sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [4.0] Primusrun/pvkrun (bumblebee for Optimus discrete Nvidia GPU) crash on start (GT 650M, drivers series 390)
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty

### Godot version

v4.0.dev.20211015.official [f113dc986]

### System information

Debian 11

### Issue description

Tried to use primusrun; it won't start - same error using pvkrun:

```
(base) vale@debianace:~/Downloads/godot_normal/Godot_v4.0-dev.20211015_linux.64$ primusrun ./Godot_v4.0-dev.20211015_linux.64 
Godot Engine v4.0.dev.20211015.official.f113dc986 - https://godotengine.org
MESA-INTEL: warning: Ivy Bridge Vulkan support is incomplete
PrimusVK: Searching for display GPU:
PrimusVK: 0xa070000: 32902;358
PrimusVK: Got integrated gpu!
PrimusVK: Device: Intel(R) HD Graphics 4000 (IVB GT2)
PrimusVK:   Type: 1
PrimusVK: Searching for render GPU:
PrimusVK: 0xa070000.
PrimusVK: 0xa2b0e80.
PrimusVK: 0xa071410.
PrimusVK: Got discrete gpu!
PrimusVK: Device: GeForce GT 650M
PrimusVK:   Type: 2
Vulkan API 1.2.162 - Using Vulkan Device #0: NVIDIA - GeForce GT 650M
PrimusVK: fetching dispatch for 0xa37f590
PrimusVK: Creating display device finished!: 0
PrimusVK: fetching dispatch for 0xa2bb030
PrimusVK: CreateDevice done
PrimusVK: Application requested 3 images.
PrimusVK: Creating Swapchain for size: 1024x600
PrimusVK: MinImageCount: 3
PrimusVK: fetching device for: 0xa2bb030
PrimusVK: FamilyIndexCount: 0
PrimusVK: Dev: 0xa37f590
PrimusVK: Swapchainfunc: 0x7f385ebde7b0
PrimusVK: >> Swapchain create done 0;0xa378740
PrimusVK: Min Images: 3
PrimusVK: Image aquiring: 3
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating a Swapchain thread.
PrimusVK: Count: 3
PrimusVK: >> Destroy swapchain: 0xa378740
PrimusVK: Application requested 3 images.
PrimusVK: Creating Swapchain for size: 1024x600
PrimusVK: MinImageCount: 3
PrimusVK: fetching device for: 0xa2bb030
PrimusVK: FamilyIndexCount: 0
PrimusVK: Dev: 0xa37f590
PrimusVK: Swapchainfunc: 0x7f385ebde7b0
PrimusVK: >> Swapchain create done 0;0xa378740
PrimusVK: Min Images: 3
PrimusVK: Image aquiring: 3
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating image: 1024x600
PrimusVK: Creating a Swapchain thread.
PrimusVK: Count: 3
Segmentation fault
(base) vale@debianace:~/Downloads/godot_normal/Godot_v4.0-dev.20211015_linux.64$ 

```
while glxgears  work:
![image](https://user-images.githubusercontent.com/13235119/138865711-0f492d91-4286-444f-ad2c-6a81a4adbc7b.png)


As mentioned in other issue I currently play dota2 with vulkan.

### Steps to reproduce

execute godot with primusrun

### Minimal reproduction project

NA
Repository: vscode
Issue: [html] Unexpected "Declaration or statement expected" in HTML code
Labels: bug,html


Issue Type: <b>Bug</b>

This code will cause VS Code to raise 3 JS problems
```html
<!DOCTYPE html><html><body><script>//%SCRIPT%</script><script>(function() {
}());</script></body></html>
```

Changing the code slightly, resolves the problems
```html
<!DOCTYPE html><html><body><script>//%SCRIPT%</script>
<script>(function() {
}());</script></body></html>
```

To me, this is unexpected.


