sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go/internal/modload: TestQueryImport failures
Labels: Testing,NeedsInvestigation,GoCommand

```
#!watchflakes
post <- pkg == "cmd/go/internal/modload" && test == "TestQueryImport"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/c26c62ecf4fce8218148f7bfa3d42d38ab0c0da6)):

    vcs-test.golang.org rerouted to http://127.0.0.1:42865
    https://vcs-test.golang.org rerouted to https://127.0.0.1:34851
    go: finding module for package golang.org/x/net/context
    panic: test timed out after 15m0s
    running tests:
    	TestQueryImport (15m0s)
    	TestQueryImport/golang.org_x_net_context (15m0s)
    
    runtime.gopark(0x0?, 0x0?, 0xc8?, 0x24?, 0x18?)
    	/workdir/go/src/runtime/proc.go:381 +0xce fp=0xc0000a7be0 sp=0xc0000a7bc0 pc=0x47044e
    runtime.chanrecv(0xc00007e4d0, 0xc0000a7cc6, 0x1)
    	/workdir/go/src/runtime/chan.go:583 +0x385 fp=0xc0000a7c58 sp=0xc0000a7be0 pc=0x43ce25
    runtime.chanrecv1(0xf06880?, 0xa9d820?)
    	/workdir/go/src/runtime/chan.go:442 +0x12 fp=0xc0000a7c80 sp=0xc0000a7c58 pc=0x43ca92
    testing.(*T).Run(0xc000214820, {0xc00002a768, 0x18}, 0xc000233170)
    	/workdir/go/src/testing/testing.go:1649 +0x865 fp=0xc0000a7da0 sp=0xc0000a7c80 pc=0x58e085
    cmd/go/internal/modload.TestQueryImport(0x0?)
    	/workdir/go/src/cmd/go/internal/modload/import_test.go:75 +0x191 fp=0xc0000a7e98 sp=0xc0000a7da0 pc=0xa600f1
    testing.tRunner(0xc000214820, 0xb7d838)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: Notebook Search: regex enabled on default toggle state
Labels: bug,search,confirmed,notebook

The default toggle state of notebook search includes outputs, but the regex search for outputs doesn't actually search with regex. 

However, disabling regex in the default state seems strange, since that would just disable regex once someone opens a notebook for the first time.
Repository: godot
Issue: Loading external DLL at runtime errors
Labels: bug,topic:dotnet

### Godot version

v4.0.stable.mono.official [92bee43ad]

### System information

Arch Linux

### Issue description

When i try to load an external dll from the user data folder (via System.Reflection.Assembly.LoadFile) and invoke a static method it gives this error:

```E 0:00:00:0470   :0 @ System.Object System.RuntimeMethodHandle.InvokeMethod(System.Object , System.Void** , System.Signature , Boolean ): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileNotFoundException: Could not load file or assembly 'GodotSharp, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.

  <C++ Error>    System.Reflection.TargetInvocationException
  <C++ Source>   :0 @ System.Object System.RuntimeMethodHandle.InvokeMethod(System.Object , System.Void** , System.Signature , Boolean )
  <Stack Trace>  :0 @ System.Object System.RuntimeMethodHandle.InvokeMethod(System.Object , System.Void** , System.Signature , Boolean )
                 :0 @ System.Object System.Reflection.MethodInvoker.Invoke(System.Object , System.IntPtr* , System.Reflection.BindingFlags )
                 :0 @ --- End of inner exception stack trace ---()
                 :0 @ System.Object System.Reflection.MethodInvoker.Invoke(System.Object , System.IntPtr* , System.Reflection.BindingFlags )
                 :0 @ System.Object System.Reflection.RuntimeMethodInfo.Invoke(System.Object , System.Reflection.BindingFlags , System.Reflection.Binder , System.Object[] , System.Globalization.CultureInfo )
                 ModLoader.cs:17 @ void ModdedGame.Modding.ModLoader._Ready()
                 Node.cs:1782 @ Boolean Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
                 ModdedGame.Modding.ModLoader_ScriptMethods.generated.cs:26 @ Boolean ModdedGame.Modding.ModLoader.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
                 CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(IntPtr , Godot.NativeInterop.godot_string_name* , Godot.NativeInterop.godot_variant** , Int32 , Godot.NativeInterop.godot_variant_call_error* , Godot.NativeInterop.godot_variant* )
```

I expect it to load the dll and run the method.

