sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/build/env: host-linux-amd64-androidemu (Container Image: android-amd64-emu:bff27c0c9263)
Labels: Builders,OS-Android,NeedsFix,new-builder

This issue tracks creating a LUCI builder that provides coverage for the GOOS=android GOARCH=amd64 port by the means of using an Android emulator.
Repository: go
Issue: x/build/env: host-netbsd-386-9_3 (VM Image: netbsd-i386-9-3-202211120320)
Labels: OS-NetBSD,Builders,NeedsFix,new-builder

This issue tracks porting the nsbsd-i386-9-3-202211120320 (NetBSD 9.3 with GOARCH=386) GCE host image to LUCI.
Repository: go
Issue: x/build/env: host-netbsd-amd64-9_3 (VM Image: netbsd-amd64-9-3-202211120320v2)
Labels: OS-NetBSD,Builders,NeedsFix,new-builder

This issue tracks porting the netbsd-amd64-9-3-202211120320v2 (NetBSD 9.3 with GOARCH=amd64) GCE host image to LUCI.
Repository: go
Issue: x/build/env: host-openbsd-386-72 (VM Image: openbsd-386-72)
Labels: OS-OpenBSD,Builders,NeedsFix,new-builder

This issue tracks porting the openbsd-386-72 (OpenBSD 7.2 with GOARCH=386) GCE host image to LUCI.

~Issue #63568 tracks updating to OpenBSD 7.3/7.4 (which might supersede this 7.2 version).~
Issue #69823 tracks updating to OpenBSD 7.6.
Repository: flutter
Issue: [flutter_adaptive_scaffold] [go_router] Please create documentation for using the AdaptiveScaffold and go_router together
Labels: d: api docs,d: examples,package,c: proposal,P2,p: go_router,p: flutter_adaptive_scaffold,team-go_router,triaged-go_router

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I would like an application with nested navigation that is responsive.  See the following example:

![image](https://github.com/flutter/flutter/assets/1911919/38a11b8a-6b79-42da-b613-edab1353ea22)

This has proven to be exceptionally challenging, given that there is no documentation around how to use the `secondaryBody`, especially when given a sub-route.

### Proposal

After hacking away at the problem for a while, I came up with [this](https://github.com/hanskokx/flutter_adaptive_scaffold_example) solution.  I believe there's _much_ room for improvement, however. I would like to see some documentation surrounding this use case, as it seems like it would be a very common way of using this widget.
Repository: godot
Issue: (precision=double, 4.0) INV_VIEW_MATRIX and VERTEX not working properly in fragment shaders
Labels: bug,topic:shaders

### Godot version

v4.0.4.rc.custom_build [c8e0bd50c]

### System information

Godot v4.0.4.rc (c8e0bd50c) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3141) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

Transforming VERTEX from view space into world space using INV_VIEW_MATRIX does not work properly. The same shader produces unwanted results in a double precision build. This happens in-editor and while playing. 

![Screenshot 2023-06-30 175607](https://github.com/godotengine/godot/assets/91853499/0af02298-0d46-46ab-bf1a-f811566eb624)
![Screenshot 2023-06-30 175809](https://github.com/godotengine/godot/assets/91853499/ba5b5936-e66d-4202-a19b-faf2fdc5fbd0)

### Steps to reproduce

The following line has strange results in double precision builds.
```glsl
(INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz
```

### Minimal reproduction project

[shader_repro.zip](https://github.com/godotengine/godot/files/11923533/shader_repro.zip)
Repository: PowerToys
Issue: Swap windows or resize with mouse
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

When I drag a window to a different zone I expect it to swap places with the windows in that zone.

Also, when I resize a windows I expect the neighboring zones to (temporarily) resize accordingly.

Is this already possible? 

### Scenario when this would be used?

Most tiling window managers already work this way. While having multiple windows open I sometimes need them in different zones/sizes but the current behaviour stacks them on top of each other making it impossible to select the window at the bottom. Similarly resizing should be able to work the default windows way.

