sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: TestNetpollDeadlock timeout on `freebsd-amd64-race`
Labels: Testing,compiler/runtime

`greplogs -l -e 'FAIL: TestNetpollDeadlock .*(?:\n\s.*)*SIGQUIT' --since=2022-06-01`
[2022-08-18T17:26:17-07cf24b/freebsd-amd64-race](https://build.golang.org/log/648bd05dbc0d7b60e12fa61c2608c5ec42566069)

```
--- FAIL: TestNetpollDeadlock (60.04s)
    testenv.go:468: [/tmp/workdir/tmp/go-build2829729280/testprognet.exe NetpollDeadlock] exit status: exit status 2
    crash_test.go:463: output does not start with "done\n":
        dialing
        SIGQUIT: quit
        PC=0x46403e m=0 sigcode=65537
…
```

CC @golang/runtime @golang/freebsd

See previously #42500, #35353, #22403, #22280, #22019.
Repository: material-ui
Issue: Autocomplete disableCloseOnSelect ignored if blurOnSelect
Labels: docs,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

If `Autocomplete` has the property `disableCloseOnSelect`, it does not work if we also set `blurOnSelect`.
The choice selector closes.
 

### Expected behavior 🤔

The choice selector should remain open. Or the documentation should inform that the two cannot cohabit.

```JS
<Autocomplete
        {...defaultProps}
        id="disable-close-on-select-with-blurOnSelect"
        disableCloseOnSelect
        blurOnSelect
        renderInput={(params) => (
          <TextField {...params} label="with blurOnSelect" variant="standard" />
        )}
      />
```

### Steps to reproduce 🕹

Link: [codesandbox.io/s/playground-demo-material-ui-forked-lbply2?file=/demo.js](https://codesandbox.io/s/playground-demo-material-ui-forked-lbply2?file=/demo.js)


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: pytorch
Issue: Pytorch/Nova CI should monitor service outages for major dependencies
Labels: module: ci,triaged,needs design

### 🐛 Describe the bug

Followup after https://github.com/pytorch/vision/issues/6466 
There should be a mechanism one can rely to tell whether some of the components CI depends on were experiencing outage at the time CI job were run.
This includes, but not limited:
 - https://www.githubstatus.com/
 - https://status.circleci.com/
 - https://developer.download.nvidia.com
 - https://download.pytorch.org
 - https://anaconda.org/ and its CDN
 - PyPI and its CDN

