sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter_tools] ProcessException at RunResult.throwException when polling for custom devices
Labels: c: crash,P2,team-tool,triaged-tool

On stable/3.22.0
Affected 14 clients as of 5/21

Using `flutter daemon`

```
ProcessException: Process timed out:  Command: ping -c 1 192.168.50.50
at RunResult.throwException(process.dart:125)
at _DefaultProcessUtils.run(process.dart:392)
at <asynchronous gap>(async)
at CustomDevice.tryPing(custom_device.dart:522)
at <asynchronous gap>(async)
at Future.wait.<anonymous closure>(future.dart:524)
at <asynchronous gap>(async)
at CustomDevices.pollingGetDevices(custom_device.dart:875)
at <asynchronous gap>(async)
at PollingDeviceDiscovery._initTimer.<anonymous closure>(device.dart:498)
at <asynchronous gap>(async)
```
Repository: kubernetes
Issue: Migrate existing features to versioned feature gate
Labels: sig/api-machinery,kind/feature,sig/architecture,triage/accepted

### What would you like to be added?

part of https://github.com/kubernetes/enhancements/issues/4330, all existing features should migrate to the new `map[Feature]VersionedSpecs` format.

Currently, features are added to the feature gate with the format like
```
var defaultKubernetesFeatureGates = map[featuregate.Feature]featuregate.FeatureSpec{
	FeatureA: {Default: true, PreRelease: featuregate.Beta},
}
```
In the new versioned format, they should keep track of all the lifecycle changes of the feature, like: 
```
var defaultVersionedKubernetesFeatureGates = map[featuregate.Feature]featuregate.VersionedSpecs{
	FeatureA: {
		{Version: version.MustParse("1.30"), Default: false, PreRelease: featuregate.Alpha},
                {Version: version.MustParse("1.32"), Default: true, PreRelease: featuregate.Beta},
	},
}
```

### Why is this needed?

to complete https://github.com/kubernetes/enhancements/issues/4330
Repository: stable-diffusion-webui
Issue: [Feature Request]: Auto Preview Images LoRa
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Implement in the LoRa Metadata an information about png in base64 format to automatically convert into a image and automatically previews it without need to manually set it up and make Stable Diffusion WebUI reads it.


### Proposed workflow

1. All creators of LoRa can Edit the metadata and put the image base64 info
2. Stable Diffusion Web UI automatically reads that information
3. Stable Diffusion Web UI automatically sets the base64 image.

### Additional information

_No response_
Repository: TypeScript
Issue: union with `any` shows as union in signature quickinfo but `any` in parameter quickinfo
Labels: Bug

[Repro based on the one by @mackuba](https://github.com/microsoft/TypeScript/issues/50321#issuecomment-2121136023)

```js
// @filename: jsdocLowercaseObjectQuickInfo.js **
 * @param {object | null} o
 */
function create(o) {}

create/*1*/(undefined);
```

Compile with `noImplicitAny: false` and `checkJs: true`

Expected:
Quickinfo at `/*1*/` is `function create(o: any): void`

Actual:
`function create(o: object | null): void`

Note:
- Signature help is correct.
- Parameter quickinfo is correct.
Repository: godot
Issue: Binding to a callable that accepts array as an argument fails with "Invalid type in function '...' Cannot convert argument 1 from Callable to Array"
Labels: bug,topic:gdscript,confirmed

### Tested versions

4.2.4

### System information

Windows - Godot 4.2.4

### Issue description

I can't bind arguments to a callable that accepts single array as argument

### Steps to reproduce

Make this code run:
```gdscript
    func _ready() -> void:
        var callable: Callable = test.bind(["one", "two", "three"])
        callable.call()

    func test(arr: Array[String]) -> void:
        for e in arr:
            print(e)
```
It will fail with the error like `Invalid type in function '...' Cannot convert argument 1 from Callable to Array`

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Remember a list of computers to connect to in Mouse without borders
Labels: Needs-Triage

### Description of the new feature / enhancement

The app should remember all the computers I connect to (at least those I need to use often). 

If I want to control my computer #1, I type the secret key and hit Connect but if I want to connect to my computer #2, I need to clear the secret key of my computer #1 to type de secret key of my computer #2. If the secret keys could be saved, we would not have to re-type the secret key every time we switch the remote computer.

