sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Smoke test failure: settings editor
Labels: bug,settings-editor,smoke-test-failure

Build: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=248024
Changes: https://github.com/Microsoft/vscode/compare/14f3868...e2e4466

```
 1) VSCode Smoke Tests (Electron)
       Settings editor
         shows a modified indicator on a modified setting:
     Error: Timeout: get elements '.settings-editor .settings-count-widget' after 20 seconds.
      at Code.poll (D:\a\_work\1\s\test\automation\src\code.ts:289:11)
      at Code.waitForElements (D:\a\_work\1\s\test\automation\src\code.ts:226:10)
      at SettingsEditor.searchSettingsUI (D:\a\_work\1\s\test\automation\src\settings.ts:75:3)
      at Context.<anonymous> (src\areas\preferences\preferences.test.ts:45:4)

  2) VSCode Smoke Tests (Electron)
       Settings editor
         turns off editor line numbers and verifies the live change:
     Error: Timeout: get elements '.settings-editor .settings-count-widget' after 20 seconds.
      at Code.poll (D:\a\_work\1\s\test\automation\src\code.ts:289:11)
      at Code.waitForElements (D:\a\_work\1\s\test\automation\src\code.ts:226:10)
      at SettingsEditor.searchSettingsUI (D:\a\_work\1\s\test\automation\src\settings.ts:75:3)
      at Context.<anonymous> (src\areas\preferences\preferences.test.ts:59:4)
```
Repository: pytorch
Issue: Consider improving project management (12 pages of HighPriority tickets > 1 year old)
Labels: triaged,needs research,module: devx

### 🚀 The feature, motivation and pitch

You have over 5k open issues, and 12 pages of tickets labelled "HighPriority" that are over ONE YEAR OLD.

What does this HighPriority label even mean at this point?

https://github.com/pytorch/pytorch/issues?page=12&q=is%3Aopen+label%3A%22high+priority%22+sort%3Acreated-asc

PyTorch is the flagship framework for AI, which is the #1 booming global phenomenon.

How can you operate like this?

There MUST be some creative way to clean this up.
- Leadership / management -- where is it?
- Get additional funding -- from Facebook, corporate sponsorship, etc.
- Create an AI agent-driven tool to operate over open issues, that takes care of organizing them, contacting contributors, scheduling for closure (if nobody is on it, and some of these issues are MANY years old)
- Prioritize
- Offer bounties on problems to drive developer focus to PyTorch
- Use respondents as a recruitment drive, make offers to the most capable

I was going to make this feature request about asking that PyTorch prioritize adding support for `eindex`, but I can't imagine anyone in the team would hear me, with 5k+ open tickets.

### Alternatives

- Using a different framework
- Rolling my own
- Switching profession to landscape gardening

### Additional context

_No response_

cc @ZainRizvi @kit1980 @huydhn @clee2000
Repository: create-react-app
Issue: Does __webpack_public_path__ accept "auto"?
Labels: needs triage

I'm trying to set the publicPath in the webpack config, but I'm not sure if its possible with CRA. 

I want to set the publicPath to "auto" - just as shown here: https://webpack.js.org/guides/public-path/#automatic-publicpath

If I set the `PUBLIC_PATH='auto'` - I'm wondering if this will configure the underlying public path config as I expect (like in the link I shared)
Repository: godot
Issue: Mouse detection of entering and exiting viewport is inconsistent in Godot 4.2 and different from 4.1
Labels: bug,discussion,topic:input

### Tested versions

- Reproducible in v4.2.stable.official.46dc27791
- Behavior is different (and arguably worse than in) 4.1, cross referencing issue from 4.1: https://github.com/godotengine/godot/issues/83442

### System information

Fedora Linux 38 - Godot Engine v4.2.stable.official.46dc27791 - Vulkan (Forward+) - AMD Radeon RX 6950 XT (RADV NAVI21)

### Issue description

Please check the attached reproduction project and link to the video.

In the cross referenced issue: https://github.com/godotengine/godot/issues/83442 you can compare the behavior with Godot 4.1.