VS Code version: Code 1.61.2 (6cba118ac49a1b88332f312a8f67186f7f3c1643, 2021-10-19T14:57:20.575Z)
OS version: Windows_NT x64 10.0.19043
Restricted Mode: No
Remote OS version: Linux x64 5.10.16.3-microsoft-standard-WSL2
Remote OS version: Linux x64 5.10.16.3-microsoft-standard-WSL2

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6850K CPU @ 3.60GHz (12 x 3592)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|79.87GB (42.74GB free)|
|Process Argv|--folder-uri=vscode-remote://wsl+Ubuntu/home/oliver/fairmanager/fairmanager/core-web3 --remote=wsl+Ubuntu --crash-reporter-id 05565d81-cfc4-40de-88df-1c479bbe1bcd|
|Screen Reader|no|
|VM|0%|

|Item|Value|
|---|---|
|Remote|WSL: Ubuntu|
|OS|Linux x64 5.10.16.3-microsoft-standard-WSL2|
|CPUs|Intel(R) Core(TM) i7-6850K CPU @ 3.60GHz (12 x 3591)|
|Memory (System)|62.71GB (50.55GB free)|
|VM|0%|

|Item|Value|
|---|---|
|Remote|WSL: Ubuntu|
|OS|Linux x64 5.10.16.3-microsoft-standard-WSL2|
|CPUs|Intel(R) Core(TM) i7-6850K CPU @ 3.60GHz (12 x 3591)|
|Memory (System)|62.71GB (50.55GB free)|
|VM|0%|
</details><details><summary>Extensions (38)</summary>

Extension|Author (truncated)|Version
---|---|---
tsl-problem-matcher|amo|0.5.0
javascript-ejs-support|Dig|1.3.1
eslint-disable-snippets|drK|1.3.0
output-colorizer|IBM|0.1.2
jupyter-keymap|ms-|1.0.0
remote-containers|ms-|0.202.5
remote-ssh|ms-|0.65.8
remote-ssh-edit|ms-|0.65.8
remote-wsl|ms-|0.58.3
vscode-remote-extensionpack|ms-|0.21.0
vscode-icons|vsc|11.6.0
vscode-zipfs|arc|2.3.0
better-toml|bun|0.3.2
vscode-eslint|dba|2.2.2
xml|Dot|2.5.1
EditorConfig|Edi|0.16.4
prettier-vscode|esb|9.0.0
generateuuid|Fir|0.0.5
shell-format|fox|7.1.1
vscode-graphql|Gra|0.3.18
yarn2-dependency-explorer|hah|0.0.1
terraform|has|2.16.0
vscode-esformatter|how|1.6.0
vscode-random|jre|1.10.0
template-string-converter|meg|0.5.3
code-beautifier|mic|2.3.3
vscode-docker|ms-|1.17.0
vscode-kubernetes-tools|ms-|1.3.3
python|ms-|2021.10.1365161279
vscode-pylance|ms-|2021.10.2
jupyter|ms-|2021.9.1101343141
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.3
test-adapter-converter|ms-|0.1.4
vscode-js-profile-flame|ms-|0.0.21
vscode-paste-image|mus|1.0.4
monolit|Oli|0.0.33
vscode-yaml|red|1.0.0

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: PowerToys
Issue: How to set Space Around Zones to 0?
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

How do I set the Space Around Zones to 0 for all layouts? or at least for 1 layout for all desktops? 

it might be 0 for a specific layout like Priority Grid on this desktop but still 16 for the others.
Repository: flutter
Issue: ```settings.gradle``` is completely ignored in Flutter Plugin build
Labels: platform-android,tool,t: gradle,P3,a: plugins,team-android,triaged-android

```android/settings.gradle``` is ignored when building my plugin.
I am not entirely sure if this is an error or not, but it is certainly frustraiting because i need to use ```settings.gradle```.

# Steps to reproduce error: 
- ```flutter create --org com.example --template=plugin --platforms=android,ios -a kotlin hello```
- ```cd hello```
- ```echo "this file is useless, and i really need to use it" > android/settings.gradle```
- ```cd example```
- ```flutter run```

```
Flutter 2.6.0-0.0.pre • channel dev • https://github.com/flutter/flutter.git
Framework • revision 83b9e99cfb (9 weeks ago) • 2021-08-23 19:03:21 +0200
Engine • revision d5adde01dd
Tools • Dart 2.15.0 (build 2.15.0-42.0.dev)
```
Repository: vscode
Issue: Git - large change improvements
Labels: feature-request,git

- [x] Add telemetry for when the `git.statusLimit` is reached
- [ ] Improve experience when the `git.statusLimit` is reached (guide user to increase the limit)
Repository: terminal
Issue: Set list of exit code for closeOnExit
Labels: Area-TerminalConnection,Area-Settings,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

I would like to configure the `closeOnExit` setting with a list of exit codes, that on which it is OK to close the tab / window.
Repository: node
Issue: Investigate flaky test - test-inspector-connect-main-thread
Labels: inspector,flaky-test

<!--
Thank you for reporting a flaky test.