### Scenario when this would be used?

If I frequently control the same 2 computers, I would not have to re-type the key every time I switch. In my case, I use a KVM to control 2 PC and I use my laptop to connect to those computers

### Supporting information

_No response_
Repository: neovim
Issue: Conflict In Ada When Leader Mapped to Space
Labels: runtime,needs:vim-patch

### Problem

I started programming in Ada and noticed an odd behaviour where there is a delay after pressing space at the end of every Ada keyword like `with`, `use`, `function`, `begin`, etc.

After disabling my keymap in my lua configs, the issue goes away. The only thing in my keymap is a bind of leader to space.

Ada is the only language this happens in.

### Steps to reproduce

My keymaps.lua:

```lua
vim.g.mapleader = ' '
vim.keymap.set('n', "<leader>pv", vim.cmd.Ex)
```


### Expected behavior

I expect that Ada should behave like the other languages I use where this is not an issue. C, Haskell, OCaml, Swift, etc.

### Neovim version (nvim -v)

v0.10.0

### Vim (not Nvim) behaves the same?

unsure

### Operating system/version

macOS 14.5 and Arch Linux

### Terminal name/version

Alacritty 0.13.2

### $TERM environment variable

xterm-256colour

### Installation

Brew and Pacman
Repository: godot
Issue: OmniLight3D Shadows behave erratically when the 33rd light is added to the scene.
Labels: discussion,topic:rendering,topic:3d

### Tested versions

Reproducible in Godot v4.3.dev6 and 4.2.2-stable

### System information

Godot v4.3.dev6 - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-12700H (14 Threads)

### Issue description

When creating 33 OmniLight3D objects with shadows that are visible at the same time the nearest lights to the camera are sometimes broken.. I would expect that shadows would be allocated based on camera distance but they seem to get 'stuck'....

I would expect the following behavior:

1. Lights closer to the camera should have priority in the texture atlas so they never go dark
2. Using distance fade should reallocate the texture atlas when light shadows fade out, it doesn't seem to do this

WORKAROUND: 
Adding more texture slots in the shadow atlas avoids this issue by creating enough shadow maps for all the lights.

### Steps to reproduce

Load the reproduction project and run it. Notice that some lights are 'off' 

Recreating all the lights seems to correct the issue, but that sounds expensive...
![image](https://github.com/godotengine/godot/assets/682658/cab51adf-44c2-41f7-a479-dd745c85616a)
![ezgif-3-7370b444aa](https://github.com/godotengine/godot/assets/682658/2cc9791f-b176-4fc5-9848-fc5c2e5ebde7)


### Minimal reproduction project (MRP)

[many-lights-shadows-broken.zip](https://github.com/godotengine/godot/files/15395071/many-lights-shadows-broken.zip)
Repository: godot
Issue: Font formatting (BBCode) in RichTextLabel stops working when using theme type variation
Labels: bug,topic:gui

### Tested versions

- v4.2.1.stable.official [b09f793f5]
- v4.2.2.stable.mono.official [15073afe3]

### System information

Linux Mint 21.1

### Issue description

I'm not sure if this is a bug or if I'm missing something. I have a RichTextLabel with BBCode enabled, when it's using the theme's overrides for RichTextLabel it works fine, but when I create a custom type from RichTextLabel then formatting stops working:

![](https://godotforums.org/assets/files/2024-05-18/1716046515-33954-image.png)
![](https://godotforums.org/assets/files/2024-05-18/1716046044-444507-image.png)
("default_color" is the only override)

![](https://godotforums.org/assets/files/2024-05-18/1716046526-557444-image.png)
![](https://godotforums.org/assets/files/2024-05-18/1716046080-745677-image.png)
(No overrides, just Base type = RichTextLabel)

If I manually create font resources and set them in the "bold_font", "italics_font", etc. overrides for the custom type then it works, but I shouldn't have to do that.

### Steps to reproduce

1. Create RichTextLabel with BBCode enabled
2. Create Theme with a custom RichTextLabel variant
3. Set RichTextLabel to use variant
4. BBCode stops working (tags don't render, but no formatting happens)

### Minimal reproduction project (MRP)

[MRP_RTLVariant.zip](https://github.com/godotengine/godot/files/15395400/MRP_RTLVariant.zip)
Repository: rust
Issue: Suboptimal codegen for ARM32 targets when performing offset load
Labels: A-LLVM,A-codegen,O-Arm,T-compiler,C-bug,S-has-mcve

`rustc` generates suboptimal code on 32-bit ARM targets when performing a load from a base + offset pointer. This seems to be a general issue, rearing its head in a number of programs I've written, including trivial examples.

