sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [pytree] Pytree node registration hygeine: deprecate global _register_pytree_node; only allow enabling registered pytree extensions locally
Labels: triaged,module: pytree

### 🚀 The feature, motivation and pitch

_register_pytree_node is a global registration, It should not be called anywhere outside of the pytree util

other consumers of pytree ought to only register pytree nodes locally. They should either be tied to a file or require a context manager decorator over the function bodies where they are needed.

We should also explicitly forbid double definition of a pytree node.

### Problems Created By Current Lack of Hygiene 

1. Duplicate definitions of pytree, unclear whether they diverge or which takes precedence. (immutable dict/list)

fx https://github.com/pytorch/pytorch/blob/f5088d2e45787094e201fe82677c399ce456ef71/torch/fx/immutable_collections.py#L4

Aot autograd

https://github.com/pytorch/pytorch/blob/f5088d2e45787094e201fe82677c399ce456ef71/torch/_functorch/aot_autograd.py#L96

2. Aberrant behaviour of pytree nodes bleeding into implicit uses and calcifying due to hyrum’s law (torch.Size)

Tackled by: https://github.com/pytorch/pytorch/pull/111993



### Additional context
There is already a util for this (in ONNX). We should move it into utils/_pytree.py https://github.com/pytorch/pytorch/blob/740d636165676d4a7286f05043e47db86efdeee1/torch/onnx/_internal/fx/dynamo_graph_extractor.py#L31

Note: it does not currently raise AssertionError as promised. IMO it should just not raise AssertionError if `allow_override=True`
https://github.com/pytorch/pytorch/blob/740d636165676d4a7286f05043e47db86efdeee1/torch/onnx/_internal/fx/dynamo_graph_extractor.py#L65

cc @zou3519
Repository: godot
Issue: Drawing more than 445,525 circles every frame causes the project to permanently freeze
Labels: topic:rendering,needs testing,performance

### Godot version

Godot v4.2.beta3 - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### System information

Godot v4.2.beta3 - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

This isn't as silly as it might sound!

My script looks like this:

```gdscript
extends Control

const ITERATIONS = 445526

func _process(_delta: float) -> void:
	queue_redraw()

func _draw() -> void:
	for i in ITERATIONS:
		draw_circle(Vector2(randf_range(0, size.x), randf_range(0, size.y)), 3, Color(randf(), randf(), randf()))
```

Expectation: Each frame takes a tens of seconds to render, and only when it does, `_process()` is triggered again, causing another redraw.

Reality: At some point, if there are enough circles drawn, I get a flurry of errors after about a minute. The errors look something like this:

E 0:01:00:0877   swap_buffers: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
  <C++ Error>    Condition "err" is true. Returning: ERR_CANT_CREATE
  <C++ Source>   drivers/vulkan/vulkan_context.cpp:2536 @ swap_buffers()

Then 7 of these errors:

E 0:01:26:0490   control.gd:10 @ _draw(): Condition "err" is true.
  <C++ Source>   drivers/vulkan/vulkan_context.cpp:2393 @ flush()
  <Stack Trace>  control.gd:10 @ _draw()


This sequence of errors pops up 3-4 times, then the project freezes forever.

### Steps to reproduce

Copy the script into a control node at Full Rect, nothing more is needed.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: [test/dynamo] BE: cleanup `test_misc.py`
Labels: triaged,better-engineering,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

test_misc.py has been long abused - it is a dumping ground for all tests when people don't know where to put them. It currently has > 8K loc


We should remove the `test_misc.py` so that there is no dumping ground

Refactor into several new test files which are clearer about their responsibility (e.g. VariableBuilder, Numpy, etc...)


cc @ezyang @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov
Repository: godot
Issue: DisplayServer.window_set_mode has several issues [MacOS]
Labels: bug,platform:macos,topic:porting,needs testing

### Godot version

4.1.1.stable, 4.1.2.stable

### System information

MacOS Ventura - Apple M2 Max - Metal 3 - Compatibility Renderer

### Issue description

There are serious problems with changing window mode through `DisplayServer`'s `window_set_mode` function.
![image](https://github.com/godotengine/godot/assets/13417391/c00bde0f-5e2a-443f-927b-d95970030d0e)


https://github.com/godotengine/godot/assets/13417391/da8a0aaf-4970-477c-b304-484a52f28431

https://github.com/godotengine/godot/assets/13417391/9d0824f8-0a66-4317-9832-e2f6f4b8a19c




There are several cases of unexpected behavior. More in `steps to reproduce`.



