiple times

### Minimal reproduction project

Download Godot in steam
run project
run project multiple times
Repository: pytorch
Issue: Don't use weak ref finalization for freeing resources when code objects die
Labels: triaged,enhancement,oncall: pt2,module: dynamo

### 🐛 Describe the bug

Today, we use weakref on codegen'ed code objects to trigger deallocation of compiled functions when the cache is cleared (using CleanupManager). I find this to be a bit fragile in the presence of pytest/exceptions, because if an exception is raised inside our compilation stack, the exception will hold references to the frame, and thus the code object, and then if this exception is kept around, this prevents the compiled function from ever being deallocated. It seems better to treat the cache entries as owning their respective code objects etc, and directly trigger deallocation when they are cleared.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @wconstab @Xia-Weiwen
Repository: material-ui
Issue: [Dialog] Can't autofill TextField inside Dialog by 1Password Manager
Labels: component: dialog

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

https://github.com/mui/material-ui/issues/27459#issue-953270671

### Current behavior 😯

see past issue

### Expected behavior 🤔

see past issue

### Context 🔦

see past issue

### Your environment 🌎

see past issue
Repository: godot
Issue: Cursor jumps to previous line in script editor when clicking near a line's center
Labels: bug,platform:macos,topic:editor,needs testing,topic:input

### Godot version

v4.1.1.stable.official

### System information

Godot v4.1.1.stable - macOS 13.2.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

Clicking slightly above the horizontal center of a line in the script editor causes the cursor to incorrectly move to the line above.

https://github.com/godotengine/godot/assets/47328621/9a4e0768-ae80-486c-82db-7805cca7abac

![Godot misaligned cursor placement example](https://github.com/godotengine/godot/assets/47328621/960c1018-e023-43ca-ad99-51d4b3819e60)


### Steps to reproduce

1. Navigate to a script with some text in it.
2. Click on a line in the script editor slightly above the horizontal center of the line.
3. Observe that the cursor is placed on the line above the one that was clicked, rather than on the line where the click occurred.

### Minimal reproduction project

N/A
Repository: neovim
Issue: LSP diagnostics: support dynamic registration
Labels: enhancement,lsp

### Problem

Per https://github.com/neovim/neovim/pull/24128#discussion_r1259209437, the pull diagnostic support currently doesn't handle dynamic registration.

### Expected behavior

The diagnostic implementation should support dynamic registration.
Repository: stable-diffusion-webui
Issue: [Feature Request]: please rewrite the wiki of the API
Labels: documentation,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 ?

the version of the API has updated before, and the wiki was the old,
please update the wiki , thx
https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/API

### Proposed workflow

update the [wiki ](https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/API)


### Additional information

my version of the API 
you can see the latest web below
<img width="566" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/50656998/022d245a-0fae-4955-9f43-4dc51ee93a46">
<img width="458" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/50656998/8eb9a08e-4892-4b38-a6da-aff195c315ad">
<img width="536" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/50656998/a72f3497-462c-463d-9209-9f5fbd516f5d">
<img width="576" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/50656998/4ba578f2-27f9-41f4-b01f-03b0e6722bb0">