sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Softbody falling through staticbody and static rigidbody
Labels: bug,topic:physics

### Godot version

v3.4.5-stable_x11.64

### System information

HP Elite book 8440P, Ubuntu 22.04.2, Intel Core i5 M 520

### Issue description

I've created a sphere softbody from an icosphere mesh exported from blender and a static physics body from a "tunnel" made in blender, whenever I run the game, the softbody (placed within the tunnel) fall through the static physicsbody

### Steps to reproduce

1. Create an icosphere mesh in blender, give it 4 or 5 subdivisions, triangulate it, export it to obj
2. The tunnel: create a cube in blender, give it subdivisions (7 cuts on all sides then either subdivide it twice or not; tried both), flip its normals to face inward, scale it up by 4, apply location, apply scale and rotation, export to obj
3. Create a collision shape from the tunnel meshinstance, save it to file, create a staticbody or static rigidbody using the saved collision shape, child the tunnel meshinstance to it
4. Create a softbody from the icosphere and instance it in the tunnel scene

### Minimal reproduction project

Will recreate small sample like one I use if requested
Repository: neovim
Issue: Garbled view when using screen/tmux on Windows
Labels: bug,platform:windows,environment,tui

### Problem

When using the windows binary (official release) with TERM=screen, screen-256color, tmux, or tmux-256color, the view is garbled

After entering in insert, mode, and typing "hello", nvim looks like:

![image](https://github.com/neovim/neovim/assets/11912465/fd143f0e-a30a-417c-b539-bacfb4180275)

If one overrides TERM to xterm, then nvim seems to work normally.

The issue is reproducible in cygwin, git-bash and powershell, it does not matter if the program is actually executed from tmux or screen (which is my intention; note that with `TERM=xterm nvim.exe` works without issues in screen and tmux)

Attached the output of checkhealth, one with TERM set to xterm; in both cases tmux is recognized correctly:
[checkhealth-xterm.txt](https://github.com/neovim/neovim/files/11485682/checkhealth-xterm.txt)
[checkhealth.txt](https://github.com/neovim/neovim/files/11485683/checkhealth.txt)


### Steps to reproduce

From a posix-like environment:

````
TERM=screen nvim --clean
i
hello
````

from powershell 

````
$env:TERM="tmux"
nvim --clean
i
hello
````

### Expected behavior

That nvim works with TERM=tmux and TERM=screen as-if TERM=xterm (as I could not see any issues with TERM=xterm)

### Neovim version (nvim -v)

NVIM v0.10.0-dev-269+g9ded4c127

### Vim (not Nvim) behaves the same?

no, VIM - Vi IMproved 9.0 (2022 Jun 28, compiled May  4 2023 22:51:31), and also the cygwin and git-bash variant of vim do not have any issue with TERM=screen

### Operating system/version

Windows 10

### Terminal name/version

powershell, mintty (of cygwin and git-bash)

### $TERM environment variable

screen-256colors

### Installation

Downloaded from release page
Repository: rust
Issue: rust-lldb script import failed on lldb-16
Labels: A-debuginfo,C-bug

Calling rust-lldb on debian buster with lldb-16 installed following "https://apt.llvm.org/" failed to import script.

Encountered the following error:
```
# rust-lldb
(lldb) command script import "/root/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/etc/lldb_lookup.py"
error: module importing failed: This script interpreter does not support importing modules.
```

I've tried this on different machines with clean install, and it all exists.

Is this related to rust-lldb or is a bug of llvm?
Repository: rust
Issue: Compilation error about RISC-V H extension
Labels: T-compiler,C-bug,O-riscv

I'm trying to use Rust to compile the riscv H extension instructions, but an error occurred during compilation, The Rust target I am using is riscv64gc-unknown-none-elf. When I use `rustc --print target-features --target riscv64gc-unknown-none-elf` command to check, I found information about the H extension:
```
    h                             - 'H' (Hypervisor).
```
Subsequently, I added the following instruction to the compile command:
```
LOG=debug cargo rustc --release --features "libax/platform-qemu-virt-riscv libax/log-level-debug libax/alloc libax/hv libax/paging libax/irq" --manifest-path=hv/Cargo.toml -- -Ctarget-feature=+h -Clink-arg=-Thvruntime/src/linker.ld -Cforce-frame-pointers=yes 
```
However, **the compilation error** remains unresolved:
```
error: instruction requires the following: 'H' (Hypervisor)
    hsv.b t3, (a0)
```

What is causing this issue? And my target is specified in `.cargo/config.toml `and my rustc version is `rustc 1.71.0-nightly (2f2c438dc 2023-05-08)`.

