sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Becoming unresponsive: Crash 
Labels: bug,upstream,electron,confirmation-pending

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- VS Code Version: 
- OS Version: Kali Linux 2023.4

Steps to Reproduce:

1. Click on cloud sync setting and the sign in option will keep on loading and eventually it will crash


[Screencast from 2024-01-19 21-09-26.webm](https://github.com/microsoft/vscode/assets/99756067/39eeea2c-e848-407f-ab9c-f127136e5cc7)
Repository: bitcoin
Issue: Policy: disallow P2PK transactions from relaying by default
Labels: Feature

### Please describe the feature you'd like to see added.

P2PK transactions are obsolete so adding a default policy that disallows such transactions from relaying by default should be considered at this point. This only disallows **future** outputs from relaying by default.

### Is your feature related to a problem, if so please describe it.

_No response_

### Describe the solution you'd like

- `permit_bare_pubkey` conf setting with default value of `0` that can disallow(switch) bare pubkey transactions relaying
- applicable unit/functional tests

Better suggestions and arguments for/against appreciated.

### Describe any alternatives you've considered

_No response_

### Please leave any additional context

_No response_
Repository: flutter
Issue: [Proposal] Change default contentPadding of M3 design ListTile
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

The default `contentPadding` of M3 design `ListTile` now is different from https://m3.material.io/components/lists/specs.

https://github.com/flutter/flutter/blob/61c3455b5d1db1864e57e77a50ff21cb85c7329c/packages/flutter/lib/src/material/list_tile.dart#L1569

![image](https://github.com/flutter/flutter/assets/38378650/5b10f16a-8a94-4d33-a8b9-005dd655f730)

### Proposal

Change default `contentPadding` of M3 design ListTile to:

https://github.com/flutter/flutter/blob/61c3455b5d1db1864e57e77a50ff21cb85c7329c/packages/flutter/lib/src/material/list_tile.dart#L1512
Repository: rust
Issue: We should check lifetime boundaries when fulfill trait implementations with lifetime parameters.
Labels: A-lints,A-lifetimes,T-lang

I think the following code should not be compiled:
[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=79b98b0aaaee9804f5b23f1d7aca786c)

```rs
trait Lifetime<'s>: Copy + 'static {}

impl<'s> Lifetime<'s> for () {}

/// We only know that the return type `impl Lifetime<'s>` is valid for this lifetime 's
fn lifetime_of_ref<'s, T: ?Sized>(x: &'s T) -> impl Lifetime<'s> {}

/// Here, we require the lifetime 's to be valid
fn lifetime_active<'s>(lifetime: impl Lifetime<'s>) {}

fn foo() {
    let l = {
        let i = 0;
        lifetime_of_ref(&i)
    };
    // So, the implementation of the lifetime trait needs to be invalidated
    // or say: `i` does not live long enough
    lifetime_active(l);
}
```
But the compilation passed, does this mean it is not sound?
Repository: puppeteer
Issue: [Feature]: Emulate full storage quota
Labels: feature

### Feature description

Puppeteer is already able to emulate CPU throttling, network conditions, and other page conditions. 

It would be wonderful if it could also emulate a full [storage quota](https://developer.mozilla.org/en-US/docs/Web/API/Storage_API/Storage_quotas_and_eviction_criteria) for an origin. It’s otherwise quite hard to test whether a web app robustly handles a full storage quota (or a full user file system) when it writes to Storage, IndexedDB, or FileSystemSyncAccessHandle.
Repository: godot
Issue: Resource loaded without being associated with script class name
Labels: bug,topic:gdscript

### Tested versions

v4.3.dev2.official [352434668]

### System information

Windows 10 Mobile

### Issue description

I'm running into a strange error where attempting to load a custom resource with a `class_name` results in an object with none of the resources properties and which cannot be passed to any method which requires the `class_name`.  

It seems to be related to having a resource that contains an array that preloads other resources.  In my original project, I was using custom resources as UIDs to reference game levels and items.  I wanted to create a class that I could use as an index of all rooms and items in my game which my game's save file loader could reference to turn string ids back into these resource UIDs.  However, this seems to be breaking things.

### Steps to reproduce

Run the attached project.  Press the Test button.