Flaky tests are tests that fail occasionally in the Node.js CI, but not
consistently enough to block PRs from landing, or that are failing in CI jobs or
test modes that are not run for every PR.

Please fill in as much of the template below as you're able.

Test: The test that is flaky - e.g. `test-fs-stat-bigint`
Platform: The platform the test is flaky on - e.g. `macos` or `linux`
Console Output: A pasted console output from a failed CI job showing the whole
failure of the test
Build Links: Links to builds affected by the flaky test

If any investigation has been done, please include any information found, such
as how consistently the test fails, whether the failure could be reproduced
locally, when the test started failing, or anything else you think is relevant.
-->

* **Test**: parallel/test-inspector-connect-main-thread
* **Platform**: linux
* **Console Output:**
```
Error Message
crashed (-6)
Stacktrace
Skip child is done
Message for a test
Worker is done
Message NodeWorker.enable was sent
Message Debugger.enable was sent
Message Runtime.enable was sent
Message Debugger.setBreakpointByUrl was sent
Message Debugger.evaluateOnCallFrame was sent
Message Debugger.resume was sent
```
* **Build Links**:
  * https://ci.nodejs.org/job/node-test-commit-linux-containered/nodes=ubuntu1804_sharedlibs_icu_x64/29148/
Repository: go
Issue: x/build: collect core dumps from builders
Labels: Builders,NeedsInvestigation,FeatureRequest

Sometimes tests dump core, perhaps with no extra crash information. Investigating these issues would be much improved if we could get the core file from the builder.

This came up recently in https://golang.org/cl/358675, where https://storage.googleapis.com/go-build-log/2fb3aaf5/linux-amd64_26aedb56.log failed with little more than:

```
signal: segmentation fault (core dumped)
FAIL	runtime	5.189s
FAIL
```

#35248 is another case where post-submit failures could likely have been fixed without a reproducer if the core dump was available.

I believe there is an issue regarding collecting multiple files from builders generally which is likely a prerequisite for this, though I can't find it...

cc @mknyszek @golang/release
Repository: godot
Issue: [4.0] Godot hold other gpu processes
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,needs testing

### Godot version

v4.0.dev.20211015.official [f113dc986]

### System information

Debian 11

### Issue description

I'm sure I mentioned this in other issues but I don't remember where. Anyway, I prefer to open a specific issue for this problem.

When I have a godot editor opened I can't run any other software that use nvidia card.

 For example if I have godot opened I can't run `blender` or  simple can't run `primusrun glxgears`.
To use any programs that use nvidia I have to close godot - even if godot use intel card.

I checked and I have same behaviour using 3.4/3.3 version back until version 3.2.3 where finally it work as expected.
My guess it is related to this issue #48091


### Steps to reproduce

NA

### Minimal reproduction project

NA
Repository: flutter
Issue: [Feature Request] Ability to copy WidgetSpan to clipboard
Labels: a: text input,c: new feature,framework,P3,team-framework,triaged-framework

With https://github.com/flutter/flutter/pull/92295, it's now possible to put WidgetSpans into SelectableText.  It should be possible to copy that content to the clipboard in an intuitive way.  Currently, any WidgetSpan copied to the clipboard will appear as a Unicode OBJ character (U+FFFC).

### Example

For example, in this app, copying the image in this example app should do something useful like copy the `src`, the `semanticLabel`, or the image itself.  Or, the developer should be able to specify what gets copied.

<img width="799" alt="Screen Shot 2021-10-26 at 10 13 43 AM" src="https://user-images.githubusercontent.com/389558/138928143-077b284a-5e5a-4867-8971-e18641cefaf8.png">