### Versions

CI

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: go
Issue: runtime: `found wrong event in p's limiter event slot` on plan9-arm and openbsd-amd64-68 since 2022-08-08
Labels: OS-OpenBSD,OS-Plan9,NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- (goos == "plan9" || goos == "openbsd") && `found wrong event in p's limiter event slot`
```

`greplogs -l -e 'found wrong event in p'\''s limiter event slot' --since=2022-01-01`
[2022-08-18T17:26:40-52016be/plan9-arm](https://build.golang.org/log/9bae95d48c3818671e496b8b322a1e8bf292c56d)
[2022-08-16T20:39:44-046e8b3-e49e876/plan9-arm](https://build.golang.org/log/ecef8ba68589ebae57e7c8419ebba28a6254fe3f)
[2022-08-11T20:13:07-8743198/openbsd-amd64-68](https://build.golang.org/log/a53ab27675767bfb1350bf5fdcc2203ef70b7547)
[2022-08-10T23:27:37-29b0703/openbsd-amd64-68](https://build.golang.org/log/f5acb6152d24521dbd2ad02a7ce7a13d95211401)
[2022-08-08T14:10:37-5405df0/plan9-arm](https://build.golang.org/log/a20d00913b6f68e5ff066031049d46340c9f2efa)

Attn @golang/runtime; I have no idea what the common thread between these two builders might be. 😅
Repository: material-ui
Issue: FormControlLabel has a default margin-right, is this intended?
Labels: status: expected behavior,component: FormControl

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

The FormControlLabel component has a default `margin-right: 16px`. This makes reusability and alignment with other components tricky. If we want to make the label clickable with full width, we have to remove this margin.

![image](https://user-images.githubusercontent.com/7397373/185977124-dea80e76-38c6-4832-ba63-904f737bad16.png)


### Expected behavior 🤔

The FormControlLabel component should have no margin-right by default.

### Steps to reproduce 🕹

https://codesandbox.io/s/falling-cookies-5lgnno?file=/src/Demo.tsx

### Context 🔦

I want to make the FormControlLabel clickable with full width and align an icon on the right side of this component.
This `margin-right: 16px` is interfering with that:
![image](https://user-images.githubusercontent.com/7397373/185977980-ccbc4d13-f45b-4e36-92c5-f53c532d17a8.png)


### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 12.5
  Binaries:
    Node: 16.13.1 - /usr/local/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.5.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 104.0.5112.101
    Edge: Not Found
    Firefox: Not Found
    Safari: 15.6
  npmPackages:
    @emotion/react: 11.10.0 => 11.10.0
    @emotion/styled: 11.10.0 => 11.10.0
    @mui/icons-material: 5.8.4 => 5.8.4
    @mui/lab: 5.0.0-alpha.93 => 5.0.0-alpha.93
    @mui/material: 5.9.3 => 5.9.3
    @mui/system: 5.9.3 => 5.9.3
    @mui/x-data-grid: 5.15.1 => 5.15.1
    @mui/x-data-grid-generator: 5.15.1 => 5.15.1
    @mui/x-data-grid-pro: 5.15.1 => 5.15.1
    @mui/x-date-pickers: 5.0.0-beta.4 => 5.0.0-beta.4
    @mui/x-date-pickers-pro: 5.0.0-beta.4 => 5.0.0-beta.4
    @types/react: 18.0.17 => 18.0.17
    react: 18.2.0 => 18.2.0
    react-dom: 18.2.0 => 18.2.0
    styled-components: 5.3.5 => 5.3.5
    typescript: 4.7.4 => 4.7.4
```
</details>
Repository: go
Issue: net/http: apparent deadlocks in TestHandlerAbortRacesBodyRead since 2022-08-09
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestHandlerAbortRacesBodyRead"
```

----

`greplogs -l -e 'panic: test timed out .*(?:\n.*)*net/http\.\(\*Transport\)\.RoundTrip.*\n\t.+\nnet/http_test\.TestHandlerAbortRacesBodyRead'`
[2022-08-16T20:39:36-6a9c674/plan9-amd64-0intro](https://build.golang.org/log/ce279debd57bec64e20d3c4cee88e1efc9a51c6a)
[2022-08-09T16:41:32-25d74f3/darwin-amd64-12_0](https://build.golang.org/log/3127b6896c419f4b31e0a1da1dd70f50fbe18e6e)

Marking as release-blocker for Go 1.20 because `darwin/amd64` is a first-class port and this failure mode seems to be new as of this cycle.
Repository: vscode
Issue: Merge Editor: Use existing merge conflict theme colors
Labels: under-discussion,merge-editor

It occured to me that many users have familiarity with the inline merge conflict theme colors either in the default themes or in others. We could consider using them to indicate incoming/current changes in the merge editor too. The goal being to slightly better bridge the gap betwen the two merging options.

We have another layer of handled/unhandled but I'm sure that could be handled too. We could even simply just use those repspective colors once the change has been handled rather than the generic color used today.

<img width="629" alt="CleanShot 2022-08-22 at 11 00 26@2x" src="https://user-images.githubusercontent.com/25163139/185988191-c52d1185-5292-485f-ad87-421ae961bceb.png">

<img width="931" alt="CleanShot 2022-08-22 at 10 54 45@2x" src="https://user-images.githubusercontent.com/25163139/185988197-24458d30-e568-4516-9828-966ba49cf55d.png">
Repository: godot
Issue: Jitter when colliding a corner (KinematicBody2D and CollisionShape2D)
Labels: topic:physics,needs testing,topic:2d

### Godot version

v3.4.4-stable_win64

### System information

Windows 10, i5-9600K, RTX 2060, 16GB RAM, GLES3

### Issue description

``When I move my 2D character to any corner shape it jitters.

My player is: a KinematicBody2D with a Sprite and a CollisionShape2D (it happens in any shape: rectangle, capsule, circle, ...).
My player has a script attached.
The walls are: a StaticBody2D with a CollisionPolygon2D.

![image_2022-08-22_203047419](https://user-images.githubusercontent.com/78771410/185993366-8ba8e8a5-3055-407a-a247-f24132a16f10.png)

![image](https://user-images.githubusercontent.com/78771410/185993654-e7c87b46-16a5-455b-b45f-a37220c2d0ec.png)

https://user-images.githubusercontent.com/78771410/185992941-181c68bf-5f41-4b78-8345-715401c14d56.mp4


	extends KinematicBody2D
	
	var vel = Vector2.ZERO
	
	const MAX_SPD = 80
	
	func _physics_process(delta):
		var input_vector = Vector2.ZERO
		input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
		input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
		input_vector = input_vector.normalized()
		
		vel = input_vector * MAX_SPD
		
		vel = move_and_slide(vel)



The prints on the wall:

"before(-80, 0)
after(6.303683, 7.879045)
Falsefloor
Truewall

before(-80, 0)
after(6.29903, -31.520666)
Falsefloor
Truewall

before(-80, 0)
after(-3.076349, 15.385308)
Falsefloor
Truewall"

etc




The prints on the floor:

"before(0, 80)
after(28.24184, -7.050445)
Falsefloor
Truewall

before(0, 80)
after(-18.827187, 4.720105)
Falsefloor
Truewall

before(0, 80)
after(-7.062556, -7.058139)
Falsefloor
Truewall"

etc


This bug only happens with a corner, but not a single wall

### Steps to reproduce

Make the same scene as I did with the same script, and just collide with a corner-like (not a wall but 2 walls making a corner!)

### Minimal reproduction project

[p2.zip](https://github.com/godotengine/godot/files/9396790/p2.zip)
Repository: flutter
Issue: MaterialApp scrollBehavior does not override TextField's scroll behaviour
Labels: a: text input,framework,f: material design,f: scrolling,d: api docs,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-design,triaged-design

![image](https://user-images.githubusercontent.com/63228361/186000430-1a996ad8-4a40-4992-a566-e3e623de1d0d.png)
![image](https://user-images.githubusercontent.com/63228361/186000108-46c59062-3357-41f0-b9c2-ecda29867cac.png)