### Minimal reproduction project (MRP)

[resource_load_test.zip](https://github.com/godotengine/godot/files/13997200/resource_load_test.zip)
Repository: vscode
Issue: Consider finding a new HTML grammar: URL with double slashes within an onclick element highlighted as a code comment
Labels: feature-request,grammar

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Yes. I did `code-insiders.cmd --disable-extensions`, and the issue still happened then.
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- VS Code Version: `1.86.0-insider`
- OS Version: Windows 11 Pro 22H2

Steps to Reproduce:

1. Create a new HTML file, such as `demo.html`
2. Paste in the following HTML code:
   ```html
   <!DOCTYPE html>
   <html lang="en">
   <head>
       <title>Hello world!</title>
       <script>
           console.log("https://example.com");
       </script>
   </head>
   <body>
       <button onclick="console.log('https://example.com');">Click me!</button>
   </body>
   </html>
   ```
3. Observe the rendering of the text:
   ![image](https://github.com/microsoft/vscode/assets/45187468/6bf4cc9f-3625-4c8c-b8ba-9e9f9e487faa)

The string renders correctly when in a `<script> ... </script>` tag. However, when placed within an `onclick` of a `<button> ... </button>`, it (incorrectly) highlights the two slashes and the remainder of the string in green, as if it was a code comment. Interestingly, the semicolon is also green.

The expected behavior is that VS Code recognizes that it isn't a comment, but rather part of a string, and so highlights it like it does in the `<script> ... </script>` tag.
Repository: vscode
Issue: Git - Please add an option to use English for SCM UI even when a localization pack is used
Labels: feature-request,git

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<!-- Describe the feature you'd like. -->
Programmers with verson control skills are naturally familiar with English terms such as "commit", "stash" and "pull", since they are git commands. Translating these terms to other languages may be confusing. Please add an option to let users decide if they want to use English UI for the SCM feature even when an localization pack is installed.
Repository: flutter
Issue: Migrate Flutter engine to Fuchsia structured logging
Labels: engine,platform-fuchsia,c: proposal,P2,team-engine,triaged-engine

The flutter engine currently uses the legacy Fuchsia logging APIs (e.g. `fx_logger_log_with_source()`.  Which will eventually be removed.  This issue is to track the progress.
Repository: pytorch
Issue: [FSDP] Ignore meta device module failed with `auto_wrap_policy`
Labels: triaged,module: fsdp

### 🐛 Describe the bug

error append when module have two stage with `auto_wrap_policy`

code

```python
import torch
import torch.nn as nn
import torch.distributed.fsdp as fsdp
import torch.distributed as dist

from torch.distributed.fsdp import FullyShardedDataParallel as FSDP

class MyBlock(nn.Module):
    def __init__(self):
        super(MyBlock, self).__init__()
        self.fc1 = nn.Linear(1, 1)
        self.fc2 = nn.Linear(1, 1)

def test_fsdp_ignored_module_meta(rank):
        class CPUGPUModule(nn.Module):
            def __init__(self):
                super().__init__()
                self.a = nn.Linear(1, 1)
                self.b = MyBlock()
        with torch.device("meta"):
            m= CPUGPUModule()
        m = FSDP(m, device_id=rank, ignored_modules=[m.a, m.b.fc1], use_orig_params=True, auto_wrap_policy=fsdp.wrap.ModuleWrapPolicy({MyBlock}))
        print(f"RV: {next(m.a.parameters()).device}")
        print(f"RV: {next(m.b.parameters()).device}")
        '''
        RV: meta
        RV: cuda:0
        '''

dist.init_process_group(backend='nccl')

test_fsdp_ignored_module_meta(dist.get_rank())

dist.destroy_process_group()
```
output is
```
RV: meta
RV: cuda:0
```

expect output is
```
RV: meta
RV: meta
```

without `auto_wrap_policy` (aka, issue https://github.com/pytorch/pytorch/issues/108023) have been fixed by https://github.com/pytorch/pytorch/pull/108032

### Versions

[pip3] torch==2.3.0a0+gitaaae2d8

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu @kwen2501
Repository: go
Issue: proposal: x/crypto/ssh: export disconnectMsg error type
Labels: Proposal,Proposal-Crypto

### Go version

1.12.1

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/daniel/.cache/go-build'
GOENV='/home/daniel/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/daniel/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/daniel/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go-1.21'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go-1.21/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.1'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build835199979=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

When checking for a particular case where the SSH session should be closed and restablished, I am using a workaround:
`err.Error() == "ssh: disconnect, reason 11:"`

### What did you see happen?

String-comparing the error message works but is brittle and non-optimal.

### What did you expect to see?

We would expect `type disconnectMsg` to be exported (ie `DisconnectMsg`) to allow comparison via:
`sErr ssh.DisconnectMsg
if errors.As(err, &sErr) && sErr.Reason == 11) {
...`
or just:
`if errors.Is(err, ssh.DisconnectMsg) {
...`

Similar error types, for example `ExitError` are exported for this rationale.