### Supporting information

_No response_
Repository: godot
Issue: Forward+ and Mobile modes open to black screen on macOS versions older than 10.15
Labels: bug,platform:macos,topic:rendering,topic:editor

### Godot version

4.0.3.stable.official [5222a99f5]

### System information

Macbook Air (13 inch, early 2017), Macos 10.14.6 ,2.2 GHz Intel Core i7 Broadwell, 8GB Ram, Intel HD Graphics 6000 1536 MB

### Issue description

When I open a new projects in Forward+ or Mobile modes, the screen is black, but responsive.

For example, there is no spinning wheel instead of the cursor and the project doesn't say its unresponsive in the force quit applications menu. when I open the version control setting or anything else similar, it opens the menu, but it is black, other than the name bar.

### Steps to reproduce

- Open godot
- press on new project
- write the name
- make a folder for it
- select Forward+ or Mobile mode
- press create and edit

### Minimal reproduction project

[GodotProjects.zip](https://github.com/godotengine/godot/files/11923861/GodotProjects.zip)
Repository: rust
Issue: global_asm! errors are inconsistent with target features
Labels: A-inline-assembly,C-bug,A-target-feature

```
$ rustc --version --verbose
rustc 1.71.0-nightly (2f2c438dc 2023-05-08)
binary: rustc
commit-hash: 2f2c438dce75d8cc532c3baa849eeddc0901802c
commit-date: 2023-05-08
host: x86_64-unknown-linux-gnu
release: 1.71.0-nightly
LLVM version: 16.0.2
```

`global_asm!` prints errors about missing target features even when they are enabled. I think this is the same behavior as 
#50477. 

In this case, `rustc` emits errors but doesn't abort and produces the correct, expected output file.

```rust
/// foo.rs
core::arch::global_asm!("
.section .text
.global my_func
my_func:
    sb
    ret
");

#[no_mangle]
#[inline(never)]
fn main() {
    //unsafe { core::arch::asm!("sb"); }
}
```
```
$ rustc foo.rs --target aarch64-unknown-linux-gnu --crate-type lib -C target-feature=+sb
error: instruction requires: sb
    sb
    ^
error: instruction requires: sb
    sb
    ^
$ aarch64-linux-gnu-objdump -C -d libfoo.rlib 
In archive libfoo.rlib:

lib.rmeta:     file format elf64-littleaarch64


foo.foo.bbcbb88c88589229-cgu.0.rcgu.o:     file format elf64-littleaarch64


Disassembly of section .text:

0000000000000000 <my_func>:
   0:	d50330ff 	sb
   4:	d65f03c0 	ret

Disassembly of section .text.main:

0000000000000000 <main>:
   0:	d65f03c0 	ret
```

For comparison, here's the same situation with `asm!` instead:

- When the feature isn't enabled, `rustc` prints errors about the missing feature and aborts (generating no output file)
- When the feature is enabled, there are no errors and `rustc` produces the correct, expected output file
```rust
/// foo.rs
//core::arch::global_asm!("
//.section .text
//.global my_func
//my_func:
//    sb
//    ret
//");

#[no_mangle]
#[inline(never)]
fn main() {
    unsafe { core::arch::asm!("sb"); }
}
```
```
$ rustc foo.rs --target aarch64-unknown-linux-gnu --crate-type lib 
error: instruction requires: sb
  --> foo.rs:34:27
   |
34 |         core::arch::asm!("sb");
   |                           ^
   |
note: instantiated into assembly here
  --> <inline asm>:1:2
   |
1  |     sb
   |     ^

error: aborting due to previous error

$ rustc foo.rs --target aarch64-unknown-linux-gnu --crate-type lib -C target-feature=+sb
$ aarch64-linux-gnu-objdump -C -d libfoo.rlib 
In archive libfoo.rlib:

lib.rmeta:     file format elf64-littleaarch64


foo.foo.bbcbb88c88589229-cgu.0.rcgu.o:     file format elf64-littleaarch64


Disassembly of section .text.main:

0000000000000000 <main>:
   0:	d50330ff 	sb
   4:	d65f03c0 	ret
```
Repository: PowerToys
Issue: Keyboard Manager cannot remap win+ctrl+arrows to alt+q/e
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I tried to remap `win+ctrl+→` and `win+ctrl+← ` to `alt+→` and `alt+←`, but it does not work.