Since this pattern - loading from a non-constant address that's been offset by an index - is very common in real code and in particular inner loops, I'd be surprised if this doesn't have a non-trivial impact on the performance of real code.

Note that LLVM doesn't seem to exhibit this poor behaviour on aarch64 (ARM 64) targets.

```rust
unsafe fn read(src: *const u16, n: usize) -> u16 {
    src.byte_add(n).read()
}
```

produces

```arm
read:
        add     r0, r0, r1
        ldrh    r0, [r0]
        bx      lr
```

I'd expect it to produce

```
read:
        ldrh   r0, [r0, r1]
        bx      lr
```

as GCC does. I believe that on many targets (at the very least, armv4) the latter is *always* faster than the former.

Note that this is an issue with LLVM: Clang also exhibits this poor code generation.

Rust (rustc, bad): https://godbolt.org/z/7oPe8crM7
C (Clang, bad): https://godbolt.org/z/4M9E7Kh91
C (GCC, good): https://godbolt.org/z/639cxxKc8

I've not been able to test Rust's new GCC backend since I've not been able to work out how to tell it to generate code for ARM32 targets.

`rustc --version --verbose`:
```
rustc 1.79.0-nightly (8b2459c1f 2024-04-09)
```
Repository: go
Issue: cmd/internal/testdir: Test/rangegen.go failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/internal/testdir" && test == "Test/rangegen.go"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8751165031998682673)):

    === RUN   Test/rangegen.go
    === PAUSE Test/rangegen.go
    === CONT  Test/rangegen.go
        testdir_test.go:145: exit status 1
            command-line-arguments: /home/swarming/.swarming/w/ir/x/w/goroot/pkg/tool/linux_ppc64/compile: signal: killed
            
    --- FAIL: Test/rangegen.go (54.26s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: PowerToys
Issue: Keyboard manager: remapping numpad digits inserts wrong digits in browsers
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Hi, I remapped numpad keys from English numeral (1234567890) to Persian numerals (۱۲۳۴۵۶۷۸۹۰). I don't have any problem in Notepad but when I use them in browsers like chrome or firefox, I have problem. It show another number. 

### ✔️ Expected Behavior

when I click (2) in numpad, I want (۲), or (۵) instead (5).

### ❌ Actual Behavior

It shows another numbers like ۸ or ۹ or ... (It shows ALL Numbers everytime)

### Other Software

_No response_
Repository: go
Issue: cmd/internal/testdir: Test/fixedbugs/issue46234.go failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/internal/testdir" && test == "Test/fixedbugs/issue46234.go"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8747361767567058001)):

    === RUN   Test/fixedbugs/issue46234.go
    === PAUSE Test/fixedbugs/issue46234.go
    === CONT  Test/fixedbugs/issue46234.go
        testdir_test.go:145: command exceeded time limit
    --- FAIL: Test/fixedbugs/issue46234.go (121.44s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: cmd/internal/testdir: Test/fixedbugs/issue21576.go failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/internal/testdir" && test == "Test/fixedbugs/issue21576.go"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8747372119098565889)):

    === RUN   Test/fixedbugs/issue21576.go
    === PAUSE Test/fixedbugs/issue21576.go
    === CONT  Test/fixedbugs/issue21576.go
        testdir_test.go:145: exit status 1
            2024/05/21 02:13:12 Unmatched error message "fatal error: all goroutines are asleep - deadlock!":
            in
            
            Error: signal: killed
            
    --- FAIL: Test/fixedbugs/issue21576.go (63.21s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: node
Issue: Accept `Blob`s anywhere where a `Buffer` is currently accepted for writing
Labels: buffer,feature request,web streams

### What is the problem this feature will solve?

Because `Buffer`s aren't immutable, any time a `Buffer` is passed to something which will perform an asynchronous write, there is a concurrency hazard where the buffer could conceivably get modified before it gets a chance to be written. This can lead to bugs which are hard to track down. (I speak from experience.)

