sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: compiletest: Print results of failed tests on ctrl+c
Labels: A-testsuite,E-hard,C-enhancement,T-bootstrap,A-compiletest

Rather than discarding all test results.

cc https://rust-lang.zulipchat.com/#narrow/stream/122651-general/topic/tool.20to.20suggest.20subset.20of.20tests/near/321098374

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Repository: electron
Issue: [Feature Request]: Detect keystrokes in sandboxed iframes
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

We can currently detect keystrokes in a webcontents via the `before-input-event` event, which captures keystrokes for both the main frame and subframes.

I'd like to detect keystrokes in just the iframes, which happened to be sandboxed in this case if it makes a difference.

### Proposed Solution

An `before-input-event` on `frame` would be helpful

### Alternatives Considered

I'm experimenting right now with listening for frame navigations and injecting JavaScript in to add a keydown message `postMessage` something back, but I believe that only works if `window.opener` is enabled, which it might not be.

### Additional Information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Textual Inversion training fails on 8 GB vram when it used to work just fine on the same machine
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?

Setup the training just like usual, starts to prepare dataset then throws:

" File "D:\WORK\conda_envs\automatic\stable-diffusion-webui\modules\textual_inversion\textual_inversion.py", line 498, in train_embedding
    scaler.step(optimizer)
  File "d:\WORK\conda_envs\automatic\stable-diffusion-webui\venv\lib\site-packages\torch\cuda\amp\grad_scaler.py", line 336, in step
    assert len(optimizer_state["found_inf_per_device"]) > 0, "No inf checks were recorded for this optimizer."
AssertionError: No inf checks were recorded for this optimizer.

Applying xformers cross attention optimization. "

The web ui states: "Training finished at 0 steps."

### Steps to reproduce the problem

Create an embedding and go to the Train tab, fill in necessary info.
Click Train Embedding.

### What should have happened?

It should have started the training process.