I can prepare a non-breaking (API compatible) Pull Request to address this issue if there are no objections?
Repository: pytorch
Issue: [FSDP] `ignore_states` for mate params failed after materialized.
Labels: triaged,module: fsdp

### 🐛 Describe the bug

In issue #117921, I mentioned that the function _materialize_with_param_init_fn only considers modules [_init_utils.py](https://github.com/pytorch/pytorch/blob/main/torch/distributed/fsdp/_init_utils.py#L846). Therefore, when I pass parameters as ignored_states, all weights will be materialized. 

After this process, the address of the weights changed. As a result, ignore_params does not function properly because the weights it refers to have changed. Maybe we should trace the relationship between the old and new parameters.

```
import torch
import torch.nn as nn
import torch.distributed.fsdp as fsdp
import torch.distributed as dist

from torch.distributed.fsdp import FullyShardedDataParallel as FSDP

def test_fsdp_ignored_module_meta(rank):
        class CPUGPUModule(nn.Module):
            def __init__(self):
                super().__init__()
                self.a = nn.Linear(1, 1)
        with torch.device("meta"):
            m= CPUGPUModule()
        m = FSDP(m, device_id=rank, ignored_states=[m.a.weight], use_orig_params=True)
        print(f"RV: {next(m.a.parameters()).device}")
        '''
        RV: cuda:0
        '''

dist.init_process_group(backend='nccl')

test_fsdp_ignored_module_meta(dist.get_rank())

dist.destroy_process_group()
```

output
```
RV: cuda:0
```

expect
```
RV: meta
```

### Versions

[pip3] torch==2.3.0a0+gitaaae2d8

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu @kwen2501
Repository: vscode
Issue:  "Feature Request"_VScode "GO" Menu doesn't have "Go to matching pair"
Labels: emmet,under-discussion

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<!-- Describe the feature you'd like. -->

The "Go" Menu in vscode still doesn't have "Go to matching pair" Option Which is the most used function in my workflow.

![Screenshot 2024-01-20 022517](https://github.com/microsoft/vscode/assets/155149554/c6b9c127-d065-4856-b2e2-0511db95a0a2)
"

![Screenshot 2024-01-20 022319](https://github.com/microsoft/vscode/assets/155149554/03bee855-3722-4595-b2b3-4463166314c9)
Repository: godot
Issue: Animation call method track not being called in inherited scene
Labels: bug,topic:editor,needs testing,topic:animation

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+)

### Issue description

When inherited gltf animated model to a scene, the call function in animation player not called.

### Steps to reproduce

Inherit an animated gltf/glb format to a scene.
Edit the animation player and add a function call track in one animation

play the animation. the function can not be called.

### Minimal reproduction project (MRP)

[call_func_in_anim.zip](https://github.com/godotengine/godot/files/13997618/call_func_in_anim.zip)
Repository: godot
Issue: undoing creation of nodes while renaming will cause some errors
Labels: bug,topic:editor

### Tested versions

- Reproduible in : 4.3.dev[2ababdcc065e76decc12747a3c84e01f7bdc90dd]

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

when undoing the creation of a node while renaming it instead of closing the rename action the rename will prevent the nodes from being visually removed from the scene tree which in turn cause errors of ode not found.

Fortunately this does not corrupt undo history even if you finish the renaming instead of canceling it.

### Steps to reproduce

- Create a scene 
- add a second node 
- start renaming it 
- press `CTRL + Z`
- select the root node
- node will disappear with errors
- pressing undo here will strangely bring back the node

https://github.com/godotengine/godot/assets/66184050/f7251398-2d58-4efe-bf35-2e312729ad70



### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: [feat] new `--exclude` flag for `flutter analyze`
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool

Edit by @christopherfujino, this is currently blocked by https://github.com/dart-lang/sdk/issues/54826

---

### Use case

Rather than excluding a certain file from analysis for the entire project, We can enable the devs to exclude certain file from analysis only for a single instance of `flutter analyze`.

Ran into this trouble where I wanted to exclude one file from analyze when done via github actions, as certain firebase_config files aren't in the repo, but kept locally.

### Proposal

Create a new flag `--exclude <relative file location>` for `flutter analyze` to exclude this file for this specific `flutter analyze` run
Repository: PowerToys
Issue: FancyZones - "Excluded app" list does not exclude apps, but any window including any given line
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Add the string "Issue" to the `Excluded apps` list
2. Open https://github.com/microsoft/PowerToys/issues/new?assignees=&labels=Issue-Bug%2CNeeds-Triage&projects=&template=bug_report.yml in Firefox
3. Notice how the Firefox window is ignored by zone snapping when the tab with the New Issue title is active

This seems to work for any window of any application. E.g. adding "Administrator" also excluded the window titled "Administrator: PowerToys Settings"

### ✔️ Expected Behavior

Windows of the given application (executable name) are excluded.

