sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: net/http: TestIdentityResponse failure on windows-amd64-2008
Labels: NeedsInvestigation

```
--- FAIL: TestIdentityResponse (21.01s)
    serve_test.go:1054: error dialing: dial tcp 127.0.0.1:50680: connectex: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond.
FAIL
FAIL	net/http	25.184s
```

`greplogs -l -e 'FAIL: TestIdentityResponse' --since=2021-01-01`
[2022-05-12T00:24:40-a2d1207/windows-amd64-2008](https://build.golang.org/log/a058f4d4d451daa1a9223adedead62dd2e575bc1)

`windows/amd64` is a first class port, but since there is only one of these failures in the past ~2 years I'm leaving this on the backlog to collect more information about which platforms may be affected. (See previously #38112.)

(CC @neildl)
Repository: rust
Issue: `ptr::copy_nonoverlapping` slower then manual bytewise copy
Labels: I-slow,C-bug

The following code:
```rust
#[inline]
unsafe fn copy_bytes(src: *const u8, dst: *mut u8, count: usize){
    for i in 0..count{
        *dst.add(i) = *src.add(i);
    }
}
```
is significantly FASTER  then `ptr::copy_nonoverlapping`, for small `count`s, and cases where `count` is not known at compile time. (2-3 times for 8 byte copy).

People suggest that this happens, because compiler does not inline `copy_nonoverlapping` code:
https://users.rust-lang.org/t/ptr-copy-nonoverlapping-slower-then-manual-per-byte-copy/75588/2?u=tower120

I'm not sure if this is actually a bug though...
Repository: flutter
Issue: Flutter Tester asset and font loading
Labels: a: tests,framework,P2,team-framework,triaged-framework

Discovered while working on https://github.com/flutter/flutter/pull/103496 and then moved into https://github.com/flutter/flutter/pull/103667

We don't pass `--flutter-assets-dir` to the flutter tester, so it cannot resolve files in the asset bundle.

We'd like to make asset loading (images, shaders) work via the regular means, since we already go through all the effort to build the bundle and configure a work around in the framework:  https://github.com/flutter/flutter/blob/master/packages/flutter_test/lib/src/_binding_io.dart#L34

However, with this change we'll _also_ load bundled fonts correctly. This will cause all Scuba tests in google3 currently using ahem to opt into real fonts, as well as breaking contrast checker tests that rely on ahem. This is a no-go, obviously.

Current Plan of Action:

* Allow asset loading through normal means, and deprecate and remove the binding work around.
* Configure the tester to only support ahem font _unless_ a user explicitly called a loadFont API in the framework.
* Delete any binding registration code in google3

Long term, we could perhaps think of a smarter way to handle loading fonts. @goderbauer
Repository: vscode
Issue: Settings UI list is on top of focus indicator
Labels: bug,settings-editor

Notice how the border on the bottom is cut off

![image](https://user-images.githubusercontent.com/2193314/168339371-467199b3-bb77-48ee-a4cb-32801d000adc.png)
Repository: TypeScript
Issue: Consistently order and differentiate `navto` results
Labels: Suggestion,In Discussion,Domain: Symbol Navigation

In some circumstances, it is possible to have both an input and output file present in open projects at the same time.  The motivating example was in VS when a TS file is open in one editor tab and a cshtml file consuming the corresponding JS file via `<script src=` is open in another (VS rewrites the `<script src=` to a triple-slash reference before sending the text to the server).  In this scenario, the TS file is open in a configured project and the JS file is closed, but present, in an inferred project.  (This particular scenario does not affect VS Code, which does not rewrite `<script src=`, but you can just open both files.)

When navigate-to (protocol request `navto[-full]`), aka go-to-symbol, is invoked, it shows declarations from both the TS and the JS files.  While it's possible they could be de-dup'd through some amount of source-mapping or other relationship tracking, that is likely to be prohibitively expensive for the number of entries involved in a typical `navto` response.

Instead, we should just ensure that the elements are returned in a predictable order (e.g. always prefer TS) and, ideally, provide enough information to differentiate them (presently, they both get the same icon, indicating only the type of symbol).

![image](https://user-images.githubusercontent.com/10508071/168340300-8c8d9bdd-330b-47c3-8bfd-8507a59cb667.png)
Repository: flutter
Issue: Websocket connect, clear error response
Labels: c: new feature,engine,dependency: dart,c: proposal,P3,dependency: dart:io,team-engine,triaged-engine

First of all, want to say thank you all for the impressive and powerful framework! 
I like it! Keep rocking!