## Meta
```
rustc --version --verbose
```

```
rustc 1.71.0-nightly (2f2c438dc 2023-05-08)
binary: rustc
commit-hash: 2f2c438dce75d8cc532c3baa849eeddc0901802c
commit-date: 2023-05-08
host: aarch64-apple-darwin
release: 1.71.0-nightly
LLVM version: 16.0.2
```
Repository: godot
Issue: Windows: installing Asset Library Project or Demo whose name contain a colon will setup invalid folder name
Labels: bug,topic:editor,topic:assetlib

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10

### Issue description

If you try to install a project or demo from the Asset Library Projects tab in the Godot launcher popup, and the name contains a colon such as:

**Movement 2: A sequel to 2D Platformer demos**
https://godotengine.org/asset-library/asset/1830

![Godot 4 0 2 - Cannot create folder with colon on Windows and some samples have one](https://github.com/godotengine/godot/assets/1067772/499d3d24-e024-46ed-8b50-9c912ae9cdf6)

The Project Name will keep the colon, and clicking Create Folder will fail with error:

> Couldn't create folder.

While this is technically correct, a user not familiar with Windows limitations will be confused. I also expect the default name to work out of the box. There I report this in bug rather than proposals.

I see a few solutions:
a. Upstream conversion: immediately convert project name invalid characters to valid ones (e.g. `:` -> `-`) when filling Project Name. Advantage: fixes all further steps. Disadvantage: that also affects the Project Name string, which doesn't have such limitations itself.
b. Explanation: if the folder name is invalid for the current platform, explain why in the error message (should not contain invalid character ":', "/", etc.). Advantage: user learns something. Disadvantage: they must still fix the issue themselves, either changing the Project Name (which leads to disadvantage of a.) or clicking Browse > Manually create folder with name containing valid characters and select it, which takes more steps and defeats the convenience of the Create Folder button)
c. Downstream conversion: when creating a folder, convert invalid characters to valid ones as needed for the current platform, but only for the created folder. Project Name remains untouched. Advantage: preserves Project Name. Disadvantage: things done under the hood, user may not understand why colon suddenly became hyphen... But I don't think that's a big deal, since many apps do this already, such as github turning your project name spaces into hyphen so you get a standardized repo name/URL.

We also need to decide how to convert things. Should `:` become empty (just remove it), hyphen `-` (that will create an ugly `Title- Subtitle` with no space before the hyphen, space with hyphen ` -`, etc. ?

### Steps to reproduce

1. Open Godot launcher
2. Select Asset Library Projects
3. Search "Movement 2"
4. Download Movement 2: A sequel to 2D Platformer demos
5. Create Folder

### Minimal reproduction project

N/A
Repository: flutter
Issue: [Proposal] Add AnimatedListState.removeRange
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

### 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

We already have `AnimatedListState.insertAllItems` that takes an `index` and a `length`, whereas `AnimatedListState.removeAllItems` just removes all items.

I would like to suggest that either `removeItems` also support `index` and `length` (possible as optional named arguments) or that a new `removeRange` method is added. 
 

### Proposal

I think it should be provided by the `AnimatedListState` class in Flutter.
Repository: pytorch
Issue: torch.cuda.set_device cannot use to set cpu device, but give an ambiguity hint
Labels: triaged

### 🐛 Describe the bug

when give the string parameter as input to set the device torch use，the hint shows that cpu is allow

``` python
import torch
torch.cuda.set_device("gpu:0") # it should be torch.cuda.set_device("cuda:0") but this is to get the hint
# RuntimeError: Expected one of cpu, cuda, ipu, xpu, mkldnn, opengl, opencl, ideep, hip, ve, fpga, ort, xla, lazy, vulkan, mps, meta, hpu, mtia, privateuseone device type at start of device string: gpu
``` 

but if I follow the hint, and try to use torch.cuda.set_device to set cpu as target device

``` python
import torch
torch.cuda.set_device("cpu")
#  ValueError: Expected a cuda device, but got: cpu
device = torch.device("cpu")
torch.cuda.set_device(device)
# ValueError: Expected a cuda device, but got: cpu
```

in neither way, the api won't allow me to do so, so the hint is pretty ambiguity.
I went to look at the torch.cuda.set_device source code and found
the torch.cuda.set_device use _get_device_index and the default parameter is 
``` python
def _get_device_index(device: Any, optional: bool = False,
                      allow_cpu: bool = False) -> int:
    ...
```
and actually won't allow the cpu set.
if `device = _get_device_index(device,allow_cpu = True)` is more reasonable in the `torch.cuda.set_device` call, considering the hint and user can use the function to set the global device as cpu.

