sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: _ready() call can't find function in child node
Labels: topic:gdscript,needs testing

### Godot version

4.1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon R5 M230 Series () - AMD A6-5200 APU with Radeon(TM) HD Graphics (4 Threads)

### Issue description

When adding new nodes through add_child(), sometimes it can happen that a _ready() call will not be able to recognize a function from its children. This is very inconsistent and I can't figure out what conditions cause it to happen, but I've found a correlation with the number of nodes in the scene.

### Steps to reproduce

- Create a scene, preferrably one with lots of nodes in it
- Create a function in one of the nodes that is a direct child of this scene
- Call this function from the scene's _ready()
- Add it to the main scene through add_child() 
- The project will sometimes, very rarely, crash when you run it

### Minimal reproduction project

I have no idea what's going on, so I can't really create an MPR that will consistently get you these results.
Repository: flutter
Issue: [Impeller] Improve performance when rendering contiguous backdrop filter layers.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

On lower-end devices two small blurs tend to perform much worse than one large blur because of the extra render pass. But with wide-gamut, this is now an issue on high-end devices too.

Consider the following example:
<details>
 <summary>code</summary>

```dart
import 'dart:ui';
import 'package:flutter/material.dart';

void main() {
  runApp(const MainApp());
}

const kSigma = 1.0;
const kNumberOfBlurs = 6;

class _Blur extends StatelessWidget {
  const _Blur();

  @override
  Widget build(BuildContext context) {
    return ClipRRect(
      child: BackdropFilter(
        blendMode: BlendMode.srcIn,
        filter: ImageFilter.blur(
          sigmaX: kSigma,
          sigmaY: kSigma,
        ),
        child: Container(
          color: Colors.red.withAlpha(30),
          child: const Text('Blur'),
        ),
      ),
    );
  }
}

class MainApp extends StatelessWidget {
  const MainApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: Stack(
          children: [
            ListView.builder(
                itemBuilder: (context, index) {
                  return Container(
                    padding: const EdgeInsets.all(10),
                    child: Text('Item $index'),
                  );
                },
                itemCount: 1000),
            for (var i = 0; i < kNumberOfBlurs; ++i) ...[
              Positioned(
                left: 0,
                right: 0,
                top: i * 150,
                height: 60,
                child: const _Blur(),
              ),
            ]
          ],
        ),
      ),
    );
  }
}
```
</details>

<details>
<summary>screenshot</summary>

![Screen Shot 2023-07-30 at 09 49 18](https://github.com/flutter/flutter/assets/96958/4ae73552-8960-4778-81a0-7ef5c59e5c4a)
</details>

With 6 backdrop this currently requires 7 passes to render. With wide gamut the cost of each pass can get quite high: https://github.com/flutter/flutter/issues/131567.

In this particular case all backdrops can be rendered in second pass, because for each backdrop nothing rendered before it in the second pass affects the area where the backdrop samples from.

Performance on iPhone 13 Pro (A15) with 7 passes:
<img width="541" alt="Screenshot 2023-07-29 at 16 42 13" src="https://github.com/flutter/flutter/assets/96958/8f20a94e-d6c0-4cee-8e23-9d9e724df080">

Performance with all backdrops rendered in second pass:
<img width="450" alt="Screenshot 2023-07-29 at 23 55 20" src="https://github.com/flutter/flutter/assets/96958/926ebe99-c2c4-4ae7-ad2a-6f77e592f188">

I think something along "if this is not the first pass and nothing in this pass has rendered where the backdrop is sampling from don't end the pass" might be a significant improvement for common cases such as blurred header and tabbar.

cc @bdero @jonahwilliams
Repository: rust
Issue: `move` keyword not suggested by rustc compiler to take ownership of variables inside closure
Labels: A-diagnostics,T-compiler