### Steps to reproduce

1. Download ModLoader project and build.
2. Download TestMod project and build.
3. Move the TestMod.dll file from res://.godot/mono/temp/bin/Debug to user://
4. Run ModLoader TestScene
5. Open error log

### Minimal reproduction project

[ModLoader.zip](https://github.com/godotengine/godot/files/11023922/ModLoader.zip)
[TestMod.zip](https://github.com/godotengine/godot/files/11023924/TestMod.zip)
Repository: create-react-app
Issue: Is npx create-react-app xxx no longer supported?
Labels: needs triage

Hi, I would like to know if "npx create-react-app xxx" is no longer supported. I checked the [React official website](https://react.dev/learn/start-a-new-react-project), but it doesn't recommend using create-react-app anymore.

Can anyone help me with this concern?

Thank you.
Repository: pytorch
Issue: INTERNAL ASSERT FAILED at "../c10/cuda/CUDAGraphsC10Utils.h":73, please report a bug to PyTorch. Unknown CUDA graph CaptureStatus32729
Labels: triaged,module: cuda graphs

              how can i solve this error please 
seed_value=42
random.seed(seed_value)
np.random.seed(seed_value) <--------- error
torch.manual_seed(seed_value)
torch.cuda.manual_seed_all(seed_value) 

RuntimeError: false INTERNAL ASSERT FAILED at "../c10/cuda/CUDAGraphsC10Utils.h":73, please report a bug to PyTorch. Unknown CUDA graph CaptureStatus32729

_Originally posted by @cdmssa in https://github.com/pytorch/pytorch/issues/82886#issuecomment-1476349230_
            

cc @mcarilli
Repository: godot
Issue: Error message when deleting node referenced through NodePath property or metadata
Labels: bug,topic:editor

### Godot version

4.0 stable

### System information

Linux Manjaro

### Issue description

Similar to, or reoccurrence of [issue 43541](https://github.com/godotengine/godot/issues/43541).
When a Node's NodePath is stored either in an exported property or in metadata and said node gets deleted by the user, the following error message gets printed:

`core/string/node_path.cpp:234 - Condition "!p_np.is_absolute()" is true. Returning: NodePath()`

Maybe there should instead be a warning message to inform users that a node which was just deleted was referenced by another node.

### Steps to reproduce

Create a new scene, give the root node a child and a script. In said script add the following line: `@export_node_path var child` and then select the child node as the target through the inspector. Finally, delete the child node.

### Minimal reproduction project

N/A
Repository: flutter
Issue: Unavoidable unnecessary operations over vertex indices in `Vertices.raw`
Labels: framework,c: proposal,P3,found in release: 3.7,found in release: 3.9,team-framework,triaged-framework

## Details
**Target Platform:** Any platform

Currently, as far as I understand, the most efficient method to draw a custom mesh is by using the `Canvas.drawVertices(...)` API. However, it seems like this API does an iteration over each element of the `indices` array, then does an `if` branch with a `*` multiplication. While drawing plenty of sprites (quad meshes) it adds up really quickly.
Can there be a way to disable this check? Maybe let it do the check only if the asserts are enabled?

Thanks!
Repository: godot
Issue: AspectRatioContainer doesn't change its size
Labels: discussion,topic:gui

### Godot version

4.0-stable

### System information

Windows 10

### Issue description

Here I have HBoxContainer with AspectRatioContainer in it  
![image](https://user-images.githubusercontent.com/18731681/226514586-db0f66e9-35f7-47e4-9887-df03dfe4c78a.png)

HBoxContainer has minimum height of 50px and full viewport width  
![image](https://user-images.githubusercontent.com/18731681/226514642-0d7e49a2-7165-4a12-9037-b2e74e846603.png)

AspectRatioContainer inside it has "Height controlls Width" stretch property value. I expect it to have width equal to 50px because parent's height is a fixed value of 50px but AspectRatioContainer has width equal 0px  
![image](https://user-images.githubusercontent.com/18731681/226514889-ca4a8806-035c-4169-ae46-4f62d6260064.png)
![image](https://user-images.githubusercontent.com/18731681/226514915-860f5aaa-5b98-4e2c-9902-b69c7389871b.png)

Color rect serves for debug purposes. It has expected size of (50px, 50px) but because it's parent (AspectRatioContainer) doesn't have width at all, I can't make a horizontal layout of such rectangles, they overlap each other  


### Steps to reproduce

See attached project

### Minimal reproduction project

[EmptyProject.zip](https://github.com/godotengine/godot/files/11024938/EmptyProject.zip)
Repository: deno
Issue: `node:dns` doesn't support `timeout` options
Labels: bug,node compat,node API

**Describe the bug**
I'm trying to use deno for DNS health check which will respond to a DNS failure. But, I found that the node/dns module handles dns failure poorly, which takes around 15s to report a resolve failure, and this is too slow for my use case. I tried to use a custom resolver like below:
```
const resolver = new DNS.promises.Resolver({ timeout: 1000, tries: 1 })
```

But a failure is still taking around 15 seconds to report. Both the callback and the promise api has this issue.

