sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime/trace: TestTraceFutileWakeup failure with "no consistent ordering of events possible"
Labels: NeedsInvestigation,compiler/runtime

```
--- FAIL: TestTraceFutileWakeup (0.07s)
    trace_test.go:146: failed to parse trace: no consistent ordering of events possible
FAIL
FAIL	runtime/trace	4.859s
```

`greplogs --dashboard -md -l -e 'FAIL: TestTraceFutileWakeup'`

[2022-02-16T16:06:39-f985833/dragonfly-amd64](https://build.golang.org/log/288d836aafffc1f4453c1d008929179377571e4f)

(CC @mknyszek @prattmic @dvyukov per dev.golang.org/owners.)

This may be just another instance of #29707, but in https://github.com/golang/go/issues/29707#issuecomment-882541606 @aclements suggesting that the failure mode reported there may be specific to C threads calling into Go, which doesn't seem to be the case here.
Repository: TypeScript
Issue: Rename JSDoc param tag quick fix should generate more minimal edit
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- quick fix 
- code action
- jsdoc

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

4.7.0-dev.20220216

This is new behavior and not a regression 

### 💻 Repo
1. For the TypeScript:
```ts
/**
 * @param c
 * @param d
 */
function add(a, b) { }
```

2. Trigger the `rename @param tag` quick fix  on `c` inside the JSDoc. 

### 🙁 Actual behavior

In VS Code, the cursor shifts to the start of the doc block. This is because the returned code action regenerates the entire start of the JSDoc block

```
 {
        "fixName": "renameUnmatchedParameter",
        "description": "Rename '@param' tag name 'c' to 'a'",
        "changes": [
            {
                "fileName": "/Users/matb/projects/san/index.ts",
                "textChanges": [
                    {
                        "start": {
                            "line": 1,
                            "offset": 1
                        },
                        "end": {
                            "line": 5,
                            "offset": 1
                        },
                        "newText": ""
                    },
                    {
                        "start": {
                            "line": 5,
                            "offset": 1
                        },
                        "end": {
                            "line": 5,
                            "offset": 1
                        },
                        "newText": "/**\n * @param a\n * @param d\n */\n"
                    }
                ]
            }
        ]
    }
```

### 🙂 Expected behavior

Instead we should try to generate a more minimal edit so that editors can better preserve user's cursor position
Repository: TypeScript
Issue: Delete unused JSDoc quick fix changes formatting on rest of JSDoc comment
Labels: Bug,Help Wanted,Domain: JSDoc

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- quick fix 
- code action
- jsdoc

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

4.7.0-dev.20220216

This is new behavior and not a regression 

### 💻 Repo
1. For the TypeScript:
2. 
```ts
/**
 * @param c
 * @param b
 * 
 * bla bla bla
 */
function add(a, b) { }
```

2. Trigger the `delete unused @param tag` quick fix  on `c` inside the JSDoc. 

### 🙁 Actual behavior

This results in:

```
/**
 * @param b bla bla bla
 */
function add(a, b) { }
```


### 🙂 Expected behavior

I'd sped that only the `@param c` is removed and the rest of the jsdoc remains unchanged:

```js
/**
 * @param b
 * 
 * bla bla bla
 */
function add(a, b) { }
```

### Related issues
- #47922
Repository: go
Issue: cmd/compile: require build systems to specify -importcfg
Labels: Proposal,Proposal-Accepted,compiler/runtime

Originally, cmd/compile implemented a lot of logic for resolving import paths, finding installed packages, etc. internally. Nowadays, this is all handled by cmd/go instead, which then invokes cmd/compile with the -importcfg option. However, a lot of historical code and flags still exist within cmd/compile, and it's not obvious which use cases still matter.

The proposal here is to require build systems that want predictable behavior from cmd/compile must use -importcfg. If -importcfg is not used, then cmd/compile's handling of import paths is unspecified and subject to change at the discretion of the compiler team.

In practice, I don't anticipate the fallback logic to change much from today (to avoid breaking test/run.go or compiler dev workflows). But the current code has grown convoluted and has questionable code paths, and it would be easier to cleanup if we could constrain the set of supported options.
Repository: PowerToys
Issue: Win11 taskbar with desktop toolbar '>>' browsable folders with cascading levels
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

I'm using the Windows desktop toolbar for "browsable folders with cascading levels" - a place on the taskbar from where I can browse the whole computer (preferably starting from Desktop/User folder - showing This PC, Control Panel, OneDrive(s), Sharepoint(s), Network, Recycle Bin, Libraries, User folder, etc.) only with moving the mouse (without clicking) - cascading further inside (including in ZIP files), then right-clicking and/or dragging files/folders, copy/cut/paste/delete/rename, etc.