```dart
import 'dart:ui';

import 'package:flutter/material.dart';

void main() => runApp(MyApp());

/// Default scroll configuration for the app with touch, mouse and stylus
/// support.
class AppScrollBehavior extends ScrollBehavior {
  @override
  Set<PointerDeviceKind> get dragDevices => {
    PointerDeviceKind.touch,
    PointerDeviceKind.mouse,
    PointerDeviceKind.stylus,
  };
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      scrollBehavior: AppScrollBehavior().copyWith(scrollbars: false),
      title: 'Material App',
      home: Scaffold(
        appBar: AppBar(
          title: Text('Material App Bar'),
        ),
        body: Center(
          child: Container(
            color: Colors.black,
            width: 100,
            height: 200,
            child: TextField(
              maxLines: 3,
              maxLength: 400,
              style: TextStyle(
                color: Colors.white
              ),
            ),
          ),
        ),
      ),
    );
  }
}
```
**Flutter version: 3.0.5, latest from stable channel. Tested only on Windows, do not know how that works on other platforms**

![image](https://user-images.githubusercontent.com/63228361/186001525-398aaba9-e71e-4203-bd55-38c5b06cbcf6.png)
https://docs.flutter.dev/release/breaking-changes/default-desktop-scrollbars
Repository: rust
Issue: Using a macro as the tail expression in a function that doesn't return a value should prompt to add a semicolon
Labels: A-diagnostics,T-compiler

Given the [following code](https://play.integer32.com/?version=nightly&mode=debug&edition=2021&gist=073a8eed6ad2b2dfa85e7a13296ebb70):

```rust
fn demo() -> u8 {
    1
}

fn good() {
    demo()
}

fn subpar() {
    dbg!(demo())
}
```

The current output is:

```
error[E0308]: mismatched types
 --> src/lib.rs:6:5
  |
6 |     demo()
  |     ^^^^^^ expected `()`, found `u8`
  |
help: consider using a semicolon here
  |
6 |     demo();
  |           +
help: try adding a return type
  |
5 | fn good() -> u8 {
  |           +++++

error[E0308]: mismatched types
  --> src/lib.rs:10:5
   |
9  | fn subpar() {
   |             - help: try adding a return type: `-> u8`
10 |     dbg!(demo())
   |     ^^^^^^^^^^^^ expected `()`, found `u8`
   |
   = note: this error originates in the macro `dbg` (in Nightly builds, run with -Z macro-backtrace for more info)
```

Note that the `subpar` function does not have help for adding a semicolon.

Ideally the output should look like:

```
error[E0308]: mismatched types
 --> src/lib.rs:6:5
  |
6 |     demo()
  |     ^^^^^^ expected `()`, found `u8`
  |
help: consider using a semicolon here
  |
6 |     demo();
  |           +
help: try adding a return type
  |
5 | fn good() -> u8 {
  |           +++++

error[E0308]: mismatched types
  --> src/lib.rs:10:5
   |
help: consider using a semicolon here
   |
10 |     dbg!(demo());
   |                 +
9  | fn subpar() {
   |             - help: try adding a return type: `-> u8`
10 |     dbg!(demo())
   |     ^^^^^^^^^^^^ expected `()`, found `u8`
   |
   = note: this error originates in the macro `dbg` (in Nightly builds, run with -Z macro-backtrace for more info)
```

Note that the `subpar` function now has help for adding a semicolon.

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Repository: godot
Issue: Non-default property values in new ParticlesMaterial used in GPUParticles2D
Labels: enhancement,topic:editor,topic:2d,topic:particles

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 10

### Issue description

A just created ParticlesMaterial has two properties with enabled reset buttons.
- Flags / Disable Z has an intial value of true, which can be reset to false.
- Gravity / y has an intial value of 98, which can be reset to -9.8.

![kuva](https://user-images.githubusercontent.com/49998025/186012597-d95f5950-e4dc-441c-9d66-56e166cb2c52.png)

I presume that either the inital property values or the reset values are erroneous.

As a side note, I noticed a few times that the reset button was not enabled after I changed some properties, but I can't repeat that yet.

### Steps to reproduce

1. Add Particles2D node
2. Add ParticlesMaterial to Process Material
3. Inspect properties

### Minimal reproduction project

_No response_
Repository: go
Issue: cmd/go: TestScript/get_insecure_env failure due to 503 from appspot server
Labels: Testing,NeedsFix,GoCommand

```
#!watchflakes
post <- pkg ~ `^cmd/go` && `(appspot.com|rsc.io).*: 503`
```

https://build.golang.org/log/730ebecd883624c6969c8bc33d3c34c705ce508a:
```
go test proxy running at GOPROXY=http://127.0.0.1:37473/mod
--- FAIL: TestScript (0.01s)
    --- FAIL: TestScript/get_insecure_env (2.19s)
        script_test.go:282: 
            # (2022-08-22T19:30:35Z)
            # GOPATH: Set up (0.000s)
            # GOPATH: Try go get -d of HTTP-only repo (should fail). (0.084s)
            # GOPATH: Try again with invalid GOINSECURE (should fail). (0.052s)
            # GOPATH: Try with correct GOINSECURE (should succeed). (2.050s)
            > env GOINSECURE=insecure.go-get-issue-15410.appspot.com/pkg/p
            > go get -d insecure.go-get-issue-15410.appspot.com/pkg/p
            [stderr]
            package insecure.go-get-issue-15410.appspot.com/pkg/p: unrecognized import path "insecure.go-get-issue-15410.appspot.com/pkg/p": reading https://insecure.go-get-issue-15410.appspot.com/pkg?go-get=1: 503 Service Unavailable
            [exit status 1]
            FAIL: testdata/script/get_insecure_env.txt:16: unexpected command failure
            