![image](https://github.com/microsoft/PowerToys/assets/16080182/9faa4fcc-be23-43ae-873b-0c620a94e8d8)

I have read the [official document](https://learn.microsoft.com/zh-cn/windows/powertoys/keyboard-manager#keys-that-cannot-be-remapped) and tried to remap `win+→` to `alt`, does not work.


### ✔️ Expected Behavior

Press `alt+arrows` to switch desktop

### ❌ Actual Behavior

Nothing happened but alerts.

### Other Software

- amd software pro edition
- snipaste 2.8.5
- clash for windows
- and not conflicted hotkeys
Repository: puppeteer
Issue: [Feature]: Actually global timeout settings
Labels: feature

### Feature description

There's a realted issue: #1514
Right now default timeout can only be set on a per-page basis.
I would like to set it on a global basis, per app/script.
Instead of `page.setDefaultTimeout()` I want `puppeteer.setDefaultTimeout()`.
Reason being that In my script pages that I work with have links that open in new tabs so I'll have to do that for each new tab that opens up.
And the core reason for wanting this is that I have perfectly working scripts that work on my home internet, but now that I'm on slow hotel wifi - they all time out.
Thanks for considering!
Repository: godot
Issue: Trying to show a popup window in an EditorPlugin causes editor to crash
Labels: bug,topic:editor,crash,topic:gui

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10, Compatability

### Issue description

I'm trying to open a popup inside of an EditorPlugin and it keeps crashing the editor.  It seems  to be due to the following lines of code:
```
	var base:Node = get_editor_interface().get_base_control()
	base.add_child(popup)
```

### Steps to reproduce

Open the attached project and enable the addon.  Select Project/Tools/Show Test Popup.  The editor will crash.

### Minimal reproduction project

[EditorPopup.zip](https://github.com/godotengine/godot/files/11924987/EditorPopup.zip)
Repository: godot
Issue: Exporting godot project breaks multiplayer
Labels: bug,topic:gdscript,topic:network

### Godot version

4.1 rc 1 (but this still happens on 4.0.3 and on rc2)

### System information

Godot v4.1.rc1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 Threads)

### Issue description

When playing my multiplayer project in the editor while my friends are also playing in the editor the game works as intended.
Once I export my game and play the executable it works fine up until the lobby host starts the game, thats when it crashes for everyone but the host and they get this error. 

Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 ERROR: Error calling from signal 'peer_connected' to callable: 'Node(NetworkManager.gd)::playerConnected': Method expected 0 arguments, but called with 0. at: emit_signalp (core/object/object.cpp:1080)

Due to it working fine while playing in the editor I think this is an engine issue caused by exporting the game.

### Steps to reproduce

make a multiplayer project and have your players test it with the editor project version and it will work fine,
then export your project (the issue happens on both windows and linux I haven't tried mac) and when people try to play the game with you it will crash

### Minimal reproduction project

[godotBug.zip](https://github.com/godotengine/godot/files/11925024/godotBug.zip)
Repository: flutter
Issue: `SliverAppBar` needs a custom widget area at the bottom of the layout
Labels: c: new feature,waiting for customer response,framework,f: material design,f: scrolling,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I want to add some custom dropdown controls below the title text in the `SliverAppBar`. There is no clean way to do this currently.

I have a `SliverAppBar` that contains a `FlexibleSpaceBar` with a cover image, a drawer, and some title text.

I tried adding these controls to the `FlexibleSpaceBar`, by hijacking `background` with a `Column` widget, but clearly the layout was not designed for this, and it's pretty much impossible to get the layout and animation right.