### ❌ Actual Behavior

Any window of any application containing any given line seem to be excluded.

### Other Software

_No response_
Repository: godot
Issue: Methods not being called at the starting frame of an animation while using AnimationPlayer with default blend time greater than 0.
Labels: bug,topic:animation

### Tested versions

v4.2.stable.mono.official [46dc27791]
v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.4665) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

Godot v4.2.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.4665) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

I currently have a scene with an animation player, which has a default blend time of 0.1 seconds.
If I set a method execution at the start of an animation, it doesn't get called when the animation plays. 

![immagine](https://github.com/godotengine/godot/assets/48331636/d0316c30-6b3f-493c-9335-2fa626ad1d22)

If I set the blend time to 0, the method gets called. I noticed that if the key is set to at least 0.0075 seconds, it does also get called. The problem persists on both immediate and deferred callback mode of the animation player.

This is how I call the animation in the code:
```
animation_player.clear_queue()
animation_player.play("primary_fire")
animation_player.seek(0)
animation_player.queue("idle")
```

### Steps to reproduce

* Create an animation with a method execution at the start.
* Run animation from an animation player with a default blend time greater than 0.
* The method does not get called.

### Minimal reproduction project (MRP)

[FPS Project - MRP.zip](https://github.com/godotengine/godot/files/13997998/FPS.Project.-.MRP.zip)

Go to `res://scenes/weapons/weapon_template.tscn` for the base scene for weapons. The animations you should look at are `primary_fire` and `secondary_fire`. The code for the weapon is in `res://scenes/weapons/weapon_controller.gd`.

Use WASD to move and move the mouse to look. On the left, you can find several weapons laying on the ground. Use E to pick them up. Click the left mouse button to shoot.
Repository: godot
Issue: Virtual Keyboard is covering focused LineEdit on games exported to Android
Labels: bug,platform:android,usability,topic:gui

### Tested versions

tested on version 4.0 to 4.2, the issue still happens

### System information

Windows 10 - Godot_v4.2  - mobile rendering

### Issue description

i have a mobile game with lineedits, and when i tap the line edit to type some stuff to it, the virtual keyboard just shows up on top of the line edit making it impossible for me to see and move the caret around. i expect it to move the lineedit above the virtual keyboard so i could see where i am typing and move the caret around/selecting text.

[same issue, but posted on reddit](https://www.reddit.com/r/godot/comments/bsyx9j/android_virtual_keyboard_goes_over_the_text_input/)

### Steps to reproduce

create a new project
add a lineedit near or at the bottom part of the scene
save and export as apk
then testing the game and pressing the lineedit, it just get covered up by the virtual keyboard

### Minimal reproduction project (MRP)

~none~
Repository: excalidraw
Issue: [Feature Request][Shortcut] Center Vertically & Center Horizontally
Labels: enhancement,keyboard

I've noticed most alignments have keyboard shortcuts except center vertically and horizontally which I use a lot. Can we add a keyboard shortcut for those options? Happy to close the issue if there already is a shortcut I'm not aware of.

![CleanShot 2024-01-20 at 16 51 43@2x](https://github.com/excalidraw/excalidraw/assets/26823518/bc380f23-ab75-493a-872c-b1396c9866cb)
Repository: TypeScript
Issue: ConstructorParameters<T> should suggest `typeof T` when T is a reference to classes
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

"ConstructorParameters", "Type provides no match for the signature 'new (...args: any): any'."

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _________


### ⏯ Playground Link

https://www.typescriptlang.org/play?useDefineForClassFields=true&target=9&module=1&noImplicitUseStrict=true&ts=5.4.0-dev.20240120#code/MYGwhgzhAEBiD29oG8C+AoALgTwA4FNoBhTeAJ2gF4VoA7fAdwAoA6NsMgcwgC5j5aETGQCuwUmQAKHMAFt8mfGQgAeBPAB8ASj7roqIA

### 💻 Code

```ts
class Foo {}
type Ctor = { new(...args: ConstructorParameters<Foo>): Foo }
```


### 🙁 Actual behavior

The error message is
```
Type 'Foo' does not satisfy the constraint 'abstract new (...args: any) => any'.
  Type 'Foo' provides no match for the signature 'new (...args: any): any'.
```
And no suggestion is provided.

### 🙂 Expected behavior

The compiler should suggest `Did you mean 'typeof Foo'?`

### Additional information about the issue

_No response_