### What is the feature you are proposing to solve the problem?

Anywhere where `Buffer` is currently accepted for a write operation, e.g. and perhaps most notably `stream.Writable.write()` and `stream.Writable.end()`, also make it acceptable to pass a `Blob`. `Blob`s are always immutable.

### What alternatives have you considered?

Just keep using `Buffer`s, mostly keep my fingers crossed, and _sometimes_ make copies of `Buffer`s as a safeguard.

(Note: It _also_ makes sense to have a way to optionally have `Blob`s _returned_ from _readable_ streams, but I figure that'd be a different feature request.)
Repository: material-ui
Issue: [docs-infra] Refine how subheaders are shown in the page body
Labels: design,enhancement,scope: docs-infra

### Summary

What I mean by this issue is easier understood from just seeing the mock-up below:

| Current | New design |
|--------|--------|
| <img width="1747" alt="Screenshot 2024-05-20 at 19 33 54" src="https://github.com/mui/material-ui/assets/67129314/5683b4b1-c238-46a3-87e7-6674662ad924"> | <img width="1747" alt="Screenshot 2024-05-20 at 19 33 46" src="https://github.com/mui/material-ui/assets/67129314/c89bc3b2-5faf-42cb-992b-f5c3af081f7f"> | 

Very often, throughout the products, we add the subheader word as part of a page title, which makes sense to give readers context. However, I feel like the design above is a much cleaner way of displaying that, particularly because we don't need the category word/name to be so big, and having the hyphen + spacing looks a bit clunky. This shouldn't change the page title, though, as in what we see in the browser's tab—in there, I think it's fine to have "Subheader - Title" still.

I'll leave myself assigned to this for the design part, but I'll need engineering help to figure out how to architect this via potentially the pages.ts file setup (or something else, entirely!) 😬 


**Search keywords**: subheaders design display
Repository: godot
Issue: Broken: (Make Bone2D Nodes from Nodes)
Labels: topic:editor,needs testing,topic:animation,topic:2d

### Tested versions

Reproducible in v4.2.2.stable.official [15073afe3]
Not Reproducible in v3.5.3.stable

### System information

Windows 10 + v4.2.2.stable.official 

### Issue description

Selecting a chain of sprites nodes and clicking Make Bone2d Nodes from Nodes results in each sprite node being reparented to disjointed bone nodes with warning: 
- A Bone2D only works with... as parent node
- This bone lacks a REST pose
![bug](https://github.com/godotengine/godot/assets/1452746/c321dab3-90de-4701-b3b4-a43152157aab)


### Steps to reproduce

1. Create a parented chain of sprite nodes
-Upperarm
--Forearm
---Hand
2. Move them to the proper pivot points
3. Select the 3 nodes and hit Ctrl+Shift+B (Make Bone2d Nodes from Nodes  under the bone button)

### Minimal reproduction project (MRP)

[Godot2dSkelV4Bug.zip](https://github.com/godotengine/godot/files/15395923/Godot2dSkelV4Bug.zip)
Repository: PowerToys
Issue: Feature Request: Exception List to "Move newly created windows to their actve monitor"
Labels: Needs-Triage

### Description of the new feature / enhancement

In the "Windows" tab inside the "FancyZones" settings page:

When the option "Move newly created windows to the current active monitor" is enabled, there would be a text box to add an exception to this rule, similar to how we can already exclude apps from snapping to zones. But instead of being excluded from FancyZones completely, they would only be excluded from moving to the active monitor.

### Scenario when this would be used?

As someone who uses triple monitors daily for work, FancyZones have become indispensable for my work flow, and the recent addition of the possibility to move newly created windows to the currently active monitor is exactly what I needed.

But there are certain apps (like chat apps / meeting apps) that I like to always have on the same monitor in the same zone (one of my secondary monitors, on the side). This is not possible when the previously mentioned option is toggled, as the apps immediately move the active monitor, which is usually my center monitor.

For other apps like my browser, I constantly open new windows and have several windows across different monitors, so having newly created windows immediately move the main monitor is something that saves me a lot of time in the long run.

Currently, the only solution is to exclude these apps from FancyZones entirely, which is not ideal.