In Godot 4.2:
- The results are different on different operating systems Windows, Mac, Linux (The video shows the behavior on Linux).
-- On Windows the behavior was correct with Godot 4.1, now it's almost correct on 4.2, there is a single wrong print right after application starts, then it behaves as expected both when the window is in focus or not.
-- On Mac I don't have the results from 4.2, but on 4.1 when application is deactivated, nothing is detected.
-- Finally on Linux (check the video):
--- If mouse moves in and out viewport and the subviewport while window is active, then the behavior is almost correct, but multiple viewport out messages are printed.
--- If the window is deactivated, then no subviewport messages appear, and viewport only print OUT.
--- And what's more the prints are inconsistent, when viewport is entered, then sometimes nothing is printed, sometimes OUT is printed, when viewport is exited with the mouse, then usually two OUT messages are printed, but sometimes one.

### Steps to reproduce

- Launch the attached reproduction project.

- Make sure the game window is active
- Move your mouse pointer in and out the game window
- Observe the Log console.

- Then after make sure the game window is not in focus anymore
- Move your mouse pointer in and out the game window
- Observer the Log console.

Check video for more details: https://youtu.be/JSXpDo2pJrc

### Minimal reproduction project (MRP)

[ControlNodeWindowFocusBugReport-42.zip](https://github.com/godotengine/godot/files/13590374/ControlNodeWindowFocusBugReport-42.zip)
Repository: TypeScript
Issue:  Ternary operator breaks syntax highlighting in tsx file
Labels: Bug,Help Wanted

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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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. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.84.2
- OS Version:  Windows 11 build 22621

Steps to Reproduce:

1. Create a .tsx file
2. Paste this code
```tsx
import { useState } from "react"
import './OS.css'
import Window from './Window'

const OS = () => {
    const [loaded, setLoaded] = useState(false);

    return (
        loaded ?
            <div id="OS">

            </div>
            :
            <div id="loading">
                <Window title="Starting Up">

                </Window>
            </div>
    )
}

export default OS
```

All editor features will be broken in the second half of the ternary operator. No tag closing, no indentation, and syntax highlighting is funky
![image](https://github.com/microsoft/vscode/assets/20762604/d307550e-789f-48eb-9696-d5a0280a95db)
Repository: kubernetes
Issue: Add context to `"Watch failed"`
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

Add some context to `retrywatcher.go`'s `Watch failed` error.

### Why is this needed?

A number of systems (especially argocd) experience a log message of the form:

```
1 retrywatcher.go:130] "Watch failed" err="context canceled"
```

## To Reproduce

Dunno

## Expected behavior

Log messages should give enough context for someone reading them to understand what's going on, i.e. "I tried to do _x_ and a watch failed".

## victims

general search: https://github.com/search?q=%22Watch+failed%22+kubernetes+retrywatcher.go&type=issues

https://github.com/argoproj/argo-cd/issues/14134#issue-1765671260
https://github.com/okteto/okteto/issues/3911#issue-1852069400
https://github.com/aws/eks-anywhere/issues/6535#issue-1857099062
https://github.com/devopstales/devopstales.github.io/issues/7#issuecomment-1059717657
https://github.com/kubernetes/kubernetes/issues/118731#issuecomment-1596086603
https://github.com/open-cluster-management-io/ocm/issues/186#issue-1757987627

filed as https://github.com/kubernetes/client-go/issues/1321
Repository: godot
Issue: Empty warning popup window when loading an invalid templates archive file
Labels: bug,topic:editor,usability

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Windows 10 (22H2 19045.3693)

### Issue description

When loading an invalid archive as export templates archive file, Godot editor open an empty warning pop-up window.
Note: "invalid" word means here a set of templates Godot didn't succeed to import, but it's a valid zip archive.