I added a `SliverPersistentHeader`, which does place the controls below the `SliverAppBar`, but there are several issues:
* Really I just want the extra controls in the `SliverPersistentHeader` to appear as part of the `SliverAppBar`, not have their own hide/show semantics that are different from those of the `SliverAppBar`.
* The pinning/floating behavior of `SliverPersistentHeader` is bizarre at best -- I want this header to appear whenever the `SliverAppBar` is maximized and I drag down, at any position in the wrapping `CustomScrollView`. However, `SliverPersistentHeader` seems to pin at an absolute position near the top of the `CustomScrollView`, so it only appears if I scroll the `CustomScrollView` nearly to the top. See #129869.
* There is a tiny half-pixel gap between the `SliverAppBar` and the `SliverPersistentHeader`. This shows up as a faint white line occasionally, since both the app bar and the header have non-white backgrounds. See #129870.

### Proposal

Please add a `SliverAppBar.footer` field that allows the user to add a `Widget` to the bottom of the `SliverAppBar`.

It would also be great if this footer were dyamically-sizeable, so that content could be added to or removed from it, and it would take only as much vertical space as necessary to wrap the content.
Repository: vscode
Issue: Markdown Preview - Ghost Elements
Labels: bug,help wanted,upstream,markdown

Type: <b>Bug</b>

While editing markdown, the preview is constantly building up ghost elements - namely when including custom HTML.

It seems to sometimes duplicate nodes, or lift a node out of its parent (especially when mid-typing an HTML tag open/close pair). I'm adding details and summary HTML elements, so sometimes I'll see a duplicate one of those details nodes. These ghost nodes won't go away until I close the preview entirely and re-open it.

I have the preview panel docked to the right side and visible while I'm editing the markdown file on the left.

VS Code version: Code 1.79.2 (695af097c7bd098fbf017ce3ac85e09bbc5dda06, 2023-06-14T08:57:04.379Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 x 4008)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.96GB (5.20GB free)|
|Process Argv|--crash-reporter-id 3cb71cfb-e545-4eec-83ff-c3baafe6fbc7|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (15)</summary>

Extension|Author (truncated)|Version
---|---|---
language-mcfunction|arc|0.18.0
vscode-generate-getter-setter|DSK|0.5.0
luxe|lux|0.0.44
isort|ms-|2022.8.0
python|ms-|2023.10.1
vscode-pylance|ms-|2023.6.40
jupyter|ms-|2023.5.1101742258
jupyter-keymap|ms-|1.1.2
jupyter-renderers|ms-|1.0.15
vscode-jupyter-cell-tags|ms-|0.1.8
vscode-jupyter-slideshow|ms-|0.1.5
remote-wsl|ms-|0.79.5
cpptools|ms-|1.16.3
live-server|ms-|0.4.8
datapack-language-server|SPG|3.4.16


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30410667
py29gd2263:30776702
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
vsccc:30610678
282f8724:30602487
pyind779:30671433
89544117:30613380
pythonsymbol12:30671437
showlangstatbar:30737416
vsctsb:30748421
pythonms35:30701012
03d35959:30757346
pythonfmttext:30731395
pythoncmv:30756943
fixshowwlkth:30771522
showindicator:30766890
pythongtdpath:30769146
bgfeh915:30780428
pythonnosm12tcf:30779713
pythonidxptcf:30772540
pythonnoceb:30776495
cmakesidepanelv2:30779593

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: Main screen plugin ignoring `interface/editor/display_scale`
Labels: bug,topic:editor,topic:plugin,needs testing

### Godot version

3.5.2 stable

### System information

Win 10, GLES3

### Issue description

Main screen plugin ignoring `interface/editor/display_scale`

Tried a workaround by using `rect_scale` (+ rect_size) on root node of the scene (of the main screen plugin), but it seems to get reset.
Another thing I tried is to scale the children, but that results in a "buggy" behavior, because then using "full rect" scales wrong with children. 
Wrong meaning that it applies any changes in size + the scale. E.g. changing the size of the main screen to half, changes the children's size to a quarter.



