sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: `DisplayServer.screen_get_refresh_rate()` may be possible on Web on some browsers/systems
Labels: enhancement,discussion,platform:web,topic:porting

### Godot version

v3.5.stable.arch_linux

### System information

Arch on 5.19.7-arch1-1

### Issue description

Link to documentation (master): https://docs.godotengine.org/en/latest/classes/class_displayserver.html#class-displayserver-method-screen-get-refresh-rate

> Note: Returns -1.0 if the DisplayServer fails to find the refresh rate for the specified screen. On Web, [screen_get_refresh_rate](https://docs.godotengine.org/en/latest/classes/class_displayserver.html#class-displayserver-method-screen-get-refresh-rate) will always return -1.0 as there is no way to retrieve the refresh rate on that platform.

Semi-scientific tests:
- Firefox on Linux: https://www.testufo.com/ correctly detects my refresh rate
- Chromium on Linux: https://www.testufo.com/ fails detection, runs at 60Hz on 240Hz screen


### Steps to reproduce

Assuming N/A, since I am assuming `get_screen_refresh_rate` is not implemented at all on Web

### Minimal reproduction project

_No response_
Repository: godot
Issue: [GodotPhysics] `move_and_slide()` moves objects in reverse when something else hits them
Labels: bug,topic:physics,topic:2d

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 10

### Issue description

In 2D: when given an object, A, that is oscillating UP and DOWN and another object, B, collides with it from slightly above and to the LEFT side the `move_and_slide` call returns a velocity with a large negative x-component.

I have annotated some of the collisions. The red lines are the collisions normals and the yellow lines are the collisions remaining movement velocity direction.

![image](https://user-images.githubusercontent.com/86566939/189946940-627b7990-02d6-4240-81a3-fd6519718278.png)

You can see the first few slides don't return erroneous velocities. However, once the normals are no longer aligned the colliding body imparts a negative x-velocity onto the oscillating object.

![move_and_slide_bug](https://user-images.githubusercontent.com/86566939/189948902-3dada9c4-5838-4be6-b6fe-65c958733b0d.gif)


### Steps to reproduce

Oscillate two objects that collide in perpendicular axes. One body when clipped from behind will inherit an erroneous slide velocity. The effect is *greatly exaggerated* if one body has a rounded collision shape.

### Minimal reproduction project

Drop the following scene into a blank Godot project to test.
[MoveAndSlideBug.zip](https://github.com/godotengine/godot/files/9558772/MoveAndSlideBug.zip)
Repository: godot
Issue: PopupMenu - Delegates use wrong value type?
Labels: bug,discussion,topic:dotnet

### Godot version

4.0.0 dev (16228ba3e)

### System information

Windows 11

### Issue description

Not sure if it is an issue or not, but the delegates for the events in PopUpMenu (IdPressedEventHandler, IdFocusedEventHandler, IndexPressedEventHandler) all take a value type of "long" for the Id or Index parameters:
![image](https://user-images.githubusercontent.com/2104997/189954201-75d576c9-1c7a-4e94-b411-d0ce783be10f.png)

But all the other methods seem to imply that the Id is just an int:
![image](https://user-images.githubusercontent.com/2104997/189954342-dc966ea6-3c12-4931-acf3-1042dc10aa4a.png)


### Steps to reproduce

None?

### Minimal reproduction project

_No response_
Repository: neovim
Issue: Cannot bind combinations of alt and top-row symbol keys (any of "!@#$%^&*()")
Labels: bug,tui,input,complexity:high,mappings

### Neovim version (nvim -v)

0.7.2

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

yes, 9.0

### Operating system/version

Manjaro Linux, 4.19.253-1-MANJARO

### Terminal name/version

kitty 0.25.2

### $TERM environment variable

xterm

### Installation

appimage

### How to reproduce the issue

nvim
nmap <m-)> i2
<m-)>

### Expected behavior

When the alt, shift, and 0 keys are pressed together, 
input mode should be entered, and the character '2' input 

### Actual behavior

Nothing happens
Repository: pytorch
Issue: DISABLED test_random_seed (__main__.TestDataLoaderUtils)
Labels: module: dataloader,triaged,skipped

Platforms: asan

This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_random_seed%2CTestDataLoaderUtils))

Examples: (look for "The action has timed out"):
* https://hud.pytorch.org/pytorch/pytorch/commit/dbd38f63f5731f8403edfdf9d5956ca872453dd3
* https://hud.pytorch.org/pytorch/pytorch/commit/d6733327829fa02295c239ad96a26bef8afa6da4
* https://hud.pytorch.org/pytorch/pytorch/commit/31cc03cc132020244f6985aefdcd1c05babc2e17

cc @SsnL @VitalyFedyunin @ejguan @NivekT
Repository: flutter
Issue: benchmark mutex for platform message handlers
Labels: engine,c: performance,P3,team-engine,triaged-engine

https://github.com/flutter/engine/pull/35804 and https://github.com/flutter/engine/pull/35804 introduced the ability for more threads to read from the code that is storing the platform message handlers (that are set on the ui thread).  This is potentially a bottleneck if multiple isolates are sending messages at the same time.  We should add a benchmark to see if it's worth transforming it to a read-write lock.
Repository: go
Issue: x/pkgsite: Open Source Insights link on module but not package
Labels: pkgsite