### Commit where the problem happens

82725f0ac439f7e3b67858d55900e95330bbd326

### What platforms do you use to access UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--xformers --opt-channelslast
```


### Additional information, context and logs
Repository: godot
Issue: OBJ import not working correctly in Godot v4.0.beta12.mono.official 
Labels: discussion,usability,topic:import,topic:3d

### Godot version

v4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 10 Home 64 bit, NVIDIA GeForce GTX 1070, 31.0.15.1748 (NVIDIA 517.48), forward_plus

### Issue description

I try to import an OBJ file with MTL file and all required textures.
This OBJ file is imported correctly in Blender so it's correct.

- However in Godot v4.0.beta12.mono.official, there are no textures loaded at all (they are in the same folder)
- Also a color is completely wrong


Correctly render in Blender: notice all textures are present and the arcade stick at the right is YELLOW

![afbeelding](https://user-images.githubusercontent.com/122493908/212386303-fc4a6132-d0f9-4e07-bc84-97e463acf2b6.png)

Problems in Godot: notice there are no textures at all and the arcade stick at the right is RED! It should be yellow as in Blender

![afbeelding](https://user-images.githubusercontent.com/122493908/212386621-5f1a691f-b31f-46a5-90ba-faf128415d94.png)

In attachment the OBJ, MTL and texture files to test. Also the .blend file for comparison

[simpsonsmodel v1.zip](https://github.com/godotengine/godot/files/10414126/simpsonsmodel.v1.zip)




### Steps to reproduce

- install Godot v4.0.beta12.mono.official [3c9bf4bc2]
- install Blender 3.4.1
- import OBJ file in both Blender and Godot (empty new project) and see the problems in Godot

### Minimal reproduction project

N/A
Repository: rust
Issue: E0308 source of expectation isn't shown for closures
Labels: A-diagnostics,T-compiler,D-papercut,D-terse

https://github.com/rust-lang/rust/blob/0b90256ada21c6a81b4c18f2c7a23151ab5fc232/tests/ui/closures/issue-84128.rs#L7-L16

currently emits

https://github.com/rust-lang/rust/blob/0b90256ada21c6a81b4c18f2c7a23151ab5fc232/tests/ui/closures/issue-84128.stderr#L1-L13

It should include the source of the expectation (the `return` statement earlier in the closure).

Noticed here https://github.com/rust-lang/rust/pull/106752/files#r1069781007
Repository: godot
Issue: CurveXYZTexture bug visual
Labels: bug,topic:core,topic:rendering,topic:2d

### Godot version

4.0beta11

### System information

Win10, AMD Radeon 6570, 15.201.1151.1008, GLES3

### Issue description


https://user-images.githubusercontent.com/54606139/212390289-4f7b1c50-bcc8-4b46-b9d6-22956f4903b5.mp4



### Steps to reproduce


https://user-images.githubusercontent.com/54606139/212390417-a6245072-7538-40cd-9a77-3dc0ebce89b8.mp4



### Minimal reproduction project

N/A
Repository: vscode
Issue: Replace web-specific walkthrough artwork 
Labels: bug,polish,getting-started

This one looks like the odd ducks out compared to all of the other illustrations

<img width="898" alt="CleanShot 2023-01-13 at 10 12 21@2x" src="https://user-images.githubusercontent.com/25163139/212390550-4b42e0e4-979a-4876-9558-1ddc94ea651a.png">
Repository: TypeScript
Issue: Empty rest parameter type inferred from candidate function with no rest parameters when "best match" contains a contextually typed argument
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

### 🔎 Search Terms

Rest parameter inference contextual

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about type inference

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.0.0-dev.20230113#code/MYewdgzgLgBAJiAyiAtgUygCwJZgOYwC8MAPAIIBOeEMaAHlGmHDQK5gDWYIA7mANoBdAHwAKAFAwpMAGZgAjAC4YogIYA5VigBGaCsrBbdFADQwAdJYppoyytQCURYTABuIbHBOTpcgEzKapo6egZGemaW5ta2MPYQToQu7p7eiS4A3gC+4uIA9HkwAPIA0mbcMKBgjAysqgA2MFAAngAONuIIyOhYuHgS0ir0rfXYwNhQYSGmMDGTMNAUfekw2WYFcVQ0xPyLfYI+UqIra+IOuRulKtogWJXgUKq499X0UHX19c1NbWhwMKoqOcuqgMDh8ANpKIqjV3g0zHNlHt8CcsutCvEiDBdlAlvgDoNoQ83h9UWkLoUAMLE2oNL4-dowcD0uTyGAAWhg6luTI4nSQoN6EMOKhhJPhsxs82ReDJMA2AFEAEpKopKkXHZyrNHyjFbLFCM787pgvqQo5i2n1BFSpG45Zata6mDK1XqwnDUbjeaGaZyjaYnYHBxAA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
const doSomething = <Args extends unknown[]>(
    fn1: (aNumber: number, ...rest: Args) => void,
    fn2: (aNumber: number, ...rest: Args) => void,
) => {}

// OK, no contextual types
doSomething(
    (explicit: number, rest: string) => {}, // Args = [string]
    () => {},
)

// OK (both contain contextually typed arg)
doSomething(
    (contextual, rest: string) => {}, // Args = [string]
    (contextual) => {},
)

// Contextually type only fn1 - Not ok
doSomething(
    (contextual, rest: string) => {}, // ERROR
    () => {}, // Args = []
)
doSomething(
    (contextual, rest: string) => {}, // ERROR
    (explicit: number) => {}, // Args = []
)
```

### 🙁 Actual behavior

When fn1 (and only fn1) contains a contextually typed argument, it is ignored in favour of fn2

### 🙂 Expected behavior

In all of the examples, fn2 specifies no rest parameters at all.

I would expect functions that do not specify any rest parameters to always be the least preferable candidate (lowest weight?) for rest parameter inference, since "no rest parameters" can always be assigned to any rest parameter type.
Repository: godot
Issue: The Boot Splash slow in Godot 4 beta12
Labels: discussion,topic:core,performance

### Godot version

4.0beta12

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

The Boot Splash image is very slow on Godot 4.

Here what I mean. 
Godot 4:
![Animation3](https://user-images.githubusercontent.com/6784639/212401078-dbc8d5b3-15ab-4d80-b81a-cfdd4cdfb5dc.gif)

Godot 3.5.1:
![Animation4](https://user-images.githubusercontent.com/6784639/212401117-3e8f1287-77bb-4bd3-aa8f-c9ccffa0dac1.gif)

In the 2 projects. I put a Image to show + the pink color for the purpose of demonstration.