### Steps to reproduce

adding main screen plugin

### Minimal reproduction project

[MainScreenDisplayScale.zip](https://github.com/godotengine/godot/files/11925509/MainScreenDisplayScale.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Fresh Install Error
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Fresh Install Error

### Steps to reproduce the problem

1、Install [Python 3.10.6](https://www.python.org/downloads/release/python-3106/) (Newer version of Python does not support torch), checking "Add Python to PATH".
2、Install [git](https://git-scm.com/download/win).
3、Download the stable-diffusion-webui repository, for example by running git clone https://github.com/AUTOMATIC1111/stable-diffusion-webui.git.
4、Run webui-user.bat from Windows Explorer as normal, non-administrator, user.

### What should have happened?

11

### Version or Commit where the problem happens

Version: v1.4.0

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Other GPUs

### Cross attention optimization

None 

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

Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
venv "D:\sd\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.4.0
Commit hash: 394ffa7b0a7fff3ec484bcd084e673a8b301ccc8
Fetching updates for Stable Diffusion...
Traceback (most recent call last):
  File "D:\sd\stable-diffusion-webui\launch.py", line 38, in <module>
    main()
  File "D:\sd\stable-diffusion-webui\launch.py", line 29, in main
    prepare_environment()
  File "D:\sd\stable-diffusion-webui\modules\launch_utils.py", line 299, in prepare_environment
    git_clone(stable_diffusion_repo, repo_dir('stable-diffusion-stability-ai'), "Stable Diffusion", stable_diffusion_commit_hash)
  File "D:\sd\stable-diffusion-webui\modules\launch_utils.py", line 149, in git_clone
    run(f'"{git}" -C "{dir}" fetch', f"Fetching updates for {name}...", f"Couldn't fetch {name}")
  File "D:\sd\stable-diffusion-webui\modules\launch_utils.py", line 107, in run
    raise RuntimeError("\n".join(error_bits))
RuntimeError: Couldn't fetch Stable Diffusion.
Command: "git" -C "D:\sd\stable-diffusion-webui\repositories\stable-diffusion-stability-ai" fetch
Error code: 128
stderr: fatal: unable to access 'https://github.com/AUTOMATIC1111/stable-diffusion-webui.git/': Recv failure: Connection was reset
```


### Additional information

_No response_
Repository: next.js
Issue: Regression: file changes in dev mode don't get detected in docker containers 
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information
```bash
docker --version
  Docker version 24.0.2, build cb74dfc
```


```bash
docker exec -it docker-next-next-dev-1 npx --no-install next info

    Operating System:
      Platform: linux
      Arch: x64
      Version: #47~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Wed Jun 21 15:35:31 UTC 2
    Binaries:
      Node: 18.16.1
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.8-canary.14
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```

Issue confirmed on all versions from 13.4.5 to 13.4.8-canary.14



### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/lukeromanowicz/docker-next-issue

### To Reproduce

1. clone linked repo
2. run `docker compose up`
3. make some changes to any of the src/pages/*.tsx files and save them

### Describe the Bug

the app in the docker container doesn't detect the changes and don't get rebuild
![image](https://github.com/vercel/next.js/assets/46789227/b167ea3a-b094-4934-bbbe-3d7290a3e82d)


### Expected Behavior

The changes get detected and the app gets rebuilt just like in 13.4.4 and older versions:
![image](https://github.com/vercel/next.js/assets/46789227/29834d26-4edd-48ae-9c9c-8aea3b246300)


### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Binding Signal from GUI drops bound Parameter if targetScript/Node Type changed
Labels: bug,topic:core,topic:editor

### Godot version

v4.1.rc2.official [46424488e]

### System information

Windows 10

### Issue description

Hi,
while changing the targetNode Type from Node to Node3D, all GUI connected signals drop their previously fineworking bound Parameters.

shouldn't they keep it?

E 0:00:14:0292   emit_signalp: Error calling from signal 'button_up' to callable: 'Node3D(human_NeedsAndMood.gd)::setNeed': Method expected 0 arguments, but called with 0.
  <C++-Quelle>   core/object/object.cpp:1080 @ emit_signalp()


### Steps to reproduce

connect signals (either from direct Childs or otherwise in that scene) with a bound Parameter via the GUI to a Node with a script.
If you change the type of the recieving node (manually in Script as well as the Nodeitself), all connected Signals forget their Parameter.

### Minimal reproduction project

NA