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 https://pkg.go.dev/cloud.google.com/go/bigtable
 
 
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 [Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/105.0.0.0 Safari/537.36](https://developers.whatismybrowser.com/useragents/parse/?analyse-my-user-agent=yes)
 
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### What did you do?
 
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### What did you expect to see?
 
"Open Source Insights" in Links, linking to https://deps.dev/go/cloud.google.com%2Fgo%2Fbigtable
 
### What did you see instead?

No "Open Source Insights" link

Note that this works on the module page:
https://pkg.go.dev/cloud.google.com/go does have "Open Source Insights" link to https://deps.dev/go/cloud.google.com%2Fgo/v0.104.0
Repository: pytorch
Issue: test_warp_softmax_64bit_indexing_cuda_float16 takes ~147GB of CPU memory and is very slow
Labels: module: memory usage,triaged,module: testing

### 🐛 Describe the bug

test_warp_softmax_64bit_indexing_cuda_float16 takes ~147GB of CPU memory and is very slow

Reproduce:
```
/usr/bin/time -v python test/test_nn.py -v -k test_warp_softmax_64bit_indexing_cuda_float16
```

Output:
```
test_warp_softmax_64bit_indexing_cuda_float16 (__main__.TestNNDeviceTypeCUDA) ... ok

----------------------------------------------------------------------
Ran 1 test in 105.592s

OK
        Command being timed: "python test/test_nn.py -v -k test_warp_softmax_64bit_indexing_cuda_float16"
        User time (seconds): 776.69
        System time (seconds): 2031.00
        Percent of CPU this job got: 2576%
        Elapsed (wall clock) time (h:mm:ss or m:ss): 1:48.96
        Average shared text size (kbytes): 0
        Average unshared data size (kbytes): 0
        Average stack size (kbytes): 0
        Average total size (kbytes): 0
        Maximum resident set size (kbytes): 147604400
        Average resident set size (kbytes): 0
        Major (requiring I/O) page faults: 0
        Minor (reclaiming a frame) page faults: 184895836
        Voluntary context switches: 14118
        Involuntary context switches: 2191694
        Swaps: 0
        File system inputs: 0
        File system outputs: 0
        Socket messages sent: 0
        Socket messages received: 0
        Signals delivered: 0
        Page size (bytes): 4096
        Exit status: 0
```

Considering the test was taking ~84 GB of ram before (https://github.com/pytorch/pytorch/pull/67922#issuecomment-963899593), but it takes 140 GB now, something could have gone wrong. Also, the test name was changed in https://github.com/pytorch/pytorch/pull/84182.

### Versions

torch_commit: https://github.com/pytorch/pytorch/commit/7a9ab5c232f54430704456d18a22f99838489817

V100 32 GB

cc @ptrblck @ngimel @malfet @eqy
Repository: flutter
Issue: [pigeon] Support TaskQueue when using Swift
Labels: platform-ios,package,p: pigeon,P3,team-ios,triaged-ios

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## Use case

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Pigeon supports using swift for iOS/MacOS and objective-c for iOS. `TaskQueue` is supported for objective-c, but the `@TaskQueue` annotation from pigeon does not seem to have any impact when using swift & iOS. The following code will use TaskQueue when using objective-c, but not swift.

```dart
@HostApi()
abstract class MyAPI {
  @async
  @TaskQueue(type: TaskQueueType.serialBackgroundThread)
  void doSomething();
}
```

## Proposal

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Add support for TaskQueue when using swift on iOS. One consideration is that TaskQueue is not supported on MacOS. Users will either need to know this, and only attempt to use it for iOS plugins, or pigeon could use TaskQueue on iOS only (not sure of the feasibility of that).


## Reference
`@TaskQueue` from pigeon: https://pub.dev/documentation/pigeon/latest/pigeon_lib/TaskQueue-class.html
Repository: godot
Issue: RenderingServer.texture_2d_update_partial() missing
Labels: topic:rendering,regression

### Godot version

4.0.alpha17.official

### System information

Windows 10, Vulkan.

### Issue description

VisualServer in Godot3 has texture_set_data_partial() function for performance reasons instead of texture_set_data. It is used prominently in Zyllan Terrain. Godot 4 is missing such a function, exposing only the original full image override via RenderingServer.texture_2d_update().

