sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: use of AddVectoredExceptionHandler on windows is ill-advised
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
> go version
go version go1.19 windows/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes, with the latest major version (1.19).

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
> go env
set GO111MODULE=
set GOARCH=arm64
set GOBIN=
set GOCACHE=C:\Users\billziss\AppData\Local\go-build
set GOENV=C:\Users\billziss\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=arm64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\billziss\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\billziss\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_arm64
set GOVCS=
set GOVERSION=go1.19
set GCCGO=gccgo
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=NUL
set GOWORK=
set CGO_CFLAGS=-g -O2
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-g -O2
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-mthreads -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=C:\Users\billziss\AppData\Local\Temp\go-build481145130=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

I ran a Golang program that uses a DLL that raises a **benign** Windows exception in a non-Golang thread. This results in a call to `runtime.badsignal2`.

### What did you expect to see?

I expected the program to run without any problems as the Windows API can handle the benign exception internally.

### What did you see instead?

On windows/arm64 I saw a crash because of related problem #56080.

### Problem and solution

The `initExceptionHandler` uses `AddVectoredExceptionHandler` to add a Vectored Exception Handler. This use looks ill-advised. Windows components (and some third party applications and DLLs) regularly use Structured Exception Handling to report benign errrors, such as "Access Denied". Vectored Exception Handlers run prior to the regular Structured Exception Handlers in Windows. This means that the Golang runtime preempts the regular processing of benign errors and mistakenly thinks that an unrecoverable error has happened.

**A likely fix is not to call `AddVectoredExceptionHandler`.**

### See also

#56080
https://github.com/rclone/rclone/issues/5828#issuecomment-1269934140
Repository: flutter
Issue: Failure to evict image when FileImage._loadAsync throws synchronously
Labels: framework,P3,c: tech-debt,team-framework,triaged-framework

See https://ci.chromium.org/ui/p/flutter/builders/try/Linux%20framework_tests_libraries/26165/overview

While working on https://github.com/flutter/flutter/pull/112892 I changed the file length check to operate on the file and use `lengthSync`. This caused the failure of the test "File image with empty file throws expected error and evicts from cache": at the end of the test the key was still in the cache despite the evict call.

Possibly a timing issue? Perhaps we're adding the file to pending after the provider calls evict. We should investigate this to ensure that image providers can throw and evict immediately.
Repository: godot
Issue: External resources are duplicated and made built-in when copying from one scene to another
Labels: discussion,topic:editor

### Godot version

3.5.1.stable, 4.0b2

### System information

Windows 10

### Issue description

Every time I copy a node from another scene containing a mesh, it is completely copied to the new scene file, literally all mesh coordinates go directly to the tscn file in PoolByteArray.
If I have a large enough number of detailed mesh objects that I want to copy into the main scene to build a level (but I don't want to copy them as separate scenes, I need the mesh directly) it is literally copied into the scene file. This can make some tscn files too big.

### Steps to reproduce

Minimal reproduction project has a simple cube from Blender (cubegltf.glb) and scene that contains it (SCENE.tscn).
The tscn file can be viewed in any external text editor, it contains a whole copy of the cube mesh in "array_data": PoolByteArray.

To reproduce open SCENE.tscn and copy only a Cube node into a new scene, save it and look at PoolByteArray.
If you copy Spatial node with Cube as a child into new scene it will instance it properly without copying the entire mesh.

### Minimal reproduction project

For 3.5.1.stable
[UniqueResourcesBug3_5_1.zip](https://github.com/godotengine/godot/files/9726803/UniqueResourcesBug3_5_1.zip)
Repository: deno
Issue: npm - Cache slimmed down version of registry.json
Labels: feat,node compat

Right now we cache the entire npm request response, but these files can be fairly big (ex. 6mb for @types/node - https://registry.npmjs.org/@types/node) and there's a lot of information in there that's not useful at all. We should consider slimming it down a bit and remove certain properties that we're positive we'll never use (ex. "contributors").