### Supporting information

_No response_
Repository: godot
Issue: Action with modifiers can be released even without being pressed
Labels: discussion,confirmed,topic:input

### Tested versions

Reproducible and found it in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.22631

### Issue description

If you have an action with the `Ctrl` and/or `Shift` modifiers it can be released even without being triggered. Please, check steps to reproduce, it is quite straightforward. The expected behavior: an action can't be released until it is triggered, something like keeping a boolean flag somewhere, enabling it when action triggered and emitting the released event taking into account this flag.

### Steps to reproduce

1. Create a new action (Project Settings -> Input Map) with the key combination of Ctrl+Shift+F12
2. Handle this action in `_input`, `_process` or similar functions as:
```gdscript
func _input(event : InputEvent) -> void:
	
	if Input.is_action_just_pressed("test_action"):
		print("is_action_just_pressed")
	
	if Input.is_action_just_released("test_action"):
		print("is_action_just_released")
	
	if event.is_action_pressed("test_action"):
		print("is_action_pressed")
	
	if event.is_action_released("test_action"):
		print("is_action_released")
```
3. Press and release just the F12 key, an action will not be pressed, but it'll be released
4. Press and release the entire combination of Ctrl+Shift+F12, an action will be pressed and released

Output window result (both 3 and 4 steps):
![image](https://github.com/godotengine/godot/assets/17128667/0a771c62-fd39-40cf-9879-14d68fb7a19f)

### Minimal reproduction project (MRP)

[Godot.zip](https://github.com/godotengine/godot/files/15395922/Godot.zip)
Repository: PowerToys
Issue: Fancy Zone Resize
Labels: Needs-Triage

### Description of the new feature / enhancement

This resize feature would allow the mouse scroll wheel to be used while dragging a window to increase/decrease the selected window's size proportional to it's current aspect ratio AFTER the zone layout view has been activated either by shift or non-primary mouse button. Within the settings, have a location for the user to adjust how much the window get's resized per wheel movement.

Process:
User selects a window to relocate/resize, then activates fancy zone viewer with shift or non-primary mouse.
Zone layout pops up transparent to drop window into resize zone.
User does this to resize, or user then moves mouse scroll wheel up/down to resize selected window larger/smaller
Window is resized depending on user input proportional to the selecting windows current ratio

Pro tip: Since many times we don't utilize the standard dimensions in our custom curated layouts (16:9) shouldn't be used. Have the program take the selected window, and resize incrementally with the same aspect ratio as it is currently.

Pro tip: Suggest users to make a resize template fancy zone layout so they can have a few unique aspect ratio templates to hover over right before they resize to really take this feature up a notch


### Scenario when this would be used?

Any time you are working with multiple applications/windows of varying types and sizes and are generating new windows and want to organize them quickly but with a different size than any of my 10 templates.

Someone who doesn't want to make multiple zone layouts, would rather have a template for a few different aspect ratios and resize with mouse wheel to size appropriate for selected window

Someone who really wants to customize screen layout better suited for the project they are working on without switching layouts - make a template.

For someone that doesn't use the same zone layouts or works on varying projects with different # of windows needed.

### Supporting information

probably rambled too long in the first two :)
Repository: pytorch
Issue: The doc of `diagonal()` doesn't have such an explanation
Labels: module: docs,triaged,actionable,module: python frontend

### 📚 The doc issue

I ran [torch.diagonal()](https://pytorch.org/docs/stable/generated/torch.diagonal.html) and got the error message as shown below: 

```python
import torch

my_tensor = torch.tensor([[7, -4, 5],
                          [-6, -3, 8],
                          [9, 1, -2]])
torch.diagonal() # Error
```

> TypeError: diagonal() received an invalid combination of arguments - got (), but expected one of:
> * (Tensor input, *, name outdim, name dim1, name dim2, int offset)
> * (Tensor input, int offset, int dim1, int dim2)

Actually, [the doc](https://pytorch.org/docs/stable/generated/torch.diagonal.html) of `diagonal()` doesn't have such an explanation below:

> * (Tensor input, *, name outdim, name dim1, name dim2, int offset)

### Suggest a potential alternative/fix

So, the error massage should be removed or the explanation should be add to [the doc](https://pytorch.org/docs/stable/generated/torch.diagonal.html) of `diagonal()`:

> * (Tensor input, *, name outdim, name dim1, name dim2, int offset)

cc @svekars @brycebortree @albanD