I suspect Godot 4 still needs a function similar to RenderingServer.texture_2d_update_partial() 

original implementation in Godot 3.06 and above:
● void texture_set_data_partial(texture: RID, image: Image, src_x: int, src_y: int, src_w: int, src_h: int, dst_x: int, dst_y: int, dst_mip: int, layer: int = 0)

Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.

@Zylann 


### Steps to reproduce

Not needed.

### Minimal reproduction project

Not needed.
Repository: TypeScript
Issue: package.json `exports` resolution uses fallback conditions, unlike Node
Labels: Bug

# Bug Report

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I’ve never been more confident, without searching, that I’m the first person to notice this

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```json
{
  "exports": {
    ".": {
      "import": "./dist/main.mjs",
      "types": "./dist/foo.d.ts"
    }
  }
}
```

### 🙁 Actual behavior

Importing this package from an ESM file, in `--moduleResolution nodenext`, searches for types at these locations:

- ./dist/main.mts
- ./dist/main.d.mts
- ./dist/foo.d.ts

### 🙂 Expected behavior

It should not search the `types` condition, because `import` already matched, and contained a valid target `./dist/main.mjs`. Resolution here should fail for consistency with Node, which would throw a resolution error if it matched a condition but then failed to find the file specified in it.

Fixing this bug may cause more harm than good. I noticed it because I [claimed](https://github.com/preactjs/signals/issues/111#issuecomment-1242554958) that a popular library would be broken under certain conditions due to misconfigured `exports`, but was proven wrong in reality. I figured this may be worth documenting, but likely not worth fixing. But if someone can make a good case for why it matters, I would reconsider.
Repository: godot
Issue: Periodic (editor and game) freezing on Windows 11
Labels: bug,platform:windows,topic:core,needs testing

### Godot version

4.0.beta1

### System information

Windows 11 (21H2), Vulkan, Intel Core i5-12400, Nvidia GTX 970, 16GB DDR4

### Issue description

EDIT: It seems like I've been able to consistently reproduce both an "ok" state and a "constant repeating freezing/stuttering" state within my own project (see "Steps to reproduce").

On Windows 11, it seems like both my project (in "play mode"/running from the editor) and the (in the repro steps) "G4 Super 3D Targeting System" (even in the editor) periodically (every 2.5-4 seconds?) freeze (for like 750ms?).

Worth noting it seems to only happen on Windows 11 (at least on my device) and not on Arch Linux. I wish I could debug it myself but I have _no idea_ where to even start, since it seems to "transcend" the editor's performance debugger.

It also seems [this ](https://github.com/kreaninw/G4-Super-3D-Targeting-System)(the repro project) project being open lags Windows too.

Sorry for the bad video quality, I couldn't get ShadowPlay to play (heh) nice and record at a decent enough bitrate.

https://user-images.githubusercontent.com/21175939/190024060-66ed2001-30cb-4639-9dcd-c25981bfe084.mov

Just in case this helps: I'm running the editor from an NVMe drive.


### Steps to reproduce

~~Just open https://github.com/kreaninw/G4-Super-3D-Targeting-System and witness the editor periodically freeze.~~

- Open my personal project.
- Try opening some scenes (excluding the Player.tscn scene) in 2D mode (so never ever switch to the 3D editor).
- Try starting the project (`F5` on Windows). You'll notice there's no stuttering.
- The moment that either the Player scene is opened or the 3D editor is switched to, running the project will result in periodic freezing.

### Minimal reproduction project

~~https://github.com/kreaninw/G4-Super-3D-Targeting-System~~

This next one is my personal project. I've been able to consistently reproduce the issue here.
https://github.com/Ichicoro/fpsino-testerino-4/tree/repro (branch: repro)
Repository: electron
Issue: [Bug]: chrome://inspect + click on menu item + pause in debugger = whole system freeze
Labels: platform/linux,component/devtools,bug :beetle:,status/confirmed,24-x-y,25-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

20.1.3

### What operating system are you using?

Other Linux

### Operating System Version

Debian Bullseye

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

.

### Actual Behavior

Innocent debugging using chrome://inspect can freeze whole system and make whole system unusable until reboot! Here is steps to reproduce.

I have Debian Bullseye, KDE with X11 (note: X11, not Wayland), Electron 20.1.3, Chromium 104.0.5112.79.

Here is my `package.json`:
```js
{
  "name": "pr",
  "version": "0.1.0",
  "main": "main.js",
  "scripts": {
    "start": "electron ."
  },
  "devDependencies": {
    "electron": "^20.0.2"
  }
}
```

Here is my `main.js`:
```js
"use strict";

const { app, BrowserWindow, BrowserView, dialog, clipboard, ipcMain, Menu, MenuItem } = require("electron");
const path = require("path");