**Steps to Reproduce**

<!--
Example
1. Create a file with the contents ...
2. Create a script with the contents ...
3. Execute the command ...
4. See error
-->

- Create a js file with the following contents:

```js
import * as DNS from 'https://deno.land/std@0.175.0/node/dns.ts'
const resolver = new DNS.promises.Resolver({ timeout: 1000, tries: 1 })
resolver.setServers(['127.0.0.1']) // You should not have real DNS server on this machine
try {
    await resolver.resolve4('mirror.archlinuxarm.org')
  } catch (e) {
    console.log('dns-fail')
}
```

- Run it with deno: `deno run --allow-all index.js`

- The `dns-fail` will print after 15 seconds.

**Expected behavior**

<!-- A clear and concise description of what you expected to happen. -->

The `dns-fail` message should be printed much earlier. In this case, around 1s as the timeout is set this way.

The behavior of original nodejs is slightly different: the promise will be rejected immediately with `ECONNREFUSED` .  But for my use case a timeout is good enough.

**Environment**

<!-- please complete the following information -->

- OS: macOS 13.2
- deno version: 1.30.0
- std version:  0.175.0
Repository: deno
Issue: Unable to create a socket to a server using /etc/hosts file name resolution
Labels: bug,node compat,node API

While trying to connect to a server using its name defined in the /etc/hosts file, deno is not able to resolve the name.

**Steps to Reproduce**

1. Execute this command to listen for connection: `netcat -l 4444`
2. Add this line to /etc/hosts: `127.0.0.1 test`
3. Create the file test.ts
```
import net from 'node:net';
const socket = net.createConnection({ host: 'test', port: 4444}).on('connect', () => {
  console.log('connected');
}).on('error', (err) => {
  console.error(err);
})
```
4. Execute the file `deno run --allow-net test.ts`
5. See error: `getaddrinfo ENOTFOUND test`

Executing this script in node does not return an error:
```
const net = require("net");
const socket = net.createConnection({ host: 'test', port: 4444}).on('connect', () => {
  console.log('connected');
}).on('error', (err) => {
  console.error(err);
})
```
**Expected behavior**

No error returned and the name resolve correctly.

**Environment**

- OS: Windows 11 WSL Debian
- deno version: 1.30.0
Repository: deno
Issue: node: Unresolved promises when using webpack via npm import
Labels: bug,node compat

**Describe the bug**

**Steps to Reproduce**
1. Create a new folder
2. "install webpack": deno run -A --unstable --node-modules-dir npm:webpack
3. "install/run webpack cli": deno run -A --unstable --node-modules-dir npm:webpack-cli

**Expected behavior**

Not fail before webpack-cli starts up and logs propagate

**Environment**

<!-- please complete the following information -->

- OS: macOS 13
- deno version: v1.25.4
- std version: v0.157.0
Repository: deno
Issue: Node Server & ServerImpl should be combined
Labels: refactor,node compat

This is causing issues for denoland/deno_std#2157
Repository: deno
Issue: node: enable `test-fs-readdir-stack-overflow.js` compatibility test on windows
Labels: tests,node compat

This is blocked by https://github.com/denoland/deno/issues/13196
Repository: godot
Issue: Right-Clicking / Opening Sub-Window Freezes Editor (DisplayServer regression)
Labels: bug,platform:windows,topic:porting

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10, RTX 4080 GeForce Game Ready Driver Version 528.49

### Issue description

Opening any sort of overlay window (right-click, save, etc.) randomly causes the editor to freeze. The first time this happened was by right-clicking on the `res://` folder after selecting a UI scene, next time the right-click worked after selecting a UI scene, but saving caused it to freeze. The "Save Scene As..." window is completely blank, and the entire editor freezes.

### Steps to reproduce

* Create a new project
* Select a UI scene
* Right-click or try to save (it seems random with which window opening will freeze it)

### Minimal reproduction project

N/A as any newly created project will do this.