### Steps to reproduce

Test 1:
Window -> Maximized -> Window
`CORRECT`

Test 2:
Window -> Maximized -> Fullscreen
The window behaves oddly between Maxmized -> Fullscreen mode change. It looks like it's going to window mode between maximized and fullscreen.
`INCORRECT`

Test 3:
Window -> Maximized -> Exclusive Fullscreen
Same as Test 2.
`INCORRECT`

Test 3:
Window -> Maximized -> Fullscreen -> Window
Window has correct size. 
`CORRECT`

Test 4:
Window -> Fullscreen -> Exclusive Fullscreen
Instead of going from Fullscreen to Exclusive Fullscreen it goes back to Window.
`INCORRECT`

Test 5:
Window -> Fullscreen -> Exclusive Fullscreen -> Window
Then after changing to Window, it goes to fullscreen
`INCORRECT`

Test 6:
Window -> Fullscreen -> Exclusive Fullscreen -> Window -> Exclusive Fullscreen
Then after changing to Fullscreen it goes back to window.
`INCORRECT`

### Minimal reproduction project

[window_mode_issue.zip](https://github.com/godotengine/godot/files/13198364/window_mode_issue.zip)
Repository: PowerToys
Issue: App grouping as tabs & auto titling manager or window manager (One feature)
Labels: Needs-Triage

### Description of the new feature / enhancement

So my ideal feature would be **_`App Grouping`_** 
like on browsers where you can group your tabs i want a feature that is able to do the same with diffent apps grouped together which increases productivity. another one would be auto titiling like on linux window manager like **_`Qtiles or DWD`_** for example. Where it decides how desktop space is used effeciently it is super handy and useful. so i recommend improving Fancy Zones

### Scenario when this would be used?

> ###   App Grouping as Tabs

- Very useful when coding or designing etc you can group tabs for reference or search etc for that purpose you can group different apps while there are many windows in the background and wasting time. very efficient in my opinion

> ### Auto Tiling or Tiling Window Manager
- It is very useful and efficient as it wastes less time going through menus finding app and resizing or setting it up
- Using hotkeys to open up apps basically like tiling managers on linux. effecient and optional to some useful to some.

 

- [ ] `These features can be enchancements to` **_`Fancy Zone`_**

### Supporting information

can be found on reddit r/unixporn for reference
on youtube about tiling manager and group tabbing 
group tabbing reference
[https://store.steampowered.com/app/912170/Groupy/](url)
Repository: godot
Issue: Normal maps are distorted on flat surfaces
Labels: bug,topic:import

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

Normal maps baked in Blender or Substance Painter appear distorted when rendered in Godot, for example this cube:
![Godot_v4 1 2-stable_mono_win64_l6nws2GYrq](https://github.com/godotengine/godot/assets/7081691/dd02c35f-1aac-418d-a0cd-d043ea535b03)

I am ignoring banding and compression artifacts. Compare this to the same cube with the same normal map viewed in Blender with no warping:
![blender_Wer2EC8XgU](https://github.com/godotengine/godot/assets/7081691/f840636c-ebd4-47e0-95b8-9545374df262)

Also viewed in Unity, again with no warping:
![Unity_ERDId4rOsL](https://github.com/godotengine/godot/assets/7081691/6f70d4e9-7ac5-483c-a96f-8e27567f27eb)

I have checked the following things to try and ensure that it is not my model or baking workflow that is producing this issue:
1. The mesh is triangulated using the Triangulate modifier, and Apply Modifiers is checked when exporting.
2. The normal map follows OpenGL style (it wouldn't appear correct in Blender or Unity otherwise).
3. Exporting tangents has no effect.
4. I have not found any import options in Godot for the normal map texture or model that have any effect.


### Steps to reproduce

1. Download the attached zip archive. This contains a Godot project in the **Normal Map Issue** folder, as well as a **Cube.blend** source file.
2. Open the Godot project within the **Normal Map Issue** folder, and open **Cubes.tscn**. This scene contains cubes imported from glTF and OBJ.
3. Observe that both cubes distort the specular highlight.
4. Optionally open the **Cube.blend** file and observe there are no distortions to reflections or highlights.

### Minimal reproduction project

[Normal Map Issue.zip](https://github.com/godotengine/godot/files/13198476/Normal.Map.Issue.zip)
Repository: deno
Issue: Local KV: non-integer `batchSize` values in `.list` affect the results
Labels: bug,ext/kv

Values for `batchSize` like `2.3` should probably be rejected as invalid, similar to negative values.

Currently they have an unexpected impact on the limit of results returned.