(async () => {
  await app.whenReady();

  const window = new BrowserWindow({});
  {
    const menu = new Menu;
    menu.append(new MenuItem({
      label: "Menu",
      submenu: [
        {
          label: "Item",
          click: () => {
            console.log("a");
            console.log("b");
            console.log("c");
          }
        }
      ]
    }));
    Menu.setApplicationMenu(menu);
  }
})();
```

Start the app using `./node_modules/electron/dist/electron --inspect .`. Then open `chrome://inspect` in Chromium, from there open devtools. In devtools open tab "Sources", then open file `main.js`. Then set breakpoint at `console.log("a")`. Then switch to electron app, click at menu "Menu" and then click to menu item "Item". At this moment devtools should pause at breakpoint `console.log("a")`. And in this point you will discover that you cannot switch between windows using your mouse anymore! Starting from this moment attempting to click to titlebar of any window to switch to it will fail! The system becomes unusable!

### Testcase Gist URL

_No response_

### Additional Information

_No response_
Repository: pytorch
Issue: Add unit tests for test decorators
Labels: feature,module: tests,triaged

If a test decorator is not working properly, then the test it wraps can become invalid. For instance, in the case of #84874, tests wrapped with `expectedFailureMeta` were never getting run, even though the printout from running these tests falsely indicates that the tests were run. There was nothing obvious to indicate that it wasn't working properly until I accidentally stumbled upon it.

It seems like it would be a good idea to write unit tests for some of the decorators, if they don't already have a test, to make sure they're working as expected and to give us more assurance that our tests are valid. Who knows, maybe there are other decorators with similar problems right now.

cc @mruberry
Repository: godot
Issue: Importing animations results in no mesh due to 'cyclic dependency'
Labels: bug,topic:import,topic:3d

### Godot version

4.0
3.4.5

### System information

win10

### Issue description

I get this error when I import the attached gltf file.
ERROR: Can't add child 'viewcube' to 'Skeleton' as it would result in a cyclic dependency since 'viewcube' is already a parent of 'Skeleton'.
[viewcube.zip](https://github.com/godotengine/godot/files/9561953/viewcube.zip)
It loads fine in other programs. However, Godot seems to not be able to handle this.

### Steps to reproduce

Import the gltf file, and notice the errors and missing nodes.

### Minimal reproduction project

[viewcube.zip](https://github.com/godotengine/godot/files/9561959/viewcube.zip)
Repository: godot
Issue: Significant camera stutter on mouse left click
Labels: bug,topic:porting,needs testing,topic:input,performance

### Godot version

3.5-stable, 3.4.5-stable, 3.3-stable, 4.0 beta 2

### System information

macOS Monterey Version 12.5, 13-inch M1 2020

### Issue description

The camera stutters noticeably when clicking mouse left click.

Example video 1 (from [minimal reproducible example](https://github.com/jrockett6/godot-left-click-freeze)): 

https://user-images.githubusercontent.com/34614301/190055892-e9b1fc1f-e6f1-45e5-8a91-22c5a7363409.mov

Example video 2 (from [First Person Starter](https://godotengine.org/asset-library/asset/424) template):

https://user-images.githubusercontent.com/34614301/190056250-57988ac6-b80a-44a3-9e3b-3d68402f3fb7.mov

I now notice in the first video that my cursor also appears to be stuttering on left click (and the camera movement is controlled by InputEventMouseMotion), if that is any hint at what the issue might be.

I'm guessing that this is somehow specific to my environment/hardware, as it presumably would have been reported by now with how common this camera style is.


### Steps to reproduce

1. Download either the minimum reproducible example or First Person Starter template above.
2. Look around, while clicking left click.

### Minimal reproduction project

[godot-left-click-freeze.zip](https://github.com/godotengine/godot/files/9562562/godot-left-click-freeze.zip)
Repository: excalidraw
Issue: I'm hosting locally, but I have a 2mb limit per file, is there any way to change the import limit?
Labels: enhancement,package:excalidraw
Repository: flutter
Issue: Dart throws the out-of-memory errors without receiving the system's low memory warning on iOS
Labels: platform-ios,engine,dependency: dart,perf: memory,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-ios,triaged-ios

In my flutter iOS app, I notice that the `didHaveMemoryPressure()` and the native `applicationDidReceiveMemoryWarning` are never fired even though I intentionally created memory leaks. I then used XCode to monitor the memory usage, looks like the app crashes before even hitting the yellow region of the memory gauge (in which the system will trigger the low memory warning), so I assume that maybe the Dart VM has some sort of heap size limit and it crashes even before the OS thinks the device is under high memory pressure?

I run the same code (just a timer to spawn big arrays) to test in a native Swift app and its memory usage increased as expected until it triggered the system's low memory warning and got killed.

Also, Flutter's `didHaveMemoryPressure()` gets fired every time the app is back in the foreground even though the memory usage is very low, haven't figured out what might cause this issue yet.

Flutter version: 2.10.5