### Code

```Rust
struct Thing {
    value: Box<dyn Fn() -> usize>
}

fn main() {
    let value = 0usize;
    Thing {
        value: Box::new(|| { value })
    };
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0597]: `value` does not live long enough
  --> src/main.rs:8:30
   |
8  |         value: Box::new(|| { value })
   |                --------------^^^^^---
   |                |        |    |
   |                |        |    borrowed value does not live long enough
   |                |        value captured here
   |                cast requires that `value` is borrowed for `'static`
9  |     };
10 | }
   | - `value` dropped here while still borrowed

For more information about this error, try `rustc --explain E0597`.
error: could not compile `playground` (bin "playground") due to previous error
```


### Desired output

```Shell
help: to force the closure to take ownership of `value` (and any other referenced variables), use the `move` keyword
  |
8 |         value: Box::new(move || { value })
  |                         ++++
```


### Rationale and extra context

I assume this is self-explanatory, to quote the person directing me to create this issue:

> because things that can be solved by making it a `move` closure *should* always include a suggestion to do that in the help message.

### Other cases

_No response_

### Anything else?

I am not an experienced Rust developer in any sense - I was directed to report this compiler diagnostic error by another, much more experienced developer, from the Rust discord (discord.gg/rust-lang). If something is amiss or I failed in any way to provide adequate details, I apologize. Thank you!
Repository: rust
Issue: Failed optimization: missing range/enumerate bijection suppresses length fact propagation
Labels: A-LLVM,I-slow,A-codegen,T-compiler,C-bug,C-optimization

```rust
pub fn score_round_opt(candidates: &[bool]) {
    u32::try_from(candidates.len()).unwrap();

    for (i, _) in candidates.iter().enumerate() {
        u32::try_from(i).unwrap();
        std::hint::black_box(42);
    }
}

pub fn score_round_fail(candidates: &[bool]) {
    u32::try_from(candidates.len()).unwrap();

    for i in 0..candidates.len() {
        u32::try_from(i).unwrap();
        std::hint::black_box(42);
    }
}

```

https://rust.godbolt.org/z/8a6jd8acG

The unwrap in the loop fails to get optimized out when using `0..candidates.len()` even though this is equivalent to enumerate.
Repository: rust
Issue: Failed optimization: Vec allocation blocks fact propagation
Labels: A-LLVM,I-slow,A-codegen,T-compiler,T-libs

```rust
pub fn score_round_opt(candidates: &[bool]) {
    std::hint::black_box(Vec::<bool>::with_capacity(1));
    u32::try_from(candidates.len()).unwrap();

    for (i, _) in candidates.iter().enumerate() {
        u32::try_from(i).unwrap();
        std::hint::black_box(42);
    }
}

pub fn score_round_fail(candidates: &[bool]) {
    u32::try_from(candidates.len()).unwrap();
    std::hint::black_box(Vec::<bool>::with_capacity(1));

    for (i, _) in candidates.iter().enumerate() {
        u32::try_from(i).unwrap();
        std::hint::black_box(42);
    }
}

pub fn score_round_works_why(candidates: &[bool]) {
    u32::try_from(candidates.len()).unwrap();
    std::hint::black_box(Box::new(true));

    for (i, _) in candidates.iter().enumerate() {
        u32::try_from(i).unwrap();
        std::hint::black_box(42);
    }
}
```

https://rust.godbolt.org/z/1s64KrYd5

Doing a vec allocation blocks optimizing out the unwrap in the loop. Related optimization failure: https://github.com/rust-lang/rust/issues/114242

The weird thing here is that allocating a Box is fine, but allocating a vec is not. Not sure what's special about vecs to cause this.
Repository: PowerToys
Issue: QuickAccent : add key "ALT" as option in addition to "SPACE"
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

It should be nice if we could use "ALT" instead of "SPACE" for accent. Cause for now if I wish print "é" I have to press "e + space", it's a good option but sometime (read section below) it's a problem.

### Scenario when this would be used?

But I'm a gamer, so I often use "SPACE + A" to jump left. But QuickAccent show accent's options. I know I can't disable QuickAccent for some apps, but with this method I can't use QuickAccent when I open game's chat. 

