sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GpuParticle2D particle trail error when contacting collision during viewport movement. 
Labels: bug,topic:rendering,topic:2d,topic:particles

### Tested versions

4.2 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

GpuParticle2D particle trail becomes digital silly string when viewport is moved during contact with collision. 
Note that this happens same at runtime.

https://github.com/godotengine/godot/assets/120232084/2a124805-9720-480c-abca-3f9a64f20496



### Steps to reproduce

1. Enable GpuParticle2D trail.
2. Enable collision.
3. Add LightOccluder2D node and make collision shape.
4. Shake the viewport by either dragging or zoom. (Or at runtime, move camera.)


### Minimal reproduction project (MRP)

[GpuParticle2DTrailError.zip](https://github.com/godotengine/godot/files/13677940/GpuParticle2DTrailError.zip)
Repository: tauri
Issue: [feat] Listen to display setting changes (ie. changes to `availableMonitors`)
Labels: type: feature request

### Describe the problem

Hey, I'm looking for a way to detect changes to display settings. This includes changes in `position`, `size`, or `scaleFactor` of existing available monitors, and the addition/removal of a monitor.

The equivalent in Electron are the [`Screen` related events](https://www.electronjs.org/docs/latest/api/screen#events):
* `display-added`
* `display-removed`
* `display-metrics-changed`


### Describe the solution you'd like

An API to detect monitor additions, removals, or changes to an existing monitor.

A more barebones solution would be to expose an event when any displays are changed, and as the developer, I could refetch `availableMonitors`.

### Alternatives considered

_No response_

### Additional context

Are there workarounds to accomplish something similar for the time being? I know I can listen to DPI changes of the current window, but it leaves a lot of use cases uncovered.
Repository: godot
Issue: `F12`, `Ctrl-Shift-I`, and `Meta-Shift-I` are being captured by Godot and it prevents opening the browsers' DevTools
Labels: enhancement,platform:web,usability,topic:input

### Tested versions

Reproducible in:
- Godot 3.x
- Godot 4.x

### System information

Godot v4.3.dev (a6c0c9005) - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX Vega (RADV VEGA10) () - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

`F12` and `CTRL-Shift-I` are being intercepted by Godot as any other key. Unfortunately, this key is binded (for the majority of web browsers) to open the "DevTools", the web development tools. This makes debugging a Godot game exported for the web very tricky.

It's still possible to open the devtools with the keyboard without having to resort to manually click on the GUI in order to debug web-based games.

There should be an export option for the web platform to exempt certain keys from being intercepted by Godot, such as the development keys.

### Steps to reproduce

1. Open any demo from https://github.com/godotengine/godot-demo-projects/;
2. Export the demo for the web platform;
3. Instantiate a web server in order to serve the exported game;
4. Open the game;
5. Try to press `F12` or `CTRL-Shift-I`
6. See that the usual shortcuts don't work.

### Minimal reproduction project (MRP)

n/a
Repository: PowerToys
Issue: 50/50 split hotkey on layout setup
Labels: Idea-Enhancement,FancyZones-Layouts,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

I'd like a hotkey press added in the layout editor that splits a zone exactly in half. Right now its guess work and adjustment. This could be snapping at intervals of 25%, a hotkey modifier as mentioned, etc. 

### Scenario when this would be used?

When creating a new layout one could evenly split zones effortlessly in half without needing to eye pixel amounts to adjust.

### Supporting information

_No response_
Repository: flutter
Issue: Enhancement to support default image in AssetImage constructor
Labels: c: new feature,framework,a: assets,a: images,c: proposal,P3,team-framework,triaged-framework

### Use case

Suppose you have some products and want to provide images for each one. So you create an asset package containing those images. Easy-peasy: 1.png, 2.png, 3.png, ... , n.png.
But often, some products won't have an available image - like maybe product 5 is missing a photo. So when you call 
`Image(image: AssetImage('assets/items/${productIDNumber}.png) `
you get an asset not found error instead of an image, which is super ugly. 
So you create a placeholder image for the missing product image. No problem if you have 5 products, not so easy if you have several hundred. Currently, the best/only workaround seems to be to use the errorBuilder to catch the error and return a suitable default image. Which is super ugly.
This solution was requested in Flutter Issue #47722, but was rather rudely closed out because someone couldn't imagine the edge case the original poster was trying to address. There isn't always an asset for every product, and that is not necessarily a bug. If only half the products have custom images, you should not have to generate dozens/hundreds of default images - just one should be enough.