Alternatively, we could save this file in our own format with a schema version, then cache bust when we the user upgrades their CLI and we need more information. This would probably be simpler.
Repository: pytorch
Issue: OpInfo Tests To Validate that All Operators Are Being Tested With Strided Tensors
Labels: module: tests,triaged

### 🚀 The feature, motivation and pitch

Many of the OpInfos such as [Unary OpInfos](https://github.com/pytorch/pytorch/pull/85976) do not currently test with strided inputs. We should add a test that validates all OpInfos are being tested with strided inputs. 

cc @mruberry
Repository: godot
Issue: Vulkan: Enabling FSR and XR results in a black screen
Labels: bug,topic:rendering,topic:xr,topic:3d

### Godot version

v4.0.beta2.official

### System information

Arch Linux, Monado(XRT) 'v21.0.0-2508-gb5b832f61', Lenovo Explorer, KDE 5.25.5, NVIDIA GeForce GTX 1060 6GB, NVIDIA Driver 515.76 Kernel 5.19.12-zen1-1-zen

### Issue description

Enabling FSR and XR results in a black screen when rendering to an XR device and these errors are spammed in the console:

```
ERROR: Layers of our texture doesn't match view count for this framebuffer
   at: framebuffer_create (drivers/vulkan/rendering_device_vulkan.cpp:4114)
ERROR: Condition "rid.is_null()" is true. Returning: rid
   at: _allocate_from_data (./servers/rendering/renderer_rd/framebuffer_cache_rd.h:170)
ERROR: Condition "!framebuffer" is true. Returning: INVALID_ID
   at: draw_list_begin (drivers/vulkan/rendering_device_vulkan.cpp:7318)
ERROR: Condition "!framebuffer" is true. Returning: INVALID_ID
   at: framebuffer_get_format (drivers/vulkan/rendering_device_vulkan.cpp:4204)
ERROR: Condition "!E" is true. Returning: TEXTURE_SAMPLES_1
   at: framebuffer_format_get_texture_samples (drivers/vulkan/rendering_device_vulkan.cpp:4081)
ERROR: Mismatch fragment shader output mask (1) and framebuffer color output mask (0) when binding both in render pipeline.
   at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6462)
ERROR: Condition "pipeline.is_null()" is true. Returning: RID()
   at: _generate_version (servers/rendering/renderer_rd/pipeline_cache_rd.cpp:60)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_render_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7566)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7640)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7640)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7640)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7640)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_index_array (drivers/vulkan/rendering_device_vulkan.cpp:7713)
ERROR: Condition "!dl" is true.
   at: draw_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7747)
ERROR: Condition "!dl" is true.
   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7765)
ERROR: Immediate draw list is already inactive.
   at: draw_list_end (drivers/vulkan/rendering_device_vulkan.cpp:8068)
```
[Full Log](https://github.com/godotengine/godot/files/9727169/no_fsr_in_vr.txt)


### Steps to reproduce

1. Enable FSR and set the scaling to something less than 1.
2. Start the project with XR enabled with an XR device connected.

### Minimal reproduction project

[VR Test Project.zip](https://github.com/godotengine/godot/files/9727216/VR.Test.Project.zip)
Repository: vscode
Issue: Exposing the lookup of (x,y) pixel coordinates to corresponding activeTextEditor (line,col)
Labels: feature-request,editor-api

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

**Problem Description** (all platforms, all versions)
We are in the process of developing a plugin for our eye tracking infrastructure (iTrace) for vscode. This plugin we call iTrace-vscode will let us track a developer's eyes 👀 on specific code elements while they are working on a software task. iTrace is a client server architecture where the server sends eye tracking data to the client (in this case is vscode). The client in turn takes the raw gaze which is usually a (x,y) pixel coordinate and maps it to the line and col that pixel falls on. Please see [www.i-trace.org](www.i-trace.org) for more details.  We have plugins currently for [Eclipse](https://github.com/iTrace-Dev/iTrace-Eclipse), [Visual Studio](https://github.com/iTrace-Dev/iTrace-VisualStudio), and [Atom](https://github.com/iTrace-Dev/iTrace-Atom) that are already implemented in this case. 