### Versions

pytorch 2.1.0 and the latest version
Repository: vscode
Issue: respect Shebangs (#!) for langauge detection
Labels: bug,languages-guessing


Type: <b>Feature Request</b>

using `#!/usr/bin/env python` results in the langauge being detected as a Shell Script instead of Python

VS Code version: Code 1.78.2 (b3e4e68a0bc097f0ae7907b217c1119af9e03435, 2023-05-10T14:47:05.613Z)
OS version: Linux x64 6.3.2-1-MANJARO
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: storybook
Issue: [Bug]: npx sb init fails in npm monorepo
Labels: bug,monorepos,windows,npm

### Describe the bug

lee@20230516-12:14:50:/s/src/xxx/packages/client$ node -v; npm -v
v18.4.0
8.19.0

lee@20230516-12:14:50:/s/src/xxx/packages/client$ npx sb init
Need to install the following packages:
  sb@7.0.12
Ok to proceed? (y) y

 storybook init - the simplest way to add a Storybook to your project. 

(node:11420) ExperimentalWarning: The Fetch API is an experimental feature. This feature could change at any time
(Use `node --trace-warnings ...` to show where the warning was created)
 • Detecting project type. ✓
TypeError: Invalid version. Must be a string. Got type "object".
    at new SemVer (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\semver\classes\semver.js:19:13)
    at compare (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\semver\functions\compare.js:3:3)
    at Object.gte (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\semver\functions\gte.js:2:30)
    at C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:12:6404
    at hasDependency (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:12:3581)
    at detectLanguage (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:12:6333)
    at installStorybook (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:70:2808)
    at async doInitiate (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:79:704)
    at async withTelemetry (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\core-server\dist\index.js:35:3422)
    at async initiate (C:\Users\xxx\AppData\Local\npm-cache\_npx\d28cfb4b54958d89\node_modules\@storybook\cli\dist\generate.js:90:108)

attention => Storybook now collects completely anonymous telemetry regarding usage.
This information is used to shape Storybook's roadmap and prioritize features.
You can learn more, including how to opt-out if you'd not like to participate in this anonymous program, by visiting the following URL:
https://storybook.js.org/telemetry

lee@20230516-12:16:02:/s/src/xxx/packages/client$ 

### To Reproduce

npx sb init

### System

```shell
npx storybook@latest info
Need to install the following packages:
  storybook@7.0.12
Ok to proceed? (y) y

Environment Info:

  System:
    OS: Windows 10 10.0.19045
    CPU: (8) x64 Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz
  Binaries:
    Node: 18.4.0 - H:\Program Files\nvm-node-js\node.EXE
    npm: 8.19.0 - H:\Program Files\nvm-node-js\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (113.0.1774.42)
```


### Additional context

_No response_
Repository: vscode
Issue: Changes lost in python notebook on undo
Labels: bug,notebook-undo-redo

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Does this issue occur when all extensions are disabled?: Unable to verify

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- VS Code Version:  Version: 1.79.0-insider (Universal) Commit: 2575777b9d3cdb865d61f9f1dfaac1fea9e1bde6
- OS Version: MacOS 13.3.1 (a) (22E772610a)

Steps to Reproduce:

1. Work in a python notebook
2. Hit cmd+z with cell not focused
3. Sometimes cell disappears completely from notebook and there is no way restore it

Sorry for the bad bug report, I've not been able to reproduce this consistently but it is incredibly frustrating and happens often enough that I regularly loose work to this bug even though it has made me develop a compulsive save spamming habit. Filing this in the hopes that someone with a better idea on how/why this could happen will investigate.

This bug is also present in the current stable version of VSCode and I've experienced it ever since I started using notebooks in VSCode around 6 months ago.
Repository: next.js
Issue: Next js middleware does not parse the body as json for a content-header
Labels: bug,Runtime

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.12.1
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.3-canary.1
      eslint-config-next: 13.4.2
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.3
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

not needed

### To Reproduce

not needed

### Describe the Bug

Not sure if I could describe this as being a bug or feature request, I'm new to NextJs and the community in general, hopefully this is not misplaced. Issue:

The body of incoming POST requests is not parsed (as json) when the "**Content-Type**" header of the request is set to "**application/vnd.contentful.management.v1+json**" (This header seems to be the default for POST-type webhooks configured in the _Contentful_ headless CMS).  An easy solution is changing the Content-Type header to the more conventional "application/json" in the configuration of the webhook in Contentful. 