### Proposal

The Image widget should have an option for a custom default image (ImageProvider<Object> defaultImage) to be displayed in the event the requested asset is not available.
Repository: flutter
Issue: Tests and utilities in the `engine` should not hard-code expected targets
Labels: engine,P3,c: tech-debt,team-engine,triaged-engine

For example, `tools/font-subset/test.py`:

```py
FONT_SUBSET = os.path.join(SRC_DIR, 'out', 'host_debug', 'font-subset' + EXE)
FONT_SUBSET_ZIP = os.path.join(
    SRC_DIR, 'out', 'host_debug', 'zip_archives',
    PLATFORM_2_PATH.get(sys.platform, ''), 'font-subset.zip'
)
if not os.path.isfile(FONT_SUBSET):
  FONT_SUBSET = os.path.join(
      SRC_DIR, 'out', 'host_debug_unopt', 'font-subset' + EXE
  )
  FONT_SUBSET_ZIP = os.path.join(
      SRC_DIR, 'out', 'host_debug_unopt', 'zip_archives',
      PLATFORM_2_PATH.get(sys.platform, ''), 'font-subset.zip'
  )
if not os.path.isfile(FONT_SUBSET):
  raise Exception(
      'Could not locate font-subset%s in host_debug or host_debug_unopt - build before running this script.'
      % EXE
  )
```

That means I can't use `host_debug_unopt_arm64`, and it's not clear if that's intended (it doesn't work on 64-bit) or just a historic artifact. I am sure there are other examples if this across the engine repo.
Repository: PowerToys
Issue: PixelSnap-like screenshot
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

An app for mac called PixelSnap -- getpixelsnap.com -- has a really really cool feature that I've been missing since making the jump to windows -- you draw a screenshot box and it 'snaps' to whatever element. And you can adjust the padding with the screen shot as well, it's just so nice and so clean and I would do terrible things to have it in PowerToys

### Scenario when this would be used?

All the time for ... basically everyone! Nice clean, Mac-level screenshots for devs, designers (me) -- just a killer tool. Make screenshots pixel precise and perfect =)

### Supporting information

![Uploading Screenshot 2023-12-14 at 13-45-20 PixelSnap 2 for Mac.png…]()
Repository: vscode
Issue: Restart button is often not visible
Labels: bug,notebook-commands,notebook-globaltoolbar

### Applies To

- [x] Notebooks (.ipynb files)
- [ ] Interactive Window and\/or Cell Scripts (.py files with \#%% markers)

### What happened?

Often, the "Restart" button is not visible in the toolbar. For example, right now I see:

![image](https://github.com/microsoft/vscode-jupyter/assets/3253274/0465f331-6ce6-423a-b8ea-74e42fd7d013)

It was there 10 minutes ago:

![image](https://github.com/microsoft/vscode-jupyter/assets/3253274/82de0942-f900-433c-b7b7-cb719ceeb570)

It seems to disappear after restarting the kernel. I can't predict when it reappears.


### VS Code Version

1.78.0 (user setup)

### Jupyter Extension Version

v2023.4.1011241018

### Jupyter logs

_No response_

### Coding Language and Runtime Version

Python 3.10.7

### Language Extension Version (if applicable)

Python Extension v2023.8.0

### Anaconda Version (if applicable)

(not using Anaconda)

### Running Jupyter locally or remotely?

None
Repository: vscode
Issue: Copy&Paste picture cell failure
Labels: bug,notebook-markdown


Type: <b>Bug</b>

copy a picture into the clipboard
create a new markdown cell
paste the picture into the markdown cell
select the new cell, copy it down
the cell created below doesn't have the image in Metadata

Extension version: 2023.10.1100000000
VS Code version: Code - Insiders 1.85.0-insider (c6b48c364dde70c12bf977f1da50acda0fd801e3, 2023-11-30T05:35:40.559Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-10510U CPU @ 1.80GHz (8 x 2304)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.76GB (6.44GB free)|
|Process Argv|--crash-reporter-id 6ef9cb58-f2f5-4d59-a981-38d23d117053|
|Screen Reader|no|
|VM|44%|
</details><details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythontb:30258533
vsc_aa:30263845
pythonptprofiler:30281269
vshan820:30294714
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30404738
py29gd2263:30784851
vscaac:30438845
vsclangdf:30492506
c4g48928:30535728
dsvsc012:30540252
vscrp:30624060
showlangstatbar:30737417
fixshowwlkth:30771523
showindicator:30805243
pythongtdpath:30726887
i26e3531:30792625
welcomedialog:30812478
pythonnosmt12:30779711
pythonidxpt:30768918
pythonnoceb:30776497
asynctok:30898717
dsvsc013:30777762
dsvsc014:30777825
pythonmpsinfo:30901776
dsvsc015:30821418
pythontestfixt:30866404
pythonregdiag2:30902439
pyreplss1:30879911
pythonmypyd1:30859725
pythoncet0:30859736
pythontbext0:30879054
accentitlementst:30870582
dsvsc016:30879898
dsvsc017:30880771
dsvsc018:30880772
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: E0308 for coroutines kinda cryptic
Labels: A-diagnostics,T-compiler,S-waiting-on-author,A-coroutines,F-coroutines