To reproduce:

```ts
const kv = await Deno.openKv(':memory:');
await kv.atomic().set(['a'], 0).set(['b'], 0).set(['c'], 0).commit();
const batchSize = 2.3 as any;
for await (const item of kv.list({ prefix: [] }, { batchSize })) {
    console.log(item);
}
// only 2 items are returned!
// any positive integer for batchSize returns all three items
```

```sh
$ deno --version
deno 1.37.2 (release, aarch64-apple-darwin)
v8 11.8.172.13
typescript 5.2.2
```
Repository: godot
Issue: AnimationPlayer's "method track" does not respect Array types in inspector
Labels: bug,topic:editor,topic:animation

### Godot version

4.1.2, 4.2 beta 3

### System information

Godot v4.1.2.stable - KDE neon 5.27 22.04 - Wayland - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 2000 (SNB GT1) () - Intel(R) Celeron(R) CPU G540 @ 2.50GHz (2 Threads)

### Issue description

When using the animation player to call a function through the method track, typed arrays are considered untyped, the default type is **null** and a drop down menu can be accessed to choose any type. This is different from when we `@export var int_array: Array[int]` for example, where the elements of the array are correctly typed.

```gdscript
# Node2d.gd
@export var int_array: Array[int]
@export var float_array: Array[float]
@export var sprite_array: Array[Sprite2D]
```

![image](https://github.com/godotengine/godot/assets/116576060/00454f27-70de-4c23-9753-a988764d8c08)

Now the inspector through the method track:

```gdscript
func anim_player(track_int: int, track_array_int: Array[int], track_array_float: Array[float]) -> void:`
    pass
```
![image](https://github.com/godotengine/godot/assets/116576060/826c22d9-e8ee-4734-b845-ff1e9e0f50f4)
![image](https://github.com/godotengine/godot/assets/116576060/3d43699f-daad-4e56-a9be-8dbc9ce774a7)

Typed arrays do not behave the same as the ones that are exported through code, the types have to be changed one by one for each element.



### Steps to reproduce

1. Add a script to a node
2. Create a function that uses typed arrays as parameters
3. Add AnimationPlayer and create a method track
4. Call the function through the method track
5. Edit the parameters
6. Realize that the arrays are treated as untyped

### Minimal reproduction project

[typed_array_in_anim_player.zip](https://github.com/godotengine/godot/files/13198587/typed_array_in_anim_player.zip)

Tested in 4.1.1 and 4.2 dev3
Repository: godot
Issue: Characterbody2D teleports with another Characterbody2D that teleports when it stands on top of it.
Labels: bug,topic:physics,needs testing,topic:2d

### Godot version

4.1.1.stable

### System information

Fedora 38  - Godot 4.1.1.stable - GLES3 (Compatibility)

### Issue description


When a Charcterbody2d follows a path and resets back to the start, the Characterbody2d that was riding it teleports alongside it.

[rides on top of GodotBug.webm](https://github.com/godotengine/godot/assets/140970703/9d1fc986-b90c-4811-8932-9e61d54913fe)

Expectations: When the platform reaches the end and resets, the red cube should stay where it last was and fall down.


### Steps to reproduce

Open reproduction project, run world.tscn scene.

### Minimal reproduction project

[2DPathTeleportReproduction.zip](https://github.com/godotengine/godot/files/13198628/2DPathTeleportReproduction.zip)
Repository: PowerToys
Issue: Keyboard Manager -> Alt key shortcut change/disable
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

Hello,

I would like to be able to disable "Alt" key function alone which is focusing on particular app menu on Windows (e.g. on MS Edge browser app it focuses menu dots element in the top right corner).

Currently I am not able to do that and when I try to disable it within Keyboard Manager -> Remap a shortcut, it says error "Some of the shortcuts could not be remapped" and if I hit continue, it's not saved.

Seems more like enhancement than bug, so creating enhancement request.

Thanks for checking this.

### Scenario when this would be used?

When Alt Tabbing and focusing app by mouse click, app behaves same way as the Alt key is being still triggered (menu is focused). Being able to remap/disable Alt key function should get rid of this issue.

### Supporting information

_No response_
Repository: godot
Issue: AudioStreamPlayer intermittently causes Process Time to spike during a single frame
Labels: discussion,topic:audio,performance

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3699) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

AudioStreamPlayer intermittently causes a huge lag spike when playing music or other longer audio files after the scene is first loaded. There is a large increase in Process Time in the profiler as shown below. Usually this occurs between 20 - 30 seconds after the scene is loaded and only occurs once, if it does occur. The scene only contains a Node2D with an AudioStreamPlayer attached.

![image](https://github.com/godotengine/godot/assets/36575471/ff9037d2-e740-4672-b8e7-e128424c03ce)

### Steps to reproduce

1. Create new project
2. Create an AudioStreamPlayer Node
3. Set a longer audio file to the stream
4. Set the AudioStreamPlayer to Autoplay
5. Run the project and monitor the profiler
6. Wait 30 seconds at least for a process time spike
7. If the spike does not occur, repeat steps 5 - 6 until the spike is seen.