I "fixed" this by adding the following code in my /api/revalidate function that handles POST request:
```js
      if (typeof req.body === 'string') {
        console.log('Request body is not yet parsed. Parsing body...');
        req.body = JSON.parse(req.body);
      }
```
      
I could not really find this "issue" described here, and decided to mention it in case anybody else stumbles over it, as it took me some time to figure out what was going on :)

### Expected Behavior

So I was wondering if it would not be more appropriate for NextJs to correctly parse the json body for POST requests with the Content-Type header "application/vnd.contentful.management.v1+json".

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel, but the issue is not hosting related
Repository: vscode
Issue: Recent entry URL can get too large for Windows jumplist
Labels: bug,workbench-history

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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
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Does this issue occur when all extensions are disabled?: Yes/No N/A

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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**- VS Code Version:** 

Version: 1.78.2 (user setup)
Commit: b3e4e68a0bc097f0ae7907b217c1119af9e03435
Date: 2023-05-10T14:39:26.248Z
Electron: 22.5.2
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Windows_NT x64 10.0.22621
Sandboxed: Yes

**- OS Version:** 

OS Name	Microsoft Windows 11 Home
Version	10.0.22621 Build 22621

WSL version: 1.2.5.0
Kernel version: 5.15.90.1

Description:    Ubuntu 22.04.1 LTS
Release:        22.04
Codename:       jammy

Steps to Reproduce:

1. Launch VScode using link to dev container project

VScode launches ok from a shortcut to a project. I then have to select "Open in dev container" after VScode launches. It used to be possible to  open directly from a link to the dev container so that the dev container didn't have to be manually launched. This stopped working for no apparent reason. (e.g. the "pinned" links below work, but the "Recent Folders" links don't).

![image](https://github.com/microsoft/vscode/assets/8174120/d1ff0939-7741-48e0-a982-761d1b339a61)

I checked previous issues which looked similar such as https://github.com/microsoft/vscode/issues/142510

I have tried reinstalling VScode and all extensions, but problem persists.

The developer tools log is in the attachment.
[log.txt](https://github.com/microsoft/vscode/files/11488073/log.txt)
Repository: pytorch
Issue: not yet implemented the batching rule for torchaudio::_lfilter
Labels: triaged,module: batching,module: functorch

[W BatchedFallback.cpp:82] Warning: There is a performance drop because we have not yet implemented the batching rule for torchaudio::_lfilter. Please file us an issue on GitHub so that we can prioritize its implementation. (function warnFallback)

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: godot
Issue: Cannot store PackedVector3Array in custom resource
Labels: bug,topic:core,topic:gdscript

### Godot version

v4.0.2.stable.official [7a0977ce2], v4.0.3.rc2.official [2ac4e3bb3]

### System information

Ubuntu 22.04.2 LTS 64-bit, Intel® Core™ i5-3570K CPU @ 3.40GHz × 4, NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 / NVIDIA Corporation GA104 [GeForce RTX 3060 Ti Lite Hash Rate]

### Issue description

I created a custom resource to save some data, but then I had trouble saving PackedVector3Arrays. In an attempt to narrow down the problem I created a resource that only holds a PackedVector3Array and an Array[Vector3].

The following problems have occurred:
- when saving the resource from the game, the data that is displayed in the editor is not correct (the PackedVector3Array is empty)
- if you open the resource in a text editor, you will see that the values can be found in the file
- also a reload of the project does not show the actual values of the PackedVector3Array in the editor
- once the resource is saved in the editor, the empty array overwrites the real values

![screenshot1](https://github.com/godotengine/godot/assets/133699433/c197b48b-3ec7-4e7a-bdb2-7c173d64c316)

However, it is different if the resource is a tool script. In this case the resource behaves as expected and stores both arrays correctly.
![screenshot2](https://github.com/godotengine/godot/assets/133699433/a897d0bc-08b9-438f-a4b0-f325a340f7a8)



### Steps to reproduce

- create a custom resource that stores a PackedVector3Array and an Array[Vector3]
- create a script that creates a resource of this type, assigns data and stores it in a file
- attach this script to a node and run it
- check the saved resource
- change the script of the custom resource into a tool script and repeat the process


### Minimal reproduction project

[MinimalProject.zip](https://github.com/godotengine/godot/files/11488226/MinimalProject.zip)
Repository: next.js
Issue: missing documentation for generateBuildId
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
https://nextjs.org/docs/pages/api-reference/next-config-js/generateBuildId
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://nextjs.org/docs/pages/api-reference/next-config-js/generateBuildId

### To Reproduce

https://nextjs.org/docs/pages/api-reference/next-config-js/generateBuildId

### Describe the Bug

https://nextjs.org/docs/pages/api-reference/next-config-js/generateBuildId

### Expected Behavior

https://nextjs.org/docs/pages/api-reference/next-config-js/generateBuildId

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_