![godot-421-cb-exp-tpl-issue-emptywindow](https://github.com/godotengine/godot/assets/136735040/9bbd0aa2-008c-44e0-bb90-1393bc0b1477)


### Steps to reproduce

- create a zip archive with any stuff you have around like pictures
- rename file to any name with ".tpz" extension
- try to load it as template archive ("manage export templates" from menu then "install from file")
- the empty warning pop-up window is opened, no error or warning shown anywhere

### Minimal reproduction project (MRP)

N/A
Repository: excalidraw
Issue: [Feature request] Create Nginx healthcheck endpoint
Labels: docker

Currently the healthcheck spams the logs with:

```console
2023-12-06T18:58:51.890954995Z 127.0.0.1 - - [06/Dec/2023:18:58:51 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T18:59:21.955635473Z 127.0.0.1 - - [06/Dec/2023:18:59:21 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T18:59:52.023524788Z 127.0.0.1 - - [06/Dec/2023:18:59:52 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:00:22.063441005Z 127.0.0.1 - - [06/Dec/2023:19:00:22 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:00:52.118770703Z 127.0.0.1 - - [06/Dec/2023:19:00:52 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:01:22.158012575Z 127.0.0.1 - - [06/Dec/2023:19:01:22 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:01:52.222436579Z 127.0.0.1 - - [06/Dec/2023:19:01:52 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:02:22.307293230Z 127.0.0.1 - - [06/Dec/2023:19:02:22 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:02:52.367296673Z 127.0.0.1 - - [06/Dec/2023:19:02:52 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:03:22.418738068Z 127.0.0.1 - - [06/Dec/2023:19:03:22 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
2023-12-06T19:03:52.465878306Z 127.0.0.1 - - [06/Dec/2023:19:03:52 +0000] "GET / HTTP/1.1" 200 3751 "-" "Wget" "-"
```

A healthcheck endpoint in nginx would probably be more suitable. 

E.g. 

```
        location /healthz {
            return 200;
        }
```
Repository: rust
Issue: Attributes within patterns do not work if there is another attribute in the same pattern or above
Labels: A-attributes,T-compiler,C-bug,A-patterns

This issue was originally discussed on https://users.rust-lang.org/t/cfg-attr-to-allow-unused-variables-doesnt-work-in-patterns/103511.

I noticed some weird behavior when it comes to attributes within destructuring patterns. For example, consider the following:

```rust
#![deny(unused_variables)]

// All `macro_use` attributes can be replaced with something else too,
// e.g., `#[allow()]`

// #[macro_use]
fn main() {
    #[derive(Default)]
    struct A {
        a: u8,
        b: u8
    }

    // #[macro_use]
    let A {
        // #[macro_use]
        a,
        #[allow(unused_variables)]
        b,
    } = Default::default();
    dbg!(a);
}
```

This code currently compiles fine. However, if I uncomment any of the commented-out `#[macro_use]` lines, I get an error from the compiler complaing about `b` being unused.

For example, if I uncomment the `#[macro_use]` line on top of the `main` function, I receive the following error when running it in Rust playground:
```text
   Compiling playground v0.0.1 (/playground)
warning: `#[macro_use]` only has an effect on `extern crate` and modules
 --> src/main.rs:3:2
  |
3 |  #[macro_use]
  |  ^^^^^^^^^^^^
  |
  = note: `#[warn(unused_attributes)]` on by default

error: unused variable: `b`
  --> src/main.rs:16:9
   |
16 |         b,
   |         ^ help: try ignoring the field: `b: _`
   |
note: the lint level is defined here
  --> src/main.rs:1:9
   |
1  | #![deny(unused_variables)]
   |         ^^^^^^^^^^^^^^^^

warning: `playground` (bin "playground") generated 1 warning
error: could not compile `playground` (bin "playground") due to previous error; 1 warning emitted
```
I would have expected that the `#[allow(unused_variables)]` attribute on `b` would be honored by the compiler, and hence not using `b` anywhere in the code would not trigger a compiler error. However, that is not what seems to be happening.