In Godot 3.5.1, the image show really fast (the pink color is not event visible) vs Godot 4 beta 12 where we can see the pink color during 0.25sec.

### Steps to reproduce

1. Put a Image in Boot Splash
2. Change the color of BG Color

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10414768/TestProject.zip)
Repository: kubernetes
Issue: Stateful Indexed Job
Labels: sig/storage,kind/feature,sig/apps,needs-triage,wg/batch

### What would you like to be added?

An automated way of creating PVCs for the individual pods of Indexed Job. This is similar to PersistentVolumeClaimTemplate in StatefulSets.

### Why is this needed?

Many long running training workloads use checkpointing to recover from failures. In some cases, the individual workers create node-local checkpoints. To ensure that on failure the replacement pod restarts fast, it should be scheduled on the same node as the failed pod. At the same time, if the node itself fails and gone, the replacement pod is free to schedule on any available node.

/wg batch
/sig storage
/sig apps
Repository: flutter
Issue: [web] Improve canvas2d allocation heuristics
Labels: engine,c: performance,platform-web,e: web_html,P2,team-web,triaged-web

We've had several reports of iOS Safari crashes in the past due to excessive canvas2d allocations by the Flutter Web engine. The latest one being: https://github.com/flutter/flutter/issues/117164. The excessiveness can be in the number of canvases allocated or in the size of each canvas (or both!).

Here are a few areas that could be improved:

### 1. [`PersistedSurface.matchForUpdate()`](https://github.com/flutter/engine/blob/7dc5e7efa66af35bc145ce9a1fc3b4769f9842f2/lib/web_ui/lib/src/engine/html/surface.dart#L352-L352)

This is too permissive. It allows unnecessarily large canvases to be reused for small pictures.

### 2. [`CanvasPool._allocCanvas()`](https://github.com/flutter/engine/blob/7dc5e7efa66af35bc145ce9a1fc3b4769f9842f2/lib/web_ui/lib/src/engine/canvas_pool.dart#L216-L216)

This uses the picture's bounds to determine the size of the canvas to allocate. When a picture renders some DOM nodes, it could cause the creation of multiple canvas elements, all of which are sized to the entire picture's bounds.

<hr>

**_NOTE:_** _If we decide to go down the path of removing canvas2d completely (i.e. https://github.com/flutter/engine/pull/38602), then we shouldn't spend time on improve heuristics that are going away anyway._

cc @yjbanov
Repository: godot
Issue: Raycast 2d Collision TIlemap
Labels: bug,topic:core,topic:physics,needs testing,topic:2d

### Godot version

v3.5.1.stable.official

### System information

Windows 10

### Issue description

Raycast 2d will only collide at intersections of tilemap collisions. There was a thread from 2020 on this same issue meaning it has been prevalent for 3 years now and if not fixed will likely carry over into godot4, I would say this is an important thing to fix as using raycast2d for collision has advantages over just a collisionshape2d. I will link the prior report as well. This is not a project specific issue so I hope the lack of reproduction project is okay.                  https://github.com/godotengine/godot/issues/44003

https://user-images.githubusercontent.com/121605565/212412392-89dc2253-60a6-46f1-8dfc-659454e5c0ed.mp4



### Steps to reproduce

Step 1 - Make Tilemap Node
Step 2 - Make a Tileset with a collision and make a basic platform
Step 3 - Make a basic character with a raycast 2d for ground collision
Step 4 - Ensure that collision layers are correct
Step 5 - See problem
(should take like 5 minutes)

### Minimal reproduction project

N/A
Repository: go
Issue: x/perf/cmd/benchsave: authentication broken
Labels: NeedsFix

x/perf/cmd/benchsave uses Google's [out-of-band authentication flow](https://developers.google.com/identity/protocols/oauth2/resources/oob-migration) which has been deprecated, so benchsave can no longer authenticate, or thus upload benchmark results.