### Supporting information

So maybe you can add option to switch between "SPACE" and "ALT RIGHT" or any other key.
Repository: pytorch
Issue: RuntimeError: GlooDeviceFactory::makeUVDevice(): interface or hostname can't be empty
Labels: oncall: distributed

### 🐛 Describe the bug

File "C:\Users\me\Desktop\rvc5\RVC-beta0717\runtime\lib\site-packages\torch\distributed\distributed_c10d.py", line 994, in _new_process_group_helper
backend_class = ProcessGroupGloo(backend_prefix_store, group_rank, group_size, timeout=timeout)
RuntimeError: GlooDeviceFactory::makeUVDevice(): interface or hostname can't be empty

### Versions

Collecting environment information...
PyTorch version: 2.0.1+cpu
Is debug build: False
CUDA used to build PyTorch: Could not collect
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Home
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.11 (tags/v3.10.11:7d4cc5a, Apr  5 2023, 00:38:17) [MSC v.1929 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: False
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 536.67
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=2496
DeviceID=CPU0
Family=198
L2CacheSize=4096
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=2496
Name=11th Gen Intel(R) Core(TM) i7-11700 @ 2.50GHz
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==2.0.1
[pip3] torchaudio==2.0.1
[pip3] torchcrepe==0.0.20
[pip3] torchgen==0.0.1
[pip3] torchvision==0.15.2
[conda] Could not collect

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: rust
Issue: Don't treat tuple struct types as functions in diagnostics
Labels: A-diagnostics,T-compiler,D-confusing

### Code

```Rust
#[derive(Debug)]
struct A();

fn main(){
    dbg!(A);
}
```


### Current output

```Shell
error[E0277]: `fn() -> A {A}` doesn't implement `Debug`
 --> src/main.rs:5:5
  |
2 | struct A();
  | -------- consider calling the constructor for `A`
...
5 |     dbg!(A);
  |     ^^^^^^^ `fn() -> A {A}` cannot be formatted using `{:?}` because it doesn't implement `Debug`
  |
  = help: the trait `Debug` is not implemented for fn item `fn() -> A {A}`
  = help: use parentheses to construct this tuple struct: `A()`
  = note: this error originates in the macro `$crate::format_args_nl` which comes from the expansion of the macro `dbg` (in Nightly builds, run with -Z macro-backtrace for more info)

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` (bin "playground") due to previous error
```


### Desired output

```Shell
error[E0423]: expected value, found struct `A`
```


### Rationale and extra context

Since i never defined a function, it seems odd to get errors mentioning the function signature. While the example code is pretty clean, in more complex cases this can be a very confusing message 

### Other cases

consider the following error a user of the Bevy game engine received and was confused by, where there is no hint of the Person struct needing to be instantiated.

```Rust
#[derive(Component)]
struct Name(String);

#[derive(Component)]
struct Person();

fn add_people(mut commands: Commands) {
    commands.spawn((Name("Test".to_string()), Person));
}
```

```
error[E0277]: the trait bound `(fn() -> Person {Person}, Name): Bundle` is not satisfied
   --> src\main.rs:10:20
    |
10  |     commands.spawn((Person, Name("Test".to_string())));
    |              ----- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait `Bundle` is not implemented for `(fn() -> Person {Person}, Name)`
    |              |
    |              required by a bound introduced by this call
    |
    = help: the following other types implement trait `Bundle`:
              ()
              (B0, B1)
              (B0, B1, B2)
              (B0, B1, B2, B3)
              (B0, B1, B2, B3, B4)
              (B0, B1, B2, B3, B4, B5)
              (B0, B1, B2, B3, B4, B5, B6)
              (B0, B1, B2, B3, B4, B5, B6, B7)
            and 8 others
note: required by a bound in `bevy::prelude::Commands::<'w, 's>::spawn`
```


### Anything else?

_No response_
Repository: godot
Issue: Godot 4.1 takes ~1 minute to load on the Steam Deck.
Labels: bug,topic:rendering,needs testing,performance

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.19044 - Vulkan (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i9-12900KF (24 Threads)

### Issue description

Even when creating a fresh project that only has a single Label in it and nothing else, the project will hang at a black screen on the Steam Deck for roughly 1 minute until it finally loads.