Add the ">>" symbol from the Win10 desktop toolbar somewhere on the Win11 taskbar/start menu (for example as tray icon - similarly to [TrayToolbar](https://github.com/rojarsmith/TrayToolbar)) - as tray icon, as some other kind of button, as right-click menu item, etc.

### Scenario when this would be used?

fast and convenient browsing and all other Explorer file/folder operations (drag & drop, right-click, etc.)

### Supporting information

See [screenshot](https://www.eightforums.com/threads/i-dont-miss-start-menu-at-all-heres-why.5442/):
![Browsable cascading folders](https://user-images.githubusercontent.com/97228894/154351043-acb0eec3-fb8c-4b62-af71-4af88fa376e6.png)

The most crucial item that prevents me from using Win11.
Repository: pytorch
Issue: Feature: a consistent Python and C++ logging facility that handles different classes of warnings
Labels: module: logging,triaged

Today in PyTorch there are a variety of logging and warning types, facilities and feature requests. A partial list:

- determinism warnings, controlled with [set_deterministic_debug_mode](https://pytorch.org/docs/master/generated/torch.set_deterministic_debug_mode.html#torch.set_deterministic_debug_mode)
- deprecation warnings, which rely on the [TORCH_WARN_ONCE](https://github.com/pytorch/pytorch/blob/d100d98db8424d6d88c9d72d156c49ba94e9d18e/c10/util/Exception.h#L536) macro in C++, and [the test suite has functionality](https://github.com/pytorch/pytorch/blob/3fcdff061508b6e3a0fd50d91b89dda053702f73/torch/testing/_internal/common_utils.py#L2237) to always trigger these warnings
- c10 log level (and see https://github.com/pytorch/pytorch/pull/71746 that improves it)


And this can make it challenging for developers to provide consistent and high quality messages in both the Python and C++, and challenging for users who want to manage messages better. For example, what is the `TORCH_WARN_ONCE` equivalent for the Python UX? Can libraries extend our messaging system? How can we avoid sending a deluge of unnecessary messages to users (see https://github.com/pytorch/pytorch/issues/68768), or help them consistently upgrade a class of warnings to errors so they better vet their programs for nondeterminism or using deprecated operations? How do we make it easier to implement new types of messaging and control it (see https://github.com/pytorch/pytorch/issues/55655)? 

There are also issues with our current messages and other logging systems, like VLOG (https://github.com/pytorch/pytorch/issues/57118) and GLOG (https://github.com/pytorch/pytorch/issues/14724). 

This issue proposes we add a messaging system to PyTorch that address these issues. It should have the following features:

- classes of messages and log levels (info, warning, error...) should be clear and it should be easy to create new ones
- a consistent Python and C++ messaging API
- options to turn warnings for different classes of messages into errors
- options to disable classes of messages and log levels (in Python, C++, and as environment variables)

and be used to improve the consistency of our deprecation warnings, warnings about the use of features that are "prototypes" or "betas" (see [this blog post](https://pytorch.org/blog/pytorch-feature-classification-changes/)), and subsume our determinism warning implementation.
Repository: godot
Issue: GDScript `range(0, 1, 0.1)` returns an empty array
Labels: discussion,topic:gdscript

### Godot version

v3.4.3.rc1.official [894b6d504]

### System information

Mac OSX (Intel 2019)

### Issue description

Well actually it throws an error if you try and print that, but if you use it in a loop it just silently fails:

```gdscript
print(range(0.0, 1.0, 0.5))
```
<img width="448" alt="Screenshot 2022-02-17 at 01 32 24" src="https://user-images.githubusercontent.com/100964/154368627-61d6c986-b53c-4f6c-ae95-12d00397c841.png">

```gdscript
for i in range(0.0, 2.0, 0.1):
		print("HERE", i)
```

And `Here` never get's printed.


### Steps to reproduce

Please see above code samples

### Minimal reproduction project

_No response_
Repository: rust
Issue: MIR generation for generators considers any borrowed or assigned value as live across yield points
Labels: C-enhancement,A-borrow-checker,A-MIR,A-coroutines

Consider an example such as this:

```rust
impl Agent {
    async fn handle(&mut self) {
        let mut info = self.info_result.clone();
        info.node = None;
        let element = parse_info(info);
        let _ = send_element(element).await;
    }
}

fn parse_info(_: Info) -> Element { ... }

fn foo(agent: Agent) {
    assert_send(agent.handle());
    //~^ cannot be sent between threads safely
}
```

Let's assume `info` is `!Send`. The future returned from `handle` is currently `!Send` as well, because the MIR generation for the generator considers `info` to be live across the await point, despite the fact that `info` is consumed by `parse_info`. The reason is because the generator step [explicitly considers any borrowed local as live across the suspend point](https://cs.github.com/rust-lang/rust/blob/e646f3d2a9541952310778288854943678738ea9/compiler/rustc_mir_transform/src/generator.rs?q=locals_live_across_suspend_points++#L512).