Issue:

## Evvironment 
flutter 3.0.0 (latest)
dart 2.17.0 (latest)

## Use case
When connecting to WebSocket there is no way to understand why it's failing during updating to WebSocket.

1) In case the backend is down (500 error)
2) Connecting via **WebSocket.connect**
3) Getting an error 
` WebSocketException: Connection to 'https://....../sockets#' was not upgraded to web socket 

No response code. 
No response body.
Just hardcoded error message each time.

What will be if I want to have a different logic based on the server error code? 
All existing WebSockets for various platforms has this option.

## Proposal

To have a root cause in WebSocketException or even create a separate WebSocketUpgradeException
```
class WebSocketException implements IOException {
  final String message;
  /// The exception that caused this one, if available.
  final Object? inner;
.....
```

Improve the error exposing like:
```
class _WebSocketImpl {
   ..... 
   static Future<WebSocket> connect(....) {
    ......
    Future<WebSocket> error(Exception message) {
        // Flush data.
        response.detachSocket().then((socket) {
          socket.destroy();
        });
        return Future<WebSocket>.error(message, callerStackTrace);
      }

      var connectionHeader = response.headers[HttpHeaders.connectionHeader];
      if (response.statusCode != HttpStatus.switchingProtocols ||
          connectionHeader == null ||
          !connectionHeader.any((value) => value.toLowerCase() == "upgrade") ||
          response.headers.value(HttpHeaders.upgradeHeader)!.toLowerCase() !=
              "websocket") {

        final stringData = await response.transform(utf8.decoder).join();
        final exception = WebSocketUpgradeException(
            message: "Connection to '$uri' was not upgraded to websocket",
            statusCode: response.statusCode,
            data: stringData,
        );
        return error(exception);
      }
  }
}
```

Thank you in advance!

BTW I haven't found any way how to contribute to the sky_engine package. Cloud you also advise on that?
Repository: go
Issue: gollvm: error: undefined reference to 'runtime.strhash..f.1'
Labels: NeedsInvestigation

```
# command-line-arguments
/tmp/go-build3560960528/b001/_pkg_.a(_go_.o):gomodule:type..map_6string_7int: error: undefined reference to 'runtime.strhash..f.1'
```

The error can be reproduced with the test case  and the trunk. 

```go
package main

import "unsafe"

var E_hash func(unsafe.Pointer, uintptr) uintptr = strhash

//go:noescape
//go:linkname strhash runtime.strhash
func strhash(unsafe.Pointer, uintptr) uintptr

func pointer(s string) unsafe.Pointer {
	return unsafe.Pointer(&s)
}

func main() {
	var m map[string]int
	m = make(map[string]int)
	m["123"] = 1
	if E_hash == nil {
		panic("Oops")
	}
	if E_hash(pointer("123"), 0) != E_hash(pointer("123"), 0) {
		panic("Oops")
	}
}
```


`Func_descriptor_expression::do_get_backend` deals with function declaration and definition differently, which can request the backend twice to create global variables representing the function pointer. Unfortunately, the GOLLVM bridge uses `module_->getGlobalVariable(gname)` (without parameter [`AllowLocal`](https://llvm.org/doxygen/classllvm_1_1Module.html#ac8812c64092590a5ebde21f70c538d1b)) to check existing globals, which cannot find `GlobalVariable` with local linkage. To fix this issue, we should set `is_hidden = false` in `Func_descriptor_expression::do_get_backend` if the `Function` or `Function_declaration` has a non-empty `asm_name`.

Moreover, we need to set `AllowLocal = true` when trying to find globals via `module_->getGlobalVariable` and resolve linkage/type conflicts if necessary in GOLLVM bridge. Otherwise, the LLVM backend will rename the global by itself, which will lead to undefined reference errors.
Repository: pytorch
Issue: FSDP: Mixed precision should not cast ignored buffers
Labels: oncall: distributed,triaged,module: fsdp

### 🐛 Describe the bug

Currently, FSDP mixed precision casts all buffers, but if user uses `ignore_modules` API, then these buffers (and parameters) should not be casted.

This currently works for ignored parameters but buffers are still casted. We should add testing as well to ensure params and buffers are not casted if they are part of ignored modules.