Repository: godot
Issue: Ambient occlusion is making big black noises on all the viewport
Labels: bug,topic:rendering,topic:thirdparty,needs testing,topic:3d

### Godot version

4.0.1

### System information

linux (ubuntu 22.04 upgraded later to 22.10), intel gpu hd graphics 5500 and radeon sun xt hd 8670A, intel processor 6 cores, 12go ram, uknown driver version, Vulkan:
![226693617-30f839bc-f8f3-4868-b414-75fa4b8f3076.png](https://user-images.githubusercontent.com/121762735/229344900-852af2e8-d70c-4d22-958f-f5cc72b5e38f.png)


project viewport size: 705×266 (0.2 MP)

### Issue description

in my projects, when I enable SSAO, it makes heavy black noises on all the screen, moving and rescaling trough the time.

### Steps to reproduce

make a vulkan forward+ project
make a 3d scene with a camera
enable ssao

### Minimal reproduction project

[test ssao crash.zip](https://github.com/godotengine/godot/files/11031730/test.ssao.crash.zip)
Repository: storybook
Issue: [Feature Request]: Pass `isStoryArgsReset` or similar to `renderToCanvas`
Labels: feature request,addon: controls

### Is your feature request related to a problem? Please describe

When users reset story args via the handle in Controls, the args are simply reverted back to initial args, and a regular call to `renderToCanvas` is done. However some renderers, like Svelte, behave badly when args are changed to `undefined`, and they would benefit from knowing if the re-render is happening because of an args reset, so it can fully remount the component instead. Currently the Svelte renderer has implemented a workaround for this in #21659.


### Describe the solution you'd like

Similar to the `forceRemount` argument we pass to `renderToCanvas`, we could pass on a `isStoryArgsReset` argument as well.

### Describe alternatives you've considered

As considered in https://github.com/storybookjs/storybook/issues/21470#issuecomment-1467602269:

> In the broader perspective I'm wondering if reseting args should just be always be a force remount, in all renderers. I'm not sure what the case is for "what happens if my component gets props reset to defaults but still maintains state" in any renderer, irregardless of it being possible or not. Except it would be slightly more performant to not remount the whole tree.

An alternative solution here could be that the `RESET_STORY_ARGS` event causes a `forceRemount` instead, if we think that should be the case for all renderers.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

Original issue for Svelte: #21470
PR with workaround: #21659
Repository: godot
Issue: Can't smoothly change tool script export vars which call functions that do work
Labels: bug,topic:editor,usability

### Godot version

4.0.1 stable

### System information

Windows 10

### Issue description

Trying to smoothly change @export'd vars in an @tool script (IE clickhold & drag for sliders), where the setter has some function that does something (IE updating pixel data, or regenerating mesh data) just causes them to hitch and then unclick themselves. It's not lag, as spam clicking the increase/decrease arrows (ie for int boxes) has no lag whatsoever. if im missing something obvious, its not documented (or not documented *well*).

(Edit: One other annoying effect is that it annihilates the ability to tab advance to the next field, as it will reset the... "Tab Cursor", i guess, to the first field of that export var)

### Steps to reproduce

see below script
trying to click and drag on any of the elements of `dim` will just hitch and add a random amount to the value (if anything). if you're assuming it has something to do with extending from Meshinst3d and setting `mesh`, i have another project which doesnt have that excuse (as its just manipulating its own image data, and extends from refcounted).

if necessary i can just provide the project file im having this issue in itself, though i believe the below script should work

### Minimal reproduction project

```gdscript
@tool
extends MeshInstance3D

var _dim := Vector3i.ONE
@export
var dim: Vector3i:
	get:
		return _dim
	set (val):
		_dim = val
		compile()

func compile () -> void:
	var list := SurfaceTool.new()
	list.begin(Mesh.PRIMITIVE_TRIANGLES)
	# pretend theres work creating the triangles
	# of a box here =v="
	# though, i think even this will cause the bug
	# to occur, despite basically nothing happening?
	mesh = list.commit()
```
Repository: terminal
Issue: Peformance Issue: Too many ssh profiles makes the settings panel laggy.
Labels: Area-Performance,Issue-Bug,Area-UserInterface,Product-Terminal

### Windows Terminal version

1.16.10261.0

### Windows build number

10.0.19042.1110

### Other Software

_No response_

### Steps to reproduce

I have to manage a server cluster with about 5900 machines. I script-generated `settings.json` with all this 5900 ssh profiles for every machine. And group them by using "actions">"commands" in `settings.json`
Which causes the 'V' button response laggy and settings panel unable to open (whole program hangs).

Its not a rare use case I think. Hope you can optimize this senario.

Sample `settings.json`, to reproduce this issue, you need manually generate `settings.json` with that many profiles, below is the sample.