### Minimal reproduction project

[audio_bug.zip](https://github.com/godotengine/godot/files/13198769/audio_bug.zip)
Repository: next.js
Issue: To fix the failing test case of next/navigation from areweturboyet.com
Labels: bug,Testing

### Link to the code that reproduces this issue

https://github.com/vercel/next.js/blob/canary/test/e2e/app-dir/navigation/navigation.test.ts

### To Reproduce

1. pnpm build
2. pnpm test-dev app-dir/navigation -t "query string useParams identity between renders"

the test - query string useParams identity between renders

### Current vs. Expected behavior

the test should not fail.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #35~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Fri Oct  6 10:23:26 UTC 2
Binaries:
  Node: 18.17.0
  npm: 9.6.7
  Yarn: N/A
  pnpm: 8.9.0
Relevant Packages:
  next: 14.0.1-canary.2
  eslint-config-next: 14.0.1-canary.2
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Jest (next/jest)

### Additional context

Checked https://areweturboyet.com/ 
And found this failing test case.

Tried to reproduce it and found that in the case of page-router, the next dev websocket runs parallelly when hydration is going on and it renders the component parallelly and this causes the log of "params changed"
And code checks the logs index before hitting the rerender button and then checks if "params changed" is logged or not. 

It is not logged by the action but logged because of the delay in the old "params changed".

if we add a wait for 1 second then the test case works fine before hitting the re-renderer button.
Repository: stable-diffusion-webui
Issue: [Bug]: Order of Operations is Not Documented
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?

I've been experimenting with prompt weighting/blending, and the results are inconsistent with the documentation.

Example:
```
Crystal containing elemental [fire:1.0|ice:1.0]
Crystal containing elemental {fire:1.0|ice:1.0}
Crystal containing elemental (fire:1.0|ice:1.0)
Crystal containing elemental [fire|ice]:1.0
Crystal containing elemental {fire|ice}:1.0
Crystal containing elemental (fire|ice):1.0
```

Every single one of these produces a unique image.

This seems to imply that the documentation is not correct when it discussed how weighting and prompt blending works.
https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Features#attentionemphasis
The cheat sheet implies that weighting by 1.0 should not effect the prompt.

Note that this is not using any LORA which is mentioned as being incompatible with this syntax. This is just base SDXL, and yet still the prompt weighting and blending is inconsistent.

I assume I'm misunderstanding something, so can I ask for a more detailed FAQ answer on how to use this syntax to explain where the misconception is?

### Steps to reproduce the problem

Try to make a prompt blended image with equal weights using different brackets.
Notice that the bracket type effects the resul.

### What should have happened?

The FAQ implies that the bracket type does not matter when a weight is provided explicitly.

### Sysinfo

Windows 10

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
N/A
```


### Additional information

_No response_
Repository: PowerToys
Issue: FancyZones - Custom Placement & Text Size of Zone Numbers 
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Allowing **custom placement** and/or **text size/scale** of zone numbers.
E.g., using a **positive/negative x,y offset with respect to a customizable default home location** such as top-left corner that can be saved vs the default center of zone).
E.g., **customizable default and per-zone text sizes/scaling.**

Example adjustment methods during zone editing:
- A modifier key such as ALT to click-drag **anywhere on the screen resulting in movement of only the zone number** (instead of the entire zone)
- Tabbing through zones and then hitting a **customizable hotkey such as ALT + A to access additional zone options** for the currently selected zone incl. zone number location/offset or text size values via a text box or resetting to default (0,0)

### Scenario when this would be used?

Zone numbers frequently overlap completely or significantly (especially when different zones sizes are desired over a shared central location).   This makes accessing the desired zone practically impossible or extremely difficult.

Adding this feature would also allow for a much more organized and easier-to-use/access zone layout during both editing and regular desktop zone use.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Prompt Weight Normalization
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?
Image shows a diff of two images B and C that should be identical.
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/8139496/f690255d-3867-475a-839b-cda260915577)

Try the following four prompts:
A: `(fire:1.1)` - For me it looks like fire.
B: `(fire:-1.1)` - For me it looks like a fiery black rock.
C: `[fire:1.1]` - For me it looks like horses.
D: `[fire:-1.1]` - For me it looks like fire.

Notice that A and D are pixel-perfect identical. Notice that B and C are completely different images.

### Steps to reproduce the problem

^ above

### What should have happened?

B and C should produce identical images, but they don't.

It looks to me like there is a bug in the normalization of prompt weights. I did several tests, and this is the cleanest demonstration of the issue.

### Sysinfo

Windows SDXL.

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
N/A
```


### Additional information

_No response_