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @pietern @rohan-varma @SciPioneer
Repository: storybook
Issue: docs: settings docs page to null doesn't affect docs tab
Labels: bug,addon: docs

**Describe the bug**
Setting `parametrs.docs.page: null` in story level doesn't remove docs contents.

**To Reproduce**
1. Setup Storybook with `@storybook/angular`

2. In created stories set `parametrs.docs.page: null` following [docs](https://storybook.js.org/docs/react/writing-docs/docs-page#with-null-to-remove-docs)
<img width="645" alt="Zrzut ekranu 2022-05-13 o 21 17 27" src="https://user-images.githubusercontent.com/69429935/168374898-b40a71a3-64c5-4753-888a-4a4a0e33e7de.png">

3. Run `npm run storybook` and verify Button docs 

<img width="1274" alt="Zrzut ekranu 2022-05-13 o 21 19 00" src="https://user-images.githubusercontent.com/69429935/168375097-ee73a89d-1749-4a59-8070-cb3a3e0ae5b0.png">

[repo link](https://github.com/Dimas-e63s/sb-docs-bug)
[reproduction link](https://627eacba95dfa7004afb2352-shylkwiwsb.chromatic.com/?path=/docs/example-button--large)

**System**

    OS: macOS 12.3
    CPU: (8) x64 Apple M1 Pro
  Binaries:
    Node: 14.19.1 - ~/.nvm/versions/node/v14.19.1/bin/node
    Yarn: 3.2.1 - ~/.nvm/versions/node/v14.19.1/bin/yarn
    npm: 6.14.16 - ~/.nvm/versions/node/v14.19.1/bin/npm
  Browsers:
    Chrome: 101.0.4951.64
    Firefox: 100.0
    Safari: 15.4
  npmPackages:
    @storybook/addon-actions: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/addon-docs: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/addon-essentials: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/addon-interactions: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/addon-links: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/angular: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/builder-webpack5: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/manager-webpack5: ^6.5.0-beta.8 => 6.5.0-beta.8 
    @storybook/testing-library: ^0.0.11 => 0.0.11 

**Additional context**
Add any other context about the problem here.
Repository: go
Issue: x/build/cmd/gopherbot: add Gerrit mock/integration tests
Labels: Testing,Builders,NeedsFix

We currently have no real tests for the way gopherbot interacts with Gerrit, nor is there a simple way to implement them. For complex (and, arguably, somewhat dangerous functionality, like #48021, autosubmit) this makes implementation a bit of a crapshoot, since we end up mostly just hoping we got the behavior right and testing in prod.
Repository: flutter
Issue: [device doctor] Build arm64 version for M1 bots
Labels: team-infra,P2,triaged-infra

M1 bots have been using same amd64 versioned device doctor tool as intel bots. So far no issue to check device healthiness, but we need to create a separate arm64 version for M1 bots.
Repository: godot
Issue: Extending script in editor doesn't generate new script in Visual Studio 2022 (C#)
Labels: bug,topic:editor,topic:dotnet

### Godot version

3.4

### System information

Windows 10

C#

### Issue description

![Screenshot_11](https://user-images.githubusercontent.com/34559523/168391551-4ef74407-ade1-49d4-aa34-d8dc30110ea1.png)

Clicking "Extend Script" in the editor opens up existing base script when using Visual Studio as an external editor instead of creating a new inherited script. Window focus does switch, however. This is potentially dangerous if you believe that a new script has been generated when you are instead editing the base script

### Steps to reproduce

Open visual studio, open godot, right click on node, click extend script

Visual studio will open to the existing base script without opening a new one

### Minimal reproduction project

_No response_
Repository: go
Issue: x/tools/gopls: show errors on all files with import cycles
Labels: gopls,Tools

Investigating failures of `gopls/internal/regtest/diagnostics.TestResolveImportCycles` with @matloob, we discovered that gopls is not locating import cycle errors on all packages involved in an import cycle.

In `go list` json output, the `Error` field is only set for one package, but the rest can be inferred from the cycle information.
Repository: pytorch
Issue: More clarity in doc for `torch.cuda.Event.record`?
Labels: module: docs,triaged

### 📚 The doc issue

Hi, the documentation for `torch.cuda.Event.record` describes it as "Records the event in a given stream." For someone who is new to CUDA Events, this description is not very clear to me. 

https://pytorch.org/docs/stable/generated/torch.cuda.Event.html#torch.cuda.Event.record

### Suggest a potential alternative/fix

Could we add more details to this description so it is clear to a n00b what "record" actually does?

cc @svekars @holly1238
Repository: godot
Issue: AnimationPlayer that was creted by GLTF imported model, deletes any extra tracks added to it upon closing. 
Labels: enhancement,topic:editor,usability,topic:import,topic:animation

### Godot version

3.4.4

### System information

Win 10k, ATI RX570

### Issue description

If you make a character model in Blender that has a swing / attack animation, export it as GLTF and then create a new inherited scene from it in Godot, then any new tracks you add to that animation will be deleted as soon as you save and close. 