I have been able to reproduce this in [Rust Playground](https://play.rust-lang.org), using the Rust 2021 edition and the stable channel (1.74.0), and under both debug and release mode. I have attempted all seven possible combinations of uncommented `#[macro_use]` attributes; each one complains about the unused variable `b`.
Repository: godot
Issue: windows native icon only uses the largest and smallest icon size, ignoring the others
Labels: enhancement,platform:windows,topic:porting

### Tested versions

3.5.3 stable
untested but likely still a problem in 4.x since the code looks unchanged

### System information

Windows 10

### Issue description

When providing a windows native icon *.ico in the project settings, the application only seems to use the largest size image in the ico file for display on the windows taskbar, and uses only the smallest size for everything else.
I have used a *.ico with the recommended sizes included from the godot documentation (256,128,64,48,32,16) but regardless it seems to ignore the intermediary sizes and just squashes the 256 pixel size into the taskbar, despite the taskbar icon being only about 48 pixels big as measured on my display.

From what I can tell looking at [the source code](https://github.com/godotengine/godot/blob/6c814135b69d4e703956bacc2073b4b179ff5a00/platform/windows/os_windows.cpp#L3096) it seems this is deliberate, but I can't imagine why...

### Steps to reproduce

Set the ProjectSettings windows_native_icon property to an ico that uses different images for the different icon sizes like so:
![image](https://github.com/godotengine/godot/assets/753186/eca5dfa9-2cd7-4219-ba3c-a3fd1d1dc2ce)
When running the project you can see the icon in the taskbar uses only the largest icon from the set:
![image](https://github.com/godotengine/godot/assets/753186/6787bd04-28da-4d54-9752-caebcab79d28)
This is unrelated to exports, file explorer icons, and rcedit. You don't need to export the project to reproduce the issue, you can do it running from the editor but you might need to change the windows taskbar setting to prevent windows from stacking the game application with the editor in order to see it:
![image](https://github.com/godotengine/godot/assets/753186/c440a60a-22de-49f3-8102-3b22320a7ccf)
aside from that you could also reproduce it by exporting the project and running the exe without the editor.

### Minimal reproduction project (MRP)

[WindowsNativeIcon.zip](https://github.com/godotengine/godot/files/13590711/WindowsNativeIcon.zip)
Repository: PowerToys
Issue: PowerToys Run search function confuses , and . when used in folder names
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Microsoft PowerToys version

0.76.0

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Some of my folders have periods in their names. Example: "21.02 Something something"
When I use PowerToys Run, these folders do not show up (individual files do) when I type "21.02" but are displayed if I type "21,02"

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: PowerToys
Issue: FanzyZones - Hold down key to drag window anywhere the mouse is
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Would love the feature to hold down a defined key, such as ALT, which drags the window the move is over, similar to if you were to move it normally.

### Scenario when this would be used?

The flow is much smoother when using a keyboard key to snap/move a window vs moving the mouse all the way to the title bar to move. This is not a new idea and is already implemented in BetterTouchTool for Mac OS.

### Supporting information

If the devs think this is a good idea and plausible, I'd love to try my hand at this.
```[tasklist]
### Tasks
- [ ] Determine if it is possible
- [ ] Define requirements - where will it live, etc
- [ ] Implement
- [ ] PR Review and changes
```
Repository: go
Issue: cmd/go: cached artifacts are silently reused if we can't identify the C compiler's version
Labels: NeedsFix,GoCommand

### Go version

go version devel go1.22-098f059d Mon Dec 4 23:03:04 2023 +0000 linux/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/usr/local/google/home/bcmills/.cache/go-build'
GOENV='/usr/local/google/home/bcmills/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/usr/local/google/home/bcmills/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/usr/local/google/home/bcmills'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/google/home/bcmills/go-review'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/local/google/home/bcmills/go-review/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.22-ed30ee6c56 Tue Dec 5 21:18:08 2023 +0000'
GCCGO='/usr/bin/gccgo'
GOAMD64='v1'
AR='ar'
CC='/usr/bin/clang'
CXX='c++'
CGO_ENABLED='1'
GOMOD='/usr/local/google/home/bcmills/go-review/src/go.mod'
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 -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build5250197467984633244=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

(Forked from #64423.)

1. Configure `CC` to refer to a C compiler (or wrapper) that doesn't produce a recognizable version string when run as `$CC -### -x c -c -`, but works otherwise.
2. Run `go test cmd/go -run=TestScript/cgo_stale_precompiled`.

### What did you expect to see?

Either the entire test passes (because some other property of the compiler is used as its cache ID instead), or builds that depend on the output artifacts of the C compiler fail with an informative error message.