<details>

<summary>Example App</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: Scaffold(
        body: Center(
          child: SelectableText.rich(
            TextSpan(
              children: <InlineSpan>[
                WidgetSpan(
                  child: Image.network(
                    'https://flutter.dev/assets/images/shared/brand/flutter/logo/flutter-lockup.png',
                    semanticLabel: 'Flutter',
                  ),
                ),
              ],
            ),
          ),
        ),
      ),
    );
  }
}
```

</details>

### Possible Solutions

Either

  1. Flutter should automatically try to figure out the best thing to copy (`src`, `semanticLabel`, or the image in the example).

And/or

  2. Flutter should allow the developer to specify what should be copied.

There is another Github issue about supporting a rich text clipboard (https://github.com/flutter/flutter/issues/23603).  Ideally, with that feature available, copying a WidgetSpan should also copy rich content, such as the image itself in the example above.

### Advanced: Pasting WidgetSpans
Flutter currently doesn't support WidgetSpans in high level text editing widgets like TextField, though it's possible to hack an EditableText to take WidgetSpans.  If we want to support this, we have to consider what happens when a user copies and then pastes a WidgetSpan.  Ideally, it should duplicate the WidgetSpan in the new location.

Should that work across Flutter apps as well?  Maybe we need to create a Flutter clipboard content type.
Repository: godot
Issue: Transform handles vanish from gltf after saving scene
Labels: bug,topic:editor,needs testing,topic:3d

### Godot version

3.3.3 stable

### System information

Windows 7 64-bit

### Issue description

I imported a model to a 3D scene and moved it around, then saved the scene as it's own tscn. The transport handles still worked for the parent scene spatial, but completely vanished for the gltf, even after switching between Select Mode and Move Mode, until I closed down and reloaded the scene.

### Steps to reproduce

As above.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Document "ghost run" and its interaction with `Paragraph.getBoxesForRange`
Labels: a: text input,engine,d: api docs,a: typography,P2,team-engine,triaged-engine

Current the only documentation I could find is a code comment: https://github.com/flutter/engine/blob/cc9f859004f88a84f6d42e234c8be0ecaf66c46f/third_party/txt/src/txt/paragraph_txt.cc#L742-L752

>       // A "ghost" run is a run that does not impact the layout, breaking,
>      // alignment, width, etc but is still "visible" through getRectsForRange.
>      // For example, trailing whitespace on centered text can be scrolled
>      // through with the caret but will not wrap the line.
>      //
>      // Here, we add an additional run for the whitespace, but dont
>      // let it impact metrics. After layout of the whitespace run, we do not
>      // add its width into the x-offset adjustment, effectively nullifying its
>     // impact on the layout.

which implies `getRectsForRange` can return text boxes that are outside of the paragraph's bounding box if called on a ghost run. It's likely a common assumption that text boxes is always within the paragraph's bounding box so that should be documented somewhere.
Repository: godot
Issue: parse error while parsing the annotation corner-case
Labels: bug,topic:gdscript

### Godot version

v4.0.dev.custom_build.3bebbcacd

### System information

manjaro linux

### Issue description

This script raises parse error:
```
pass;pass  # ok
@onready var x;pass  # ok
@onready;var y;pass  # no-ok
```
So it looks like the standalone annotation being a part of the semicolon-separated statement list is not handled.

Details:
```
$ cat tests/potential-godot-bugs/annotation-w-semicolon-corner-case.gd 
pass;pass  # ok
@onready var x;pass  # ok
@onready;var y;pass  # no-ok
$ godot4 --headless --check-only -s tests/potential-godot-bugs/annotation-w-semicolon-corner-case.gd 
Godot Engine v4.0.dev.custom_build.3bebbcacd - https://godotengine.org
 