With the more precise drop tracking in the type checker, it would be nice not to have to capture these at the MIR level. Currently drop tracking has to be more conservative than necessary in order to match the MIR behavior.
Repository: flutter
Issue: [docs] Improve ChangeNotifier and AnimatedBuilder documentation
Labels: framework,d: api docs,P2,team-framework,triaged-framework

## Use case

Right now, there isn't enough (or probably not at all) documentation describing that a `ChangeNotifier` can be plugged into an  `AnimatedBuilder` widget to listen for rebuilds. The name is misleading but it's not going to change so, at least, we should write more documentation to make the users aware of the use-case

## Proposal

Enhance the documentation of both classes:

  - For `ChangeNotifier`, explicitly write that it can be listened in an `AnimatedBuilder` widget
  - For `AnimatedBuilder`, add a short Flutter example showing how an `InheritedWidget` exposing a `ChangeNotifier` can listen to changes to rebuild only specific parts of the UI (rather than the entire subtree)
Repository: neovim
Issue: Provide a generic floating window/popup utility function (refactor vim.lsp.util.open_floating_preview)
Labels: enhancement,lua

### Feature already in Vim?

N/A

### Feature description

#16557 changed the behavior of floating window such that they now close when one navigates to a buffer other than two (the buffer that opened the float or the float itself).

For most use cases, this makes sense, but for cases where one is opening a nested group of tooltips, this means there's no longer a way to prevent the tooltips from closing.

An additional parameter should be added to `open_floating_preview` which should support keeping the old behavior.

(First reported as Julian/lean.nvim#235)
Repository: vscode
Issue: Allow for a supplementary notebook editor pane associated with a main notebook document for holding outputs
Labels: feature-request,notebook-output

<!-- ⚠️⚠️ 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. -->

Partially inspired by the SxS output comment in this issue here https://github.com/microsoft/vscode/issues/142455 I sketched up a quick proposal for a notebook editor feature that I would really like. 

What I would like is that if I have a notebook document open I could move outputs from it into a fully separate editor pane. In this editor pane the outputs could be reordered and scrolled separate from the main notebook document. Instead of a new editor instance this output document would be connected to the same controller as the main document so widgets and whatnot would all work as expected if different output cells are in different panes. The UI controls would all still be in the main document and when a cell is re-executed in the main document the output is updated in the supplemental output document. 

This UI feels similar in execution to the interactive window to me, except that instead of a running history log it's just the notebook outputs.

Since this output document is a full editor pane it would allow the following scenarios:

- Pull one specific output (perhaps a plot with rich widgets) into the output pane and make that pane full screen to focus on just that output. Similar in some ways to Jupyter's ability to pop out a plot from the notebook document
- Place one output side by side with code. You can scroll the output document to have your output side by side, either with the cell that is generating that output or with an earlier cell
- Place one output side by side with another output. Since you can move outputs to and from the pane individually you can put a cell with say a widget slider next to the output cell that shows the effects of that widget changing in a plot.

There is a big question here of if / how we can have two different editor panes sharing a notebook controller and communications, but just leaving that slightly to the side for now to just look at the UI bits.
Repository: PowerToys
Issue: Start pt run with win key only option, instead of start menu
Labels: Idea-Enhancement,Product-PowerToys Run,Product-Tweak UI Design

### Description of the new feature / enhancement

Start pt run with win key only instead of start menu

For some, pt run could replace the start menu, due to its minimal appearance, simplicity, and performance.
It would be a better UX to use it with the well-known win key instead of accidentally opening the start menu.

### Scenario when this would be used?

-

### Supporting information

_No response_
Repository: godot
Issue: ItemList Keyboard Scroll Delay After Exiting and Re-entering List
Labels: bug,needs testing,topic:input,topic:gui

### Godot version

3.4.2 Stable

### System information

Windows 10, GLES 3

### Issue description

So I found what seems to be a really weird edge case while using an itemList node to populate a list of abilities for the player to select in a turn-based combat scenario. Using only the keyboard controls, if I click on a button that shows the list and populates it from a dictionary resource, the options will load up fine. HOWEVER, if I back out (using a back button) to the previous state where the button was, and then click on the button again to show and populate the list, there seems to be an exact 4 second delay (from when I backed out of the list) before the game will register me inputting ui_up or ui_down to navigate up and down the list. The weirdest thing is that if the list has at least two columns, this delay is not present when inputting ui_left or ui_right inputs and will then allow you to go up and down after moving horizontally once. 