### What did you see instead?

Per #64423, `go build` commands succeed but the cache fails to distinguish between “no usable C compiler” and “the C compiler is unchanged”: removing the compiler from `$PATH` erroneously fails to invalidate the cache.

(I am fixing #64423 by fixing the version-parsing logic, but the error-handling bug remains.)
Repository: pytorch
Issue: inconsistency for enableTiming / FlightRecorder / duration_ms
Labels: triaged,module: nccl

I ran into this when preparing the PR for adding cuda-event based durations to the flight recorder. (PR https://github.com/pytorch/pytorch/pull/114817)

1) currently the enableTiming flag is turned on if the flight recorder is turned on, due to this logic
```
  enableTiming_.store(
      getCvarBool(TORCH_NCCL_ENABLE_TIMING, false) || desyncDebug_ ||
      ncclTraceBufferSize_ > 0);
 ```

2) previously, timing was not enabled by default but after my PR to enable flight recorder/dumping by default, timing would have also gotten enabled by default
https://github.com/pytorch/pytorch/pull/114615/files#diff-c4e79e1dee3eea72b89d4471b91de8a7dae284e27bd5c32ed3e5296a561e4ee9R710

3) enableTiming may be disabled by default for good reason (?) but if not, we could separately consider enabling it by default

4) I think the flight recorder code is already set up to be careful about whether timing is enabled, so it should not be necessary to assume it.  (we check whether start events for collectives exist, and are OK if they don't)

5) duration_ms PR couldn't pass current tests: [test_trace_while_stuck](https://github.com/pytorch/pytorch/blob/main/test/distributed/test_c10d_nccl.py#L3703C9-L3703C31) intentionally borks the cuda event queue, and this results in a hang when we attempt to query the duration of events in the work queue.  I don't know how to fix this, other than hoping we don't encounter a wedged queue when timing is on.

So based on all of these, I propose the following changes.
- decouple enableTiming from enable flight recorder
- make duration_ms PR only log the duration if timing is enabled
- ensure timing is disabled during `test_trace_while_stuck`

But i'm not sure what to do about (5), its not ideal
Repository: stable-diffusion-webui
Issue: [Bug]: RuntimeError: Couldn't clone Stable Diffusion.
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

After unpacking the sd.webui.zip archive and running run.bat for the first time...

### Steps to reproduce the problem

1. Go to D:\AI\SD\stable-diffusion-webui
2. Press run.bat
3. ...


### What should have happened?

must be cloning

### Sysinfo

Ferst launch ...

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

Google Chrome

### Console logs

```Shell
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Commit hash: 48a15821de768fea76e66f26df83df3fddf18f4b
Cloning Stable Diffusion into repositories\stable-diffusion-stability-ai...
Traceback (most recent call last):
  File "D:\AI\SD\stable-diffusion-webui\webui\launch.py", line 324, in <module>
    prepare_environment()
  File "D:\AI\SD\stable-diffusion-webui\webui\launch.py", line 264, in prepare_environment
    git_clone(stable_diffusion_repo, repo_dir('stable-diffusion-stability-ai'), "Stable Diffusion", stable_diffusion_commit_hash)
  File "D:\AI\SD\stable-diffusion-webui\webui\launch.py", line 128, in git_clone
    run(f'"{git}" clone "{url}" "{dir}"', f"Cloning {name} into {dir}...", f"Couldn't clone {name}")
  File "D:\AI\SD\stable-diffusion-webui\webui\launch.py", line 74, in run
    raise RuntimeError(message)
RuntimeError: Couldn't clone Stable Diffusion.
Command: "git" clone "https://github.com/Stability-AI/stablediffusion.git" "repositories\stable-diffusion-stability-ai"
Error code: 128
stdout: <empty>
stderr: Cloning into 'repositories\stable-diffusion-stability-ai'...
error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: CANCEL (err 8)
error: 3216 bytes of body are still expected
fetch-pack: unexpected disconnect while reading sideband packet
fatal: early EOF
fatal: fetch-pack: invalid index-pack output
```


### Additional information

???