This isn't normal, because I have the Steam info overlay also enabled, which does this weird thing where it hangs in the middle of the left side of the screen while this black screen is present, then moves snugly to the top-left where it should be once the black screen is gone.

Other games on the Steam Deck do not do this. This is not a hardware issue.

I have tried both with using GodotSteam and without. It doesn't change anything. The load time is very long and it hangs in a way that is unexpected.

The project opens up quickly in the Editor, when exported as a .EXE, and when played through Steam via the Steam application on PC. This issue is exclusively when playing the project on a Steam Deck.

The project must be ran in Compatibility mode. Forward+ causes it to sometimes crash without warning on the Steam Deck.

### Steps to reproduce

Create new project.

Export into Steamworks.

Run game on the Steam Deck.

### Minimal reproduction project

Shouldn't be necessary. Seriously any new project will do this.
Repository: TypeScript
Issue: Support shorthands when specializing generic functions at the type level
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

- shorthands
- generic
- specialization

## ✅ Viability Checklist

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

Basically support for syntax like this:

```ts
const someObject = {
  foo<number>,
  bar<string>
};
```

One can already specialize a generics cheaply like this:

```ts
const specializedFoo = foo<number>;
```

But this kind of specialization doesn't work well with shorthand syntax, so rather than writing what I suggested one has to write the more verbose:

```ts
const someObject = {
 foo: foo<string>,
 bar: bar<number>
};
```

Basically imo this convenience feature for specializing a generic should compose with other existing convenience syntax.

## 📃 Motivating Example

I have a little [parser generator](https://github.com/fabiospampinato/grammex/blob/master/src/index.ts), problem is for many grammars the generic `<T>` type that most exported composable functions accept is inferred in incompatible ways between usages of those composable functions throughout a grammar, so having a way to return specialized functions, where the value of the <T> type has been already been provided consistently for all those functions, would simplify some scenarios a lot.

But I can't write something like this:

```ts
const grammar = <T, U> ( fn: ({ match: match<T>, and: and<T>, ... }) => U ): U => {
	return fn ({
        match<T>,
        and<T>,
        ...
    });
};
```

I have to write this:

```ts
const grammar = <T, U> ( fn: ({ match: match<T>, and: and<T>, ... }) => U ): U => {
	return fn ({
        match: match<T>,
        and: and<T>,
        ...
    });
};
```

Arguably this kind of syntax should be supported for types also, so that I could even just write this, ideally:

```ts
const grammar = <T, U> ( fn: ({ match<T>, and<T>, ... }) => U ): U => {
	return fn ({
        match<T>,
        and<T>,
        ...
    });
};
```

## 💻 Use Cases

Simplifying the code in the example above.
Repository: godot
Issue: Enormous latency using debugger in editor
Labels: bug,topic:core,topic:rendering,needs testing,topic:particles

### Godot version

3.5 stable with GLES3

### System information

Ubuntu 22.04.1 | CPU AMD Ryzen 7 5700U | RAM 8GB | GPU AMD Radeon RX Vega 8

### Issue description

After changes I made on my game (changing the code related to my character and its abilities, and changing some variables from one data type to another), I observe an enormous latency using the debugger in the editor while running the game. Clicking "step into" or "step over" or "continue" triggers 30sec or 1mn+ lag before actually moving to next instruction.
The game works fine by itself
I think the issue comes from my main character script but I struggle figure out what changes caused this issue and why there is this issue at all

### Steps to reproduce

put a breakpoint in _physics_process in "Player.gd". And try to go to next breakpoint and again

### Minimal reproduction project

[minimal-reproduction-project.tar.gz](https://github.com/godotengine/godot/files/12209278/minimal-reproduction-project.tar.gz)
Repository: godot
Issue: WebRTC is not working on HTML5 export of Godot 4.2 Dev 
Labels: bug,platform:web,needs testing,topic:network

### Godot version

4.2.dev

### System information

Windows 10 - NVIDIA GeForce RTX 2080 SUPER [Version 531.29] - Godot 4.2.dev

### Issue description

WebRTC is not working on HTML5 export of Godot 4.2 dev. In testing [the Nakama-WebRTC demo project](https://gitlab.com/snopek-games/godot-nakama-webrtc/-/tree/godot-4?ref_type=heads), I face a problem with Web export. Users get stuck in the connecting state. 