When we tried to do this for vscode. We hit a roadblock. Here is how I can best describe it:

vscode provides us with a `vscode.window.activeTextEditor?.visibleRanges[0];` call, which gives us the lines of text that are currently on screen. However, we have no way to then get info from pixel measurements. vscode seems to have no API features that give information about pixel locations or measurements.  If you are able to add a function call to `vscode.window.activeTextEditor` or something in the `visibleRanges` for us to give (x,y) info and get back the (line,column) data, we would be golden.

Visual Studio exposes this functionality so we do have a plugin for that at [https://github.com/iTrace-Dev/iTrace-VisualStudio](https://github.com/iTrace-Dev/iTrace-VisualStudio).  However, we have had numerous requests from the software engineering research and industry community to enable eye tracking in vscode because it is considered to be the primary IDE for developers. iTrace-Atom supports this functionality however since it is being sunsetted, vscode becomes our only option moving forward. Since both are based on Electron, is there a reason this API call is unavailable? Can we somehow use a API call to get the line and col info we need. Thanks so much. :pray: 👁️
Repository: material-ui
Issue: [system] `maxWidth='xs'` is applied inconsistently, cannot be configured
Labels: docs,package: system,component: Box

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

[Sandbox Link](https://codesandbox.io/s/gallant-dirac-vidhld?file=/src/App.tsx)

### Current behavior 😯

setting `maxWidth='xs'` has different effects on different components.


| Component | Compiled CSS |
|-------------|---------------|
|`<Container maxWidth='xs' />` | `{ max-width: 444px }` |
|`<Dialog maxWidth='xs' />` | `{ max-width: 444px }` |
|`<Box maxWidth='xs' />` | `{ max-width: xs }` |
| ... Everything else | `{ max-width: xs }` |

There are three issues with this behavior:
1. `xs` is not a valid CSS value.
2. As `xs` is a breakpoint with the value of `0`, both `444px` and `xs` are *semantically* incorrect.
3. The value `444px` is not configurable.

### Expected behavior 🤔

Ideally, every use of `maxWidth='xs'` should apply this value of `444px`.

This fallback value should also be configurable. Currently, to achieve the same behavior, you need to overwrite the `xs` breakpoint in a custom theme to be `444px`, which would then cause issues with xs media queries and so on.

### Context 🔦

I'm trying to cleanly refactor a component away from from using a container. Currently I'm using a custom css class to work around this.

Here are the implementations of the `444` value.
- [mui-system/src/Container/createContainer.tsx Line 115](https://github.com/mui/material-ui/blob/381942d9359eb26a0e83777eaa392e300025befb/packages/mui-system/src/Container/createContainer.tsx#L115)
- [mui-material/src/Dialog/Dialog.js Line 127, 130](https://github.com/mui/material-ui/blob/e495fe2b788bc1bd00ee76d52d8611d31ea3089d/packages/mui-material/src/Dialog/Dialog.js#L127)