In my case this is an issue where I tried adding a method call track to make the animation call a damage dealing function right at the attack animation climax. The track was deleted by godot. 

I tried this both with dragging the gltf file directly into the NPC scene AND tried creating a new inherited scene from the gltf and dropping that instead. In both cases I was enabling editable children to gain access to the animation player node. 

### Steps to reproduce

1) Create an animated object in blender and export as GLTF
2) Import that object into Godot
3) Make a new scene called test_npc.tscn and either drag and drop the gltf directly or make a new inherited scene from the gltf and drop that into the test_npc.tscn instead.
4) Right click on the dropped object and enable editable children.
5) Now access the AnimationPlayer node and find that animation you made in blender and add a new track it.
6) Close and re-open the scene, and check if the Animation player still has the extra track you've added.

Logic dictates that if this is an inherited scene then I should be able to add additional tracks and keyframes because this does indeed work with nodes. 


### Minimal reproduction project

_No response_
Repository: godot
Issue: Vulkan: GPUParticles3D attractor and collision Cull Mask doesn't have any effect
Labels: bug,topic:rendering,confirmed,topic:3d,topic:particles

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0.alpha8

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02)

### Issue description

GPUParticles3D attractor and collision Cull Mask doesn't have any effect. I noticed this while working on https://github.com/godotengine/godot/pull/60992.

The same issue occurs with GPUParticles3D collision nodes.

*Left: GPUParticles3D on layer 1, GPUParticlesAttractorBox3D with all cull mask layers enabled (default)*
*Middle: GPUParticles3D on layer 2, GPUParticlesAttractorBox3D with all cull mask layers disabled*
*Right: GPUParticles3D on layer 2, GPUParticlesAttractorBox3D with only the cull mask layer 2 enabled*

### Expected behavior

![2022-05-13_23 59 24](https://user-images.githubusercontent.com/180032/168395118-5eeec75d-7312-4cb2-a5fd-30a4264af9a6.png)

### Actual behavior

![2022-05-13_23 59 13](https://user-images.githubusercontent.com/180032/168395116-733722b6-9223-4d48-ad62-6402749edf7b.png)

### Steps to reproduce

- Add a GPUParticles3D node, a draw pass and a process material to it. Set the emission shape to a sphere to you can see individual particles separated from each other.
- Add a GPUParticlesAttractor3DBox node.
- Enable only the second visual layer on the GPUParticles3D node.
- Set the cull mask to exclude all layers on the GPUParticlesAttractorBox3D node.
- To reproduce the same issue with collision, add GPUParticlesCollisionBox3D nodes and enable collision on the particles' Process Material.

### Minimal reproduction project

[test_particle_attractors_cull_mask.zip](https://github.com/godotengine/godot/files/8691548/test_particle_attractors_cull_mask.zip)
Repository: flutter
Issue: [IOS] BouncingScrollPhysics too 'slippery'
Labels: platform-ios,framework,a: fidelity,f: scrolling,c: proposal,P2,team-framework,triaged-framework

## Current Behavior

The current implementation of BouncingScrollPhysics feels somewhat 'slippery' when compared to the native iOS scroll physics. I tested the scroll behavior with the scroll_overlay app and made the following observations:

- iOS only triggers a ScrollSimulation when it's velocity is > 83.0
- iOS friction simulation uses more friction
- iOS friction simulation is started at a slightly lower velocity 
- iOS velocity acceleration (carriedMomentum) for accumulated scrolling **significantly** stronger than in Flutter. I was able to scroll to the end of the native list while the Flutter list barely made it to ListTile no. 400.
- Overscroll bounce simulation in iOS is exponential, not logistic as in the current implementation of BouncingScrollSimulation

*Note: It seems that the iOS platform view exposes the scroll velocity in a larger unit*

## Quick Fix

- Decrease FrictionSimulation drag to 0.126
- Increase minFlingVelocity to 241.0

These changes will not mimic the iOS behavior perfectly but address the scroll fidelity to a degree that makes for an overall noticeably improved scrolling experience. Perhaps, also adding a configuration option for a fast and a normal deceleration rate as in the UIScrollView class from UIKit might be a way to go.