I think the best path forward here is to migrate perfdata.golang.org to x/build's GKE cluster, at which point we can put perfdata.golang.org/upload behind IAP like other x/build authenticated services. At that point, benchsave can reuse x/build/internal/iapclient, the same authentication client used by gomote.

This is not the quickest path, but this migration is something we've put off for a while and doing the long path won't be leaving tech debt behind.

cc @mknyszek @aclements
Repository: pytorch
Issue: "multi device" tests get skipped in standard CI
Labels: module: ci,module: tests,triaged

## Concern
The general concern is that people think they're adding tests to CI but these tests are getting skipped, which is bamboozling. Specifically, I wonder how many tests there are across our codebase that require multiple GPUs but are NOT on the multigpu shard, meaning they are always skipped (our runners only have 1 GPU). 

This stemmed from my noticing the `@deviceCountAtLeast(2)` decorator while reviewing a PR, and then a brief search revealed that there are 18 instances of this decorator throughout our codebase. There may other ways people guard/skip tests based on # devices (such as with if statements/with TEST_MULTIGPU). 

To add another layer to this onion, even if people knew about the multigpu shard and how to add a test to it, the multigpu config runs on a periodic cadence, so people may not realize that these tests they added never even ran on the CI of their PR.

## Potential Next Steps
1. Document in deviceCountAtLeast that these do NOT run in most CI, and that tests with this decorator should be added to https://github.com/pytorch/pytorch/blob/master/.jenkins/pytorch/multigpu-test.sh
2. Run existing unrun tests like `test_clip_grad_norm_multi_device` on the multigpu config
3. I understand that the multigpu shard was historically hardware-constrained. @pytorch/pytorch-dev-infra Is there a near future where multigpu can run on trunk instead of periodic?

cc @seemethere @malfet @pytorch/pytorch-dev-infra @mruberry
Repository: pytorch
Issue: test_fx_passes generate bad test names
Labels: module: tests,oncall: fx

I am not sure how they get generated but some tests are named things like `test_partitioner_fn_<function TestPartitionFunctions_forward13 at 0x7f35079131a0>_expected_partition_[['add_2', 'add_1', 'add']]_bookend_non_compute_pass_False`.
I am amazed that this doesn't break anything very loudly. But this is definitely not going to work well with all the infra around detecting flaky tests and disabling broken things (the memory address there...).

These tests should be updated to have sane names!

cc @mruberry @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: deno
Issue: wpt - /webidl/ecmascript-binding/global-immutable-prototype.any.worker.html is flaky
Labels: flaky

```
/webidl/ecmascript-binding/global-immutable-prototype.any.worker.html

test stderr:
error: Uncaught (in worker "") TypeError: globalThis.addEventListener is not a function
    at promiseRejectMacrotaskCallback (deno:runtime/js/99_main.js:378:18)


file result: failed. runner failed during test

file failures:

        "/webidl/ecmascript-binding/global-immutable-prototype.any.worker.html"
```

https://github.com/denoland/deno/actions/runs/3914997623/jobs/6692678693
https://github.com/denoland/deno/actions/runs/3918789794/jobs/6699384419
Repository: godot
Issue: Project Rendering: Multi-Threaded issue when 2D CharacterBody2D Node have CPUParticles2D visible and playing
Labels: bug,topic:rendering,needs testing,crash,topic:2d

### Godot version

4.0 beta 12

### System information

Windows 11

### Issue description

Hello.

Thanks for the good effort and job in the engine. It's very improved now.
I like to share a issue that happens when toggling Multi-Thread in Rendering -> Driver and the scene tree have CPU Particles 2D Node in some CharacterBody2D and you try to run the project

I have reproduced this issue in beta 9 and still in beta 12 of 4.0 version.

It just close the game after run, no warn, no alert, no notable error. 