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 12.5.1
  Binaries:
    Node: 14.15.1 - ~/.asdf/installs/nodejs/14.15.1/bin/node
    Yarn: Not Found
    npm: 6.14.8 - ~/.asdf/installs/nodejs/14.15.1/bin/npm
  Browsers:
    Chrome: 105.0.5195.125
    Edge: Not Found
    Firefox: 105.0.1
    Safari: 15.6.1
  npmPackages:
    @emotion/react: ^11.10.4 => 11.10.4
    @emotion/styled: ^11.10.4 => 11.10.4
    @mui/base:  5.0.0-alpha.98
    @mui/core-downloads-tracker:  5.10.6
    @mui/material: ^5.10.6 => 5.10.6
    @mui/private-theming:  5.10.6
    @mui/styled-engine:  5.10.6
    @mui/system:  5.10.6
    @mui/types:  7.2.0
    @mui/utils:  5.10.6
    @types/react: ^18.0.21 => 18.0.21
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ^4.8.3 => 4.8.3
```
</details>
Repository: flutter
Issue: Run `gclient verify` in CI before `gclient sync`, fix existing violations
Labels: team-infra,P2,triaged-infra

Discovered during https://github.com/flutter/engine/pull/36634#discussion_r989330609, running `gclient verify` reports many violations, including that some of the engine DEPS hosts are not in `allowed_hosts`.  Fix all existing violations, and update scripts to run `gclient verify` in CI before `sync` to prevent future violations from slipping in.
Repository: stable-diffusion-webui
Issue: A way to save and restore prompts - different to Create Style
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

It's related to Create/Apply Style which seems a bit buggy and in any case ties positive and negative prompts together. If you turn off save images automatically you have to manually save a prompt to a file or else use Create Style. But this functionality has some problems. 1. It ties the postive and negative prompts together, making it awkward to use them separately. 2. There's no delete style button. 3. You either have to add the whole prompt as a name or use a short name which doesn't describe the prompt. You may have a long list requiring a lot of scrolling. 5. It seems to break easily.

**Describe the solution you'd like**
A save prompt button next the the prompt and negative prompt that lets you save a limited number of prompts (e.g. 5) and restore them from a drop-down list. Any additions would overwrite the oldest one. These should be saved in separate files and not be tied together. This would be most useful for negative prompts which you may want to use on many images.

**Describe alternatives you've considered**
Saving all prompts (or a rolling number) to csv files, one for positive and one for negative prompts, automatically, regardless of whether an image is saved. Changing the behaviour of Apply Styles to let you add just a negative or positive prompt.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: flutter
Issue: [path_provider] Provide access to nativeLibraryDir on Android
Labels: platform-android,p: path_provider,package,c: proposal,P3,team-android,triaged-android

Details of nativeLibraryDir: https://developer.android.com/reference/android/content/pm/ApplicationInfo#nativeLibraryDir

nativeLibraryDir is where the libflutter.so file is stored, as well as any other compiled C libraries that were added via the jniLibs folder / Flutter FFI.

There are legitimate reasons for an application to need to know this location and currently (as far as I know) it can only be obtained on Android via native code.
Repository: pytorch
Issue: DISABLED test_sparse_add_cuda_complex128 (__main__.TestSparseCSRCUDA)
Labels: module: sparse,triaged,module: flaky-tests,skipped

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_sparse_add_cuda_complex128&suite=TestSparseCSRCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/8747864858).

Over the past 3 hours, it has been determined flaky in 3 workflow(s) with 3 failures and 3 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_sparse_add_cuda_complex128`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


cc @nikitaved @pearu @cpuhrsch @amjames @bhosmer
Repository: vscode
Issue: Git 3-way merge old behavior
Labels: feature-request,merge-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
https://code.visualstudio.com/updates/v1_72#_merge-editor

![Git 3-way merge](https://code.visualstudio.com/assets/updates/1_72/merge-editor-checkboxes-vs-codelens.drawio.png)

I'm used actively "3-way merge" and it's amazing but seems you're replaced it with new behavior ("Now" picture). 
I'm want set the "Before" (see picture at link) behavior. It is possible?

Thank you
Repository: terminal
Issue: [JAWS] Mark mode reads the next character instead of the one that's selected