ERROR: Parse Error: Unexpected ";" in class body.
   at: GDScript::reload (res://tests/potential-godot-bugs/annotation-w-semicolon-corner-case.gd:3)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
   at: reload (modules/gdscript/gdscript.cpp:839)
```

### Steps to reproduce

Execute the above

### Minimal reproduction project

_No response_
Repository: rust
Issue: Make untracked incr. comp. information inaccessible
Labels: E-hard,T-compiler,A-incr-comp

When iterating over a collection, be it a Vec, a HashMap or an IndexMap, the order of items influences the value of the resulting hash: `[a, b]` and `[b, a]` have different hashes.

Meanwhile, there is some information we do *not* want to track. This is the case of the value of `LocalDefId`. Inserting a function in a file will change other functions `LocalDefId`, but it will not change their `DefPathHash`.

My concern is about controlling this information flow. In order to do that `ToStableHashKey` trait replaces the iteration order of the collection (which for hash maps is based on the key and the allocated memory capacity and should be irrelevant to the compilation), by the order of a stable hash key (the `DefPathHash` when the key is `LocalDefId`). By sorting the vectors by stable key, we manage the information flow.

Using `IndexMap`, the iteration order is the insertion order. Normally, this insertion order *should* only depend on tracked information obtained by depending on another query. For instance, a HIR visitor will create a query dependency on `hir_owner_nodes`, which hashes the in-code declaration order of functions. However, and this is my concern, the order of `LocalDefId` is freely available without using a query and is purposely untracked.

In order to make `IndexMap`s safe for incr. comp., we need to ensure untracked information is inaccessible.

Known issues:
- [x]  Stop implementing `PartialOrd` and `Ord` on `DefId`;
- [x]  Stop implementing `PartialOrd`, `Ord` and `Idx` for `LocalDefId`;
- [x]  Stop implementing `PartialOrd`, `Ord` and `Idx` for `LocalExpnId`;
- [ ]  Stop implementing `PartialOrd` and `Ord` for `SyntaxContext`;
- [ ]  Enforce that UNTRACKED options are not accessed within a query.

_Originally posted by @cjgillot in https://github.com/rust-lang/rust/pull/90253#issuecomment-952203213_

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Repository: pytorch
Issue: register_dispatch_key should provide a way to tell if a native function has a no-op meta kernel
Labels: triaged,module: dispatch,module: lazy

## 🚀 Feature
register_dispatch_key should provide a way to tell if a native function has a no-op meta kernel.

The conditions that an op needs to satisfy to get the generated (no-op) meta kernel are:
1. inplace (f.func.kind is SchameKind.inplace)
2. non_composite (not f.has_composite_kernel)
3. output doesn't return a list (len(f.func.returns) == 1)


## Motivation
LTC code-gen needs it for shape inferences.

CC @bdhirsh @wconstab.
Repository: godot
Issue: DEPTH_TEXTURE broken when MSAA enabled [GLES2]
Labels: bug,platform:android,topic:rendering,topic:3d

### Godot version

3.4-beta6

### System information

Oculus Quest 2, Adreno 650

### Issue description

Reading from DEPTH_TEXTURE in a custom ShaderMaterial always returns 1.0 if MSAA is enabled. Reading from DEPTH_TEXTURE works as expected if MSAA is disabled.

Possibly related: #33187

### Steps to reproduce

* Create new project with GLES2 backend
* Enable MSAA in project settings
* Create a new ShaderMaterial and try read from DEPTH_TEXTURE in fragment()
```
    float depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;
```
* Export to a device with Adreno 650 or similar 

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: upgraded from react-scripts 3.4 to 4.0 and now window.jasmine is not available
Labels: stale

Our project has been using CRA 3.4.0 and when we run `react-scripts test --env=jsdom` it has used the setupTests.js file, which has in it these lines:
```
const jasmineReporters = require('jasmine-reporters');
jasmine.VERBOSE = true;
jasmine.getEnv().addReporter(
  new jasmineReporters.JUnitXmlReporter({
    consolidateAll: false,
    savePath: 'test/reports/',
    filePrefix: 'test-results-'
  })
);
```
That worked fine.  I updated to react-scripts 4.0.0 (including deleting the `node_modules` folder and running `yarn install`, as suggested) and now when I run the tests I get this error:

```
Test suite failed to run

    ReferenceError: jasmine is not defined
```
I have looked at all the release notes I can find - for all the packages I can think of that might be related - but I can't find any indication of what we should change to make this work.  Is this a bug?  Or just some change I need to make?

Thanks.
Repository: go
Issue: runtime: debug call injection tests contain many unsafe write barriers
Labels: Testing,NeedsInvestigation

It's possible for the debug call injection tests to segfault, because `(*debugCallHandler).inject` and `(*debugCallHandler).handle` have write barriers but they're called in a signal handler. Normally write barriers would be prevented here via their caller, `sighandler`, which has `go:nowritebarrierrec` but unfortunately because they're called indirectly via the `testSigtrap` global variable, the analysis doesn't plumb through.

The failure is very rare; a GC has to be actively running during the injection. But, it is possible, and has been reproduced locally by myself and is observable on trybots, if you run the runtime tests enough times.

This is only a test problem, also. Real debug call injection implementations will usually be coordinated by a separate process; the tricky bit here is we're doing all the machinery in the signal handler of the same process.

I tried to do the simple thing and mark the two methods above as `go:nowritebarrierrec`, but there are enough write barriers in each function that it's tough to capture them all without the code being mostly fragile comments about why it's safe to elide all these write barriers. I think this test code just needs a rethink, so that the primary driver is not on the thread getting all the signals.

The trouble with that is dealing with the result of a panicking injected function. The panic value it returns may be the only reference to that value, so the signal handler needs to put it *somewhere* the GC can see. That's at odds with the fact that any such store would require a write barrier. There may be something clever here, but I haven't thought of it yet.

CC @prattmic @aclements