### Steps to reproduce

1- export the project in [this link](https://gitlab.com/snopek-games/godot-nakama-webrtc/-/tree/godot-4?ref_type=heads) for HTML5. ( Test can be done by running the exported project locally or on a web host like itch.io.
2- configure a Nakama server with an SSL certificate and use port forwarding to secure the Nakama port
3- try to authenticate on the exported app.
4- create a room with one client and joint with another one. 
5- It stucks in the connecting state.

### Minimal reproduction project

NA (I didn't manipulate the original project except for port and server address)
Repository: flutter
Issue: CupertinoTextFiled placeholder text cursor height not same when have text
Labels: a: text input,framework,a: internationalization,f: cupertino,has reproducible steps,P2,found in release: 3.10,team-design,triaged-design,found in release: 3.13

<img width="965" alt="image" src="https://github.com/flutter/flutter/assets/49749220/d5de430e-85c1-4b63-a3c1-e987270c30ee">
<img width="967" alt="image" src="https://github.com/flutter/flutter/assets/49749220/445c65a6-ffe6-459b-8ebb-c0daaf3042ec">
Repository: godot
Issue: Polygon2D/Skeleton2D invisible on Android unless using Remote Debug
Labels: bug,platform:android,topic:rendering,topic:2d

### Godot version

4.1.1.stable.official

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - gl_compatibility - dedicated AMD Radeon RX 6800 XT (Advanced Micro Devices, Inc.; 31.0.14057.5006) - AMD Ryzen 7 5800X3D 8-Core Processor (16 Threads)

### Issue description

Polygon2D/Skeleton2D only appear on mobile device using gl_compatibility if running with Remote Debug
Polygon2D/Skeleton2D appear correctly when using mobile renderer regardless of how the app was started

2D scene working correctly with a Polygon2D and a linked Skeleton2D. No animation.
Polygon2D using a diffuse texture only.
Very simple skeleton. Root pose is set.

Using Run Project on Desktop the image displays correctly.

Using Remote Debug/One-Click Deploy the image displays correctly on an Android phone. In either mobile or gl_compatibility rendering.

If one exits the app on the phone and re-runs it without using Remote Debug the Polygon/Skeleton does not appear if compiled with gl_compatibility, but does appear if the image was generated using the Mobile renderer.

Not using one-click deploy and preparing an Export APK, copying it to the phone and running, same result. Skeleton/Polygon only visible using Mobile renderer.

No errors are showing in the Godot console.
No errors are showing in adb logcat -s godot
Careful inspection shows no relevant issues in an unfiltered adb logcat

Phone in question: Realme 6, Android 11, GPU Mali-G76 MC4

I've made 3 seperate attempts to fix so far, investigating possible timing issues, and anything else I can think of. Nothing seems to solve the problem. I could use the Mobile renderer for now but 3D performance of it on Android is very poor, makes testing very awkward and all the advice right now is to use the gl_compatibility render which sadly makes Skeleton2D non-functional.

### Steps to reproduce

In building up a minimal reproducible and adding elements, with a remote debug run then an independent run each time the following was observed:

0) Start blank project
1) Polygon with texture and vertices - OK
2) Define 2 polygons in Polygon2D - OK
3) Skeleton added to scene - OK
4) Set skeleton root pose - OK
5) Link skeleton and polygon in editor - OK
6) Sync bones to polygon in editor - OK
7) Link vertices of internal polygons to skeleton bones - Bug observed - Image visible on remote debug, blank screen on independant start up,

### Minimal reproduction project

[Polygon_Bug.zip](https://github.com/godotengine/godot/files/12209359/Polygon_Bug.zip)