```json
{
	"$schema": "https://aka.ms/terminal-profiles-schema",
	"defaultProfile": "{92a35041-2568-427d-8e9d-c0fffbe6d951}",
	"copyOnSelect": true,
	"multiLinePasteWarning": false,
	"copyFormatting": false,
	"profiles": {
		"defaults": {
			// Put settings here that you want to apply to all profiles.
			"suppressApplicationTitle": true
		},
		"list": [
			{
				"commandline": "ssh user@group1-host1",
				"guid": "{b8b31d11-bddb-4495-9dc0-aea26abd0a82}",
				"name": "group1-host1-user"
			},
			{
				"commandline": "ssh user@group1-host2",
				"guid": "{b8b31d11-bddb-4495-9dc0-aea26abd0a83}",
				"name": "group1-host2-user"
			},
			{
				"commandline": "ssh user@group1-host3",
				"guid": "{b8b31d11-bddb-4495-9dc0-aea26abd0a84}",
				"name": "group1-host3-user"
			}
			//omit the rest 5897 profiles
		]
	},
	"actions": [
		{
			"commands": [
				{
					"command": {
						"action": "newTab",
						"profile": "{b8b31d11-bddb-4495-9dc0-aea26abd0a82}"
					},
					"name": "host1-user"
				},
				{
					"command": {
						"action": "newTab",
						"profile": "{b8b31d11-bddb-4495-9dc0-aea26abd0a83}"
					},
					"name": "host2-user"
				},
				{
					"command": {
						"action": "newTab",
						"profile": "{b8b31d11-bddb-4495-9dc0-aea26abd0a84}"
					},
					"name": "host3-user"
				}
			],
			"name": "group1"
		}
		//omit the rest groups
	]
}
```

### Expected Behavior

Not laggy, 5900 is not a huge number to be honest.

### Actual Behavior

Laggy V button, settings UI unable to open.
Repository: PowerToys
Issue: Reading ruler
Labels: Idea-New PowerToy,Product-Mouse Utilities

### Description of the new feature / enhancement

Dear developers, 
First, thank you for dedicating time and effort to such a helpful tool!

I believe that a reading ruler is missing in "Mouse utilities". 
Quite often, I lose myself when returning to the following line of text (word, pdf, or websites), and a tool to highlight would be appreciated!

I think that something like "Find my mouse" creating a shade with a gap highlighted is enough.  


### Scenario when this would be used?

It may be used whenever the user wants to highlight a horizontal section of the screen, like reading texts in general. i.e. pdfs, words, webpages, codes, etc.

I have attached a figure showing that.
![git](https://user-images.githubusercontent.com/26818649/226554207-ce5f9583-07a6-407e-a89f-e80cb7c22b74.png)
![mouse_utilies](https://user-images.githubusercontent.com/26818649/226554210-790922f6-0eb5-49ce-b4a3-0deaa1da3f7a.png)




### Supporting information

_No response_
Repository: godot
Issue: Godot gets confused with the tilemap and his shotrcuts
Labels: bug,topic:editor,needs testing,topic:2d

### Godot version

v3.5.2.stable.official [170ba337a]

### System information

w10 64

### Issue description

When you use the M key to copy an area of the tilemap, once you have it copied if you press the spacebar to move around the map and then release it, godot gets confused and thinks that you are still holding it down and acts something erratic.

Summary:
Godot gets confused when you have copied a rectangular area of the tilemap with the M key, you copy the area, now you press space to move across the tilemap and release space, godot goes crazy.

### Steps to reproduce

With a tilemap node selected.
Press the M key to select a rectangular section.
Copy the section (CTRL + C).
Press spacebar to move through the tilemap.
Release the space bar.
Godot is confused.

### Minimal reproduction project

...
Repository: godot
Issue: When the `AnimationTree` is enabled, animations with a blend amount of `0` will always be updated by `AnimationTree`
Labels: topic:editor,documentation,topic:animation

### Godot version

Godot 4.0, Godot 4.0.1

### System information

Windows 11, i5, surface pro 8, 8go RAM, Iris X

### Issue description

When you keyframe the position of a collision shape 2D, or the one of its parent (here an Area2D), you can't change anymore the position of that collision shape or Area2D in an other animation, here's a video with commentary to show what my problem is:

https://user-images.githubusercontent.com/88930512/226573333-941d7bed-eb81-4d27-9764-23155f9a65f7.mp4



### Steps to reproduce

try to key a collision in one animation, then key it on an other one

### Minimal reproduction project

N/A