To be clear, this only happens if I back out of the list and go back in. As long as I select an item in the list, then go back to the original button state to populate the list again, there is no delay whatsoever. This is really weird to try to articulate in text, and I'll be attaching a tiny project that shows just this. This obviously can be worked around really easily by just having me override the usual list controls, but I thought it good to at least mention it! If I somehow am just being stupid and am not realizing something obvious, I'd love to know:D

### Steps to reproduce

(Using WASD for ui up, left, down right; E for clicking on buttons/list items, and Q to go back a state):

To see the single column vertical delay:
1. Press E on the "Click me to show list" button.
2. Move up and down the items in the list with W/S, then press Q to go back to original selection (approximate 4 second delay timer would start right after hitting Q).
3. Press E again on the "Click me to show list" button.
4. Constantly press S to notice that the game will not register the input until the ~4 seconds are up.
5. Press E on an item in the list
6. Quickly press Q when the next set of buttons show up to go back to the original options, press E to go back into list
7. There is no delay now for some reason because you selected an item instead of backing out of the list

To see the horizontal selection non-bug edge case:

1. Press E on the "Click me to show horizontal list" button.
2. Press Q to go back to original selection state (delay will start)
3. Press E again on the "Click me to show horizontal list" button.
4. Try again to press S to try to move down until the delay is over
5. Press Q again to go back, then E on the "Click me to show horizontal list" button.
6. This time, press D to move to the right, and now you can move up and down without a problem.

### Minimal reproduction project

[ItemListReproProject.zip](https://github.com/godotengine/godot/files/8085018/ItemListReproProject.zip)
Repository: godot
Issue: Incorrect error message or deeper bug with plugin using preload("my_script.gd")
Labels: bug,topic:gdscript

### Godot version

4.0 Alpha 2

### System information

Linux

### Issue description

Incorrect error message or deeper bug with plugin using preload("my_script.gd") within `plugin.gd`.

### Steps to reproduce

In a plugin.gd script, using `preload("my_script.gd")` gives the useless error `Constant value uses script from "res://addons/my_plugin/my_node.gd" which is loaded but not compiled.`

What you have to do to fix it is change `preload("my_script.gd")` to `preload("res://addons/my_plugin/my_script.gd")`. 
Either the error message should prompt you to make this change or if there is a bug with `preload("my_script.gd")` then it should be fixed.

### Minimal reproduction project

_No response_
Repository: ant-design
Issue: Table Component issue  with rowSelection or onRow prop
Labels: Inactive,⌨️ Accessibility

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/gfr33?file=/index.js:1264-1276)

### Steps to reproduce
Try to click   shift click the rows, It does not select all the rows in-between ---> https://codesandbox.io/s/gfr33?file=/index.js:1264-1276
Here, when the same kind of functions are used, the shift   click works perfectly, It selects all rows in-between----> https://codesandbox.io/s/epzjh

### What is expected?
when selecting table rows, click   shift click should select all rows in between, It works well on the Table component, but not on the Table Transfer component.

### What is actually happening?
I really am not sure if it is a bug or I am missing a programming logic here, but I think shift   click should be able to select multiple rows as It is very efficient and saves a lot of time when navigating through 100s of rows

| Environment | Info |
|---|---|
| antd | 4.16.10 |
| React | 17.0.2 |
| System | Windows 11 |
| Browser | Chrome |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: excalidraw
Issue: Feature Request - Langauge support for Marathi “Marathi (India)” (mr_IN)
Labels: translation

Feature Request
*Locale support and language translation required for “Marathi (India)” (mr_IN)*

Stats
83 millions people in india speaks this language as first language  

reference: [WikiPedia](https://en.wikipedia.org/wiki/List_of_languages_by_number_of_native_speakers_in_India)
Repository: godot
Issue: GPU artifacts with blend shapes on iPhone (GLES3)
Labels: bug,platform:ios,topic:rendering,topic:3d

### Godot version

3.4.2 stable  (45eaa2daf)

### System information

iPhone12 mini (15.2), GLES3

### Issue description

There is no problem with the tool
There is no problem when applying one blend shape mesh.
Applying multiple blendshape meshes shows the flicker and GPU artifacts

<img width="373" alt="scshot" src="https://user-images.githubusercontent.com/3376028/154416325-2d44acf6-2de8-4d2f-a245-087a546e4e1b.png">

Could it be a buffer initialization problem? When the following code was inserted, the problem was not reproduced.


```
void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p_weights) {
    //reset buffer data
    uint32_t xf_feedback_size = GLOBAL_DEF_RST("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);

    for (int i = 0; i < 2; i++) {
        glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[i]);
        glBufferData(GL_ARRAY_BUFFER, xf_feedback_size * 1024, nullptr, GL_STREAM_DRAW);
    }

    glBindVertexArray(s->array_id);
```

If the buffer initialization problem is correct, I would expect a bit faster solution.

It seems similar to the following issue #45690, and I add comment to #39112

### Steps to reproduce

- Export to iOS and run

### Minimal reproduction project


[minimal.zip](https://github.com/godotengine/godot/files/8086066/minimal.zip)