FAIL
FAIL	cmd/go	731.739s
```

While I'm shoving stuff into the local test server for #27494, may as well do this test too. 😅
Repository: godot
Issue: Vulkan Clustered: OmniLight3D's casted light close to the bottom of the window not rendered properly
Labels: bug,platform:macos,topic:rendering,topic:3d

### Godot version

4.0.alpha14

### System information

macOS Monterey 12.5.1, Vulkan Clustered, Apple M1

### Issue description

Near the bottom of the screen, OmniLight fails to render and just falls back to the WorldEnvironment lighting. It becomes more noticeable at low resolutions. It is possible that this is related to #61108, and thus might be Apple Silicon exclusive.

240x162
<img width="592" alt="image" src="https://user-images.githubusercontent.com/28269330/186019340-969dfd7c-dafb-41cf-bd84-ac48c53a5ef4.png">
<img width="592" alt="image" src="https://user-images.githubusercontent.com/28269330/186019720-bc7968d8-cd44-46e0-8e34-d5faa329a7d9.png">
<img width="592" alt="image" src="https://user-images.githubusercontent.com/28269330/186019882-30d6cd50-dc9f-4d54-8dd1-539d251da08e.png">
960x648
<img width="592" alt="image" src="https://user-images.githubusercontent.com/28269330/186020047-ac9e1532-fe3d-42ad-b2c3-801f0a3d22df.png">


### Steps to reproduce

Create a 3D scene with a big object, point a camera at it. Now create a WorldEnvironment and an OminilLght3D, and place the OmniLight3D above the object. When running the project, the bottom part of the screen will not render the light correctly.

### Minimal reproduction project

[BustedLighting.zip](https://github.com/godotengine/godot/files/9397651/BustedLighting.zip)
Repository: rust
Issue: Improve the `get_positional_arg_spans` to take into count the format types
Labels: A-diagnostics,T-compiler

As discussed in https://github.com/rust-lang/rust/pull/100826#discussion_r951587455

Suggested-by @TaKO8Ki

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Repository: godot
Issue: "NavigationAgent" is falsely recognized as simple "Node" in Godot 3.5 when debugging in VSC
Labels: bug,topic:gdscript,topic:editor

### Godot version

Godot Engine v3.5.stable.mono.official.991bb6ac7

### System information

Windows 10 NVIDIA GeForce RTX 2080 Ti

### Issue description

When trying to use the backported new Navigation feature in Godot 3.5 I encountered a bug when debugging in VSC.
Everything works fine when just running the project. When debugging however, the `NavigationAgent` Node seems to be recognized as a normal `Node` type. Hence functions like `set_target_location` are not found.

### Steps to reproduce

1. Download minimal example: https://github.com/sebastianrueckerai/godot-nav-debug-bug
2. Open with Godot 3.5 (tested with Mono Version)
3. Debug from Visual Studio Code

Used VSC config:
`{ // Use IntelliSense to learn about possible attributes. // Hover to view descriptions of existing attributes. // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 "version": "0.2.0", "configurations": [ { "name": "GDScript Godot", "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, "address": "127.0.0.1", "launch_game_instance": true, "launch_scene": false } ] }`

4. Get error: `Invalid call. Nonexistent function 'set_target_location' in base 'Node'.`

### Minimal reproduction project

https://github.com/sebastianrueckerai/godot-nav-debug-bug

# Edit:
 - This only happens with VSC. Debugging in the build-in editor still works without error.
 - In VSC accessing scene unique names also seems broken (like: `onready var target = $"%Target"`). Is this an issue with all recently backported features?
Repository: terminal
Issue: Key cap names are not localized in the new tab menu
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-2,Area-Localization

Ported from MSFT:39044461

This block of code does not use localized key names (so in German, `Ctrl` should be `Strg` but is `Ctrl`)

https://github.com/microsoft/terminal/blob/70313db246c42fac3ec57eaec3eb1294563c8583/src/cascadia/TerminalApp/TerminalPage.cpp#L2000-L2018

This code is a hack to workaround a permanent WinUI issue . . .
Repository: PowerToys
Issue: Windows Key + PowerToys Run focus issue
Labels: Issue-Bug,Product-PowerToys Run,Status-Reproducible

### Microsoft PowerToys version

"0.61.1"

### Running as admin

- [X] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Press the windows key to bring up the main OS search menu. Press the default key bind shortcut for PowerToys Run, Alt + Spacebar, and try to input any search term.

### ✔️ Expected Behavior

PowerToys Run should be given focus priority.

### ❌ Actual Behavior

Focus is given to the main menu search rather than PowerToys Run. Even if the user presses esc to close the main menu, Run is still not given focus.

### Other Software

_No response_
Repository: youtube-dl
Issue: Is it possible to add an extractor for FreeTV
Labels: site-support-request,geo-restricted

<!--

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## Checklist

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- [x ] I'm reporting a new site support request
- [x ] I've verified that I'm running youtube-dl version **2021.12.17**
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- [x ] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->
- Main page: https://www.freetv.com/
- Movie URL: https://www.freetv.com/peliculas/rosemont/
- TV Series URL: https://www.freetv.com/series/ronia/

## Description

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WRITE DESCRIPTION HERE
FreeTV is a streaming website to watch movies and series, and it doesn't requiere to have an account to watch any movie or tv series. Only if you want to make a playlist its necessary to signup and of course its for free. Video audio tracks are containing in a .m3u8 container like this: https://olympusato-mmd-cust.lldns.net/stream.ismd/stream-audio_eng=128000-video_eng=1198000.m3u8?stream=/....