The game run just fine if Single Mode is enabled in Render Drive. Only happens when Multi-thread and CPU Particles 2D are in use

### Steps to reproduce

In any project:

Access Project Settings-> Rendering -> Driver -> toggle Multi-Threaded in Thread Model

### Minimal reproduction project

A minimal project that have at least one scene with a node that have a CharacterBody2D with a PolygonShape2D, some Collision2D for the Body and a CPUParticle2D as children.
Repository: godot
Issue: Godot 4: Stuttering on project startup.
Labels: bug,topic:rendering,needs testing,topic:2d,performance

### Godot version

Godot 4 beta 1 through 12

### System information

Arch Linux, GeForce GTX 650, i3-3220

### Issue description

Stuttering occurs in the first seconds after the project is ran. Switching to compatibility alleviates the problem a bit but not completely. I know it's an older PC, but I thought maybe there is a problem somewhere since the projects are smooth after that initial stuttering. Meanwhile Godot 3 is smooth as butter as though the PC is brand new (on 2D anyway, heh).

https://user-images.githubusercontent.com/43501741/212430193-e11003db-a5ab-403e-a9c3-c80d90381639.mp4



### Steps to reproduce

Running any project on my Linux machine with specs specified above.

### Minimal reproduction project

N/A
Repository: godot
Issue: [v4.0.beta12.mono.official] blend files not imported correctly: missing textures, weird white light
Labels: bug,topic:import

### Godot version

v4.0.beta12.mono.official [3c9bf4b]

### System information

Windows 10 Home 64 bit, NVIDIA GeForce GTX 1070, 31.0.15.1748 (NVIDIA 517.48), forward_plus

### Issue description

When Importing a .blend file, it's displayed without any textures and the model is giving an incredible big white light that affects all models in the scene.

See screenshot: model at the left is a .blend file, model 2 and 3 are GLTF files (from left to right).
The .blend file is white, no textures and puts a white light on model 2 and 3 which causes parts of those perfectly fine models to become white too. The blend model is displayed correctly in Blender, with all textures.

Scene with blend model at the left:

![afbeelding](https://user-images.githubusercontent.com/122493908/212440275-1470414f-90e8-48da-9a43-7c8b48d33a77.png)

Scene without the blend model at the left (the white light is gone and the other 2 models are back to normal state when you remove the blend model)

![afbeelding](https://user-images.githubusercontent.com/122493908/212440316-7cebd609-4b20-4d4f-a14e-e82c16db93a3.png)


### Steps to reproduce

- install Godot v4.0.beta12.mono.official [3c9bf4b] on Windows 10
- create empty project (forward_plus)
- set path to Blender 3.4.1 executable
- import 2 GLTF models
- import blend model
- see how the blend model affects the whole scene with a white light, also making parts of other models white

The models are included in attachment.
The blend model is perfectly fine in Blender

[models.zip](https://github.com/godotengine/godot/files/10416169/models.zip)



### Minimal reproduction project

N/A
Repository: godot
Issue: Autoload scenes with a @tool script in the top node get loaded into the editor as a child of the root
Labels: bug,topic:editor,crash

### Godot version

3.5.1.stable, v4.0.beta10 (d0398f62f)

### System information

Linux Mint 21.1

### Issue description

If you mark a scene with a tool script in the root node as an autoload, it will actually be loaded into the editor. This happens as soon as the scene is marked as an autoload, and also every time you open the editor.

If there's an error in the script, the editor will crash every time it opens, requiring you to edit the script with an external editor to fix it.

It looks like this:
![image](https://user-images.githubusercontent.com/89668833/212440908-84e6bf88-3a5e-4f2e-b4f4-2910fae6f13a.png)

Tested in both `3.5.1.stable` and `v4.0.beta10 (d0398f62f)`

Expected behavior was for the scene to only be loaded when the game was actually running.

### Steps to reproduce

1. Make a new project
2. Create a scene
3. Attach a sprite to it so you can see it load in
4. Attach a tool script to it
5. Make that scene an Autoload

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/10416198/project.zip)
Repository: vscode
Issue: the length of Command center should as same as command palette
Labels: feature-request,command-center

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版本: 1.75.0-insider (system setup)
提交: 243854703b7fa371abb752ec0df7817a615a308b
日期: 2023-01-13T07:48:05.934Z
Electron: 19.1.9
Chromium: 102.0.5005.194
Node.js: 16.14.2
V8: 10.2.154.23-electron.0
OS: Windows_NT x64 10.0.25272
沙盒化: Yes

Steps to Reproduce:

![cc](https://user-images.githubusercontent.com/1876302/212442792-e620e635-3771-4be5-8546-b70774eb3f9a.gif)