I'm not sure whether these changes should be added to the Framework provisionally or if you would like to wait for a more permanent solution to fix the issue. I mainly wanted to spark a conversation about the iOS scrolling physics in Flutter, as, while the differences are subtle, they are still noticeable in specific scenarios.
Repository: neovim
Issue: Copying using "Shift+Left mouse" adds extra characters at end of line if signcolumn was on and has been toggled off.
Labels: bug,tui,complexity:low

### Neovim version (nvim -v)

NVIM v0.8.0-dev+198-g030417d80

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

Yes, vim 8.2.4586

### Operating system/version

Gentoo Linux

### Terminal name/version

xfce4-terminal 1.0.3

### $TERM environment variable

vte-256color

### Installation

Appimage

### How to reproduce the issue

1) Open nvim using `nvim -u NONE`
2) Add some lines of text.  For example:
```
a
b
c
```
3) Turn signcolumn on with `set signcolumn=yes`
4) Turn signcolumn off with `set signcolumn=no`
5) Shift + Left Mouse select all three lines, and paste into any other program
6) Lines will have 2 extra spaces at end (same as signcolumn width)

I've noticed this since I have started using a signcolumn by default and turning it off sometimes to copy text with mouse.  If I have the signcolumn disabled in my config, copying and pasting this way works normally.

There is another earlier issue that may be related: https://github.com/neovim/neovim/issues/3233

If I run `hi Normal ctermbg=NONE` after turning the signcolumn off, I don't get the extra spaces.  But if I turn it back on then off, I will get the extra spaces again.  Running `hi Normal ctermbg=NONE` again will prevent the spaces from being copied.


### Expected behavior

Copied text should have no extra spaces.

### Actual behavior

Copied text has extra spaces.
Repository: rust
Issue: Doctests now run on non-exported `macro_rules!`, but can't actually test the macro
Labels: T-rustdoc,regression-from-stable-to-stable,A-doctests

Since #88038 was resolved with #96630, doctests now run on `macro_rules!` even if the macro is not exported.

This could be considered a breaking change -- it did break CI for rayon when [this macro example](https://github.com/rayon-rs/rayon/blob/9dc52d76b12f3da13b87dd509ff29a801177b8d3/src/delegate.rs#L14-L19) for internal use suddenly became a real test and failed.

The problem is, I can't figure out how to make a working doctest for that, since it's not exported in the public API. What is the intended way to do this? And if there's not really a way to do it, then maybe this change should be reverted so there isn't any break.

I thought of `#[cfg_attr(doctest, macro_export)]`, which does make even older Rust try to test it, but that still can't reach the macro because it's still using the non-`doctest` build of the crate.

---

PS: I ended up making unit tests for that rayon macro, which is probably better in that case, but that doesn't answer how non-exported macro tests should work.
Repository: flutter
Issue: android_lifecycles_test is failing and not running in ci. Remove or Fix.  
Labels: a: tests,team,platform-android,P2,team-android,triaged-android

```
[android_lifecycles_test] [STDOUT] ════╡ ••• Wait for lifecycle: AppLifecycleState.resumed (mode: debug) ••• ╞═════
[android_lifecycles_test] [STDOUT] 
[android_lifecycles_test] [STDOUT] Checking for reboot
[android_lifecycles_test] [STDOUT] stderr: Standalone embedder initialization failed: Error determining current directory: No such file or directory
[android_lifecycles_test] [STDOUT] stderr: 
[android_lifecycles_test] [STDOUT] stderr: DevTools process failed: exitCode=255
[android_lifecycles_test] Process terminated with exit code 0.
Task result:
{
  "success": false,
  "reason": "expected lifecycles: `AppLifecycleState.resumed`, but got` AppLifecycleState.paused`"
}
```
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8814242851545526769/+/u/run_microbenchmarks_ios/test_stdout

Not sure if this has ever passed in post-submission.

See #99319 @blasten 
![Screen Shot 2022-05-13 at 4 28 11 PM](https://user-images.githubusercontent.com/682784/168401119-331d64fb-5b95-4f07-8d65-1661626baa4d.png)
Repository: go
Issue: html/template: Parsing invalid templates with no actions should fail-fast
Labels: NeedsInvestigation

Run:

```go
package main

import (
	"html/template"
	"io"
	"log"
)

func main() {
	t := template.Must(template.New("errmsg").Parse(`<textarea/>`))
	err := t.Execute(io.Discard, nil)
	log.Print(err)
}
```

https://go.dev/play/p/oiAIres95vU

Result:

```
2009/11/10 23:00:00 html/template:errmsg: ends in a non-text context: {stateRCDATA delimNone urlPartNone jsCtxRegexp attrNone elementTextarea <nil>}
```

That error message reads more like an internal debugging message than something intended for users. It took me a while to narrow down the source of the problem.

cc @empijei @kele