### Code

```Rust
#![feature(coroutines)]
#![crate_type="lib"]

async fn async_fn() -> i32 {
    move || {
        yield 1_u32;
    }
}
```


### Current output

```Shell
error[E0308]: mismatched types
 --> 94BA3E9349D8E32F911462C954A9A278963282E62BF874B0EED4F13C0EFFE468.rs:5:5
  |
5 | /     move || {
6 | |         yield 1_u32;
7 | |     }
  | |_____^ expected `i32`, found coroutine
  |
  = note:   expected type `i32`
          found coroutine `{coroutine@94BA3E9349D8E32F911462C954A9A278963282E62BF874B0EED4F13C0EFFE468.rs:5:5: 5:12}`

error: aborting due to 1 previous error

For more information about this error, try `rustc --explain E0308`.
```


### Desired output

```Shell
`found coroutine<u32>`   or something like that?
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_
Repository: deno
Issue: Allow IPC connections for ZeroMQ connections to Deno Kernel
Labels: bug,deno jupyter

Some runtime environments, like Google colab, require the use of `ipc` for ZeroMQ transport. This should be supported out of the box with zeromq.rs so we should see what's not handling it. Logs when trying to run Deno on colab:

```
Kernel 84f0cf6e-c889-4d98-8071-a562331ca204 died, removing from map.
KernelRestarter: restart failed
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
feature "ipc-transport" is not enabled
33:
thread 'main' panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/zeromq-0.3.4/src/transport/mod.rs:71:
Args: ["/root/.deno/bin/deno", "--unstable", "jupyter", "--kernel", "--conn", "/root/.local/share/jupyter/runtime/kernel-84f0cf6e-c889-4d98-8071-a562331ca204.json"]
Version: 1.39.0
Platform: linux x86_64
var set and include the backtrace in your report.
```
Repository: flutter
Issue: Write a test for the performance overlay feature
Labels: P2,c: tech-debt,team-engine,triaged-engine

See https://github.com/flutter/engine/pull/49035.

I'm not yet sure _how_ to do it, but we should be able to write some sort of basic `dart:ui` test that enables the performance overlay, and takes a screenshot of it working. If not I'll have to sit with @dnfield or @jonahwilliams and look at alternatives, but we really need a way to ensure this keeps working without manual testing.
Repository: rust
Issue: consider bannig empty `panic`/`unreachable`/ `bug`s from rustc codebase
Labels: C-cleanup,T-compiler,A-meta,A-contributor-roadblock

````
git grep "[^e]bug\!()" compiler   130 
git grep "panic\!()" compiler  43 
git grep "unreachable\!()" compiler  384
````

I wonder if it makes sense to try to fill these up with at least somewhat contextual error/ice messages instead of just a "panicked at" or "impossible case reached"?

Unfortunately I could not find a rustc lint that warns on empty panics like these
Repository: flutter
Issue: [ios]support native edit menu with custom actions on iOS
Labels: c: new feature,platform-ios,c: proposal,P2,team-ios,triaged-ios

### Use case

This is to avoid the privacy warning when user initiate the "Paste" action, discussed in https://github.com/flutter/flutter/issues/103163

This ticket is to track the second milestone of the proposal, which is to add custom actions to the native menu. 

### Proposal

Design doc (DRAFT):

https://docs.google.com/document/d/16-8kn58h_oD902e7vPSh6W20aHRBJKyNOdSe5rbAe_g/edit?resourcekey=0-gVdJ3fbOybV70ZKeHU7fkQ
Repository: flutter
Issue: [ios]support submenus in native edit menu on iOS
Labels: platform-ios,P2

### Use case

This is to avoid the privacy warning when user initiate the "Paste" action, discussed in https://github.com/flutter/flutter/issues/103163

This ticket is to track the 3rd milestone of the proposal, which is to add submenus to the native edit menu. 



### Proposal

Design doc (DRAFT):

https://docs.google.com/document/d/16-8kn58h_oD902e7vPSh6W20aHRBJKyNOdSe5rbAe_g/edit?resourcekey=0-gVdJ3fbOybV70ZKeHU7fkQ
Repository: puppeteer
Issue: TimeoutError on page.goto means response object is not available
Labels: feature,needs-feedback

Our product crawls our customer's website as part of our overall solution.  We are using Puppeteer for this and, overall, it works great.  But we have the same problem discussed here.  We can't know a priori what the appropriate timeout behavior needs to be on any given page or site.  

When page.goto throws a TimeoutError, it doesn't necessarily mean that the page is unusable -- but after catching the error we can't access the HttpResponse that is returned when there is no exception.  If a new method, page.response(), for example, returned the response object if it is available, we'd be happy.  I realize that in some timeout scenarios the response will not be available (such as if the timeout is at the network layer).  It may also be a good idea for Puppeteer to emulate a "stop" when it throws an error, but I don't see that I need to be part of that.

So something like the following would be desireable:

```
const browser = await launch();
const page = await browser.newPage();
try {
  await page.goto(url, {waitUntil: ['load', 'networkidle2'], timeout: 30000});
catch(err) {
  // perhaps check for errors other than timeout
}
const response = await page.response();
if (response) {
  // use various information from the page itself, but also from response, such as url, status, headers
}
// clean up
```

_Originally posted by @kduffie in https://github.com/puppeteer/puppeteer/issues/3238#issuecomment-1856987366_
Repository: pytorch
Issue: DISABLED test_scaled_dot_product_attention_cuda_cuda_wrapper (__main__.TestCudaWrapper)
Labels: triaged,skipped

Platforms: rocm, linux



This test was disabled because it is failing on main branch ([recent examples](http://torch-ci.com/failure/inductor%2Ftest_cpp_wrapper.py%3A%3ATestCudaWrapper%3A%3Atest_scaled_dot_product_attention_cuda_cuda_wrapper)).

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: rust
Issue: Tracking Issue for LocalWaker
Labels: T-libs-api,C-tracking-issue,WG-async

<!--
Thank you for creating a tracking issue!

Tracking issues are for tracking a feature from implementation to stabilization.

Make sure to include the relevant RFC for the feature if it has one.

If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use `issue = "none"` in your initial implementation PR. The
reviewer will ask you to open a tracking issue if they agree your feature can be
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Feature gate: `#![feature(local_waker)]`

This is a tracking issue for support for local wakers on `Context`. This allows libraries to hold non thread safe data on their wakers, guaranteeing at compile time that the wakers will not be sent across threads. It includes a `ContextBuilder` type for building contexts. 

<!--
Include a short description of the feature.
-->

### Public API




```rust
impl Context {
    fn local_waker(&self) -> &LocalWaker;
}

impl<'a> ContextBuilder<'a> {
   fn from_waker(waker: &'a Waker) -> ContextBuilder<'a>;
   fn waker(self, waker: &'a Waker) -> ContextBuilder<'a>;
   fn local_waker(self, local_waker: &'a LocalWaker,) -> ContextBuilder<'a>
   fn build(self) -> Context;
}

impl From<&mut Context> for ContextBuilder;

pub trait LocalWake {
    fn wake(self: Rc<Self>);
}

```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Implementation:
     - https://github.com/rust-lang/rust/pull/118960
- [ ] Have the @rust-lang/wg-async approve the API
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

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the rfcbot will ask all the team members to verify they agree with
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comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions
* Should runtimes be allowed to not define a waker?
<!--
Include any open questions that need to be answered before the feature can be
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to open a separate issue for each, to make it easier to keep track of the
discussions.

It's useful to link any relevant discussions and conclusions (whether on GitHub,
Zulip, or the internals forum) here.
-->

### Relevant links
* https://github.com/rust-lang/libs-team/issues/191
* https://github.com/rust-lang/rust/issues/66481


[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: Godot Mono Projects can hang Building on Windows 10 (unresponsive forced to restart Godot, no logs)
Labels: bug,topic:editor,needs testing,topic:dotnet,crash

### Tested versions

4.1 - Stable Mono
4.1.2 - Stable Mono
4.2 - Stable Mono

### System information

Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.3742) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

dotnet --version
6.0.417

I would estimate in the past month using Godot quite heavily 1/50 builds hangs. Any mono project with a C# resource even 1 basic script can do it, more probable when making code changes to C#. I chalked it up to either a rare condition or my local dev rig at first.

When fixing a defect on a fresh build of Godot hash aa5b6ed13e4644633baf2a8a1384c82e91c533a1 a hang event occured, I was able to remote debug the engine during one of these hanging events:
![GodotDeadlock](https://github.com/godotengine/godot/assets/1945825/4a4bc4e5-63c0-4133-a0c0-3982fa5b3c5e)

I think I am experiencing this:
https://stackoverflow.com/questions/60208678/process-sometimes-hangs-while-waiting-for-exit

Adjustments to the build to timeout + tweaks to BuildSystem.cs may solve the issue. I have an experimental fix but I am waiting for more incidents to occur.

Reproduction is hard when I try to force MSBuilds to fail by making rapid changes and rebuilding it works fine. When the issue does manifest I can have Godot crash, restart Godot and have it crash again immediately on the first new build run. It seems to be tempermental but dependent on MSBuild's mood.

I am really curious if anyone else has experienced this?

### Steps to reproduce

I dont have an MRP as any project with a mono script present in the scene seems capable of triggering it (based on it occuring in 5+ different repos based on Kenny starters and other test projects).

### Minimal reproduction project (MRP)

N/A