Labels: Issue-Bug,Area-TerminalControl,Area-Accessibility,Product-Terminal

### Windows Terminal version

1.16.2642

### Windows build number

_No response_

### Other Software

JAWS

### Steps to reproduce

1. have output (`echo test`)
2. enter mark mode
3. move to first "t" in test"
4. move right one cell (onto "e")

### Expected Behavior

the newly selected text/letter should be read ("e")

### Actual Behavior

the letter beside it is read ("s")
Repository: PowerToys
Issue: File Icon
Labels: Needs-Triage

### Description of the new feature / enhancement

Hope to see a feature to change file icon with some icons that available or we can add our icons from app.

### Scenario when this would be used?

Hope to see a feature to change file icon with some icons that available or we can add our icons from app.

### Supporting information

_No response_
Repository: flutter
Issue: Conditional dismissible AlertDialog
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

## Use case

I would like to make a `AlertDialog` dismissible determined conditionally by the state of the data in a `TextField`. E.g. if the user have written some text, i don't want him to accidentally press outside the dialog and dismiss it without saving changes, but if he's only having a peek at some content, he should be able to dismiss it by pressing outside. Right now you can only set `barrierDismissible` on `showDialog` as a boolean when showing it.

## Proposal

I would like some way to make the dialog dismissible based on some state in the `AlertDialog`. Perhaps pass a `DismissibleController` to `showDialog` which i can also pass to the `Dialog` and update as needed. E.g. the dialog can set dismissible true or false based on e.g. the state of a `TextField`.
Repository: tauri
Issue: [bug] [macos] notification using Banner type not working if app has focus
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Notification works OK if Alert type used but if Banner type used it will not work if the app has focus - with the app focussed if the type is changed back to Alert in System Preferences it will work. I have tested on Monterey 12.6 and High Sierra 10.13.6 and Banners fail on both if app focussed. If I enable DevTools in the production build the logs are clean.
This issue was initially discussed in #5340.
System Prefs setting -

![prefspanel](https://user-images.githubusercontent.com/11089335/194411426-aa0959d3-7ebd-4b40-baee-165b907621de.jpg)

Have attached the src code used for a minimal test app derived from the create tauri-app command and a System Tray added with a notification item. Rust code is in main.rs and JS code is in notify.js in dist.

[notetest.zip](https://github.com/tauri-apps/tauri/files/9728376/notetest.zip)


### Reproduction

Use src to build app and run production build - 1st run will give a notification from OS.
May need to turn Notifications for app on in System Preferences>Notifications - set for Banners
Use notification from System Tray with/without app window focussed
Change to Alerts and should work every time whether app focussed or not.

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Mac OS 12.6.0 X64
  › Node.js: 16.14.0
  › npm: 8.19.2
  › pnpm: Not installed!
  › yarn: Not installed!
  › rustup: 1.25.1
  › rustc: 1.63.0
  › cargo: 1.63.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.1.1
  › @tauri-apps/api [NPM]: 1.1.0
  › tauri [RUST]: 1.1.1,
  › tauri-build [RUST]: 1.1.1,
  › tao [RUST]: 0.14.0,
  › wry [RUST]: 0.21.1,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: ../dist

App directory structure
  ├─ dist
  ├─ node_modules
  └─ src-tauri


### Stack trace

_No response_

### Additional context

_No response_
Repository: terminal
Issue: [JAWS] Search results read "results found" instead of something useful
Labels: Issue-Bug,Area-Accessibility,Product-Terminal

### Windows Terminal version

1.16.2642

### Windows build number

_No response_

### Other Software

JAWS (though this probably repros with any screen reader)

### Steps to reproduce

1. generate text (i.e. `ls`)
2. open search dialog (<kbd>ctrl+shift+f</kbd>)
3. search for something (i.e. `text`) NOTE: make sure there are results!

### Expected Behavior

the line of text should be read (i.e. `this is example text` where "text" is selected)

This gives context to the user

### Actual Behavior

reads "results available"

Most likely caused by https://github.com/microsoft/terminal/pull/12301

## Other feedback
- "no results found" is good!
- "findMatch" should work the exact same way
- when we loop around the buffer, we should say "back to top/bottom"