sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: High GPU usage for Atlas engine
Labels: Resolution-External,Needs-Tag-Fix,Area-AtlasEngine

### Windows Terminal version

1.16.2524.0 and 1.16.2523.0

### Windows build number

10.0.22000.978

### Other Software

[Serilog](https://github.com/serilog/serilog)

PC is an [ ROG Zephyrus M16 (2022) GU603 GU603ZW-K8104W ](https://rog.asus.com/laptops/rog-zephyrus/rog-zephyrus-m16-2022-series/spec/)

CPU is an i9-12900H and terminal is using the integrated GPU.

### Steps to reproduce

I have 2 C# applications that are both using the Serilog logging library, outputting a large volume of colourised logs. The first one is a console application that will receive some data, log it to the console and then forward it to an ASP.NET Core. I have both of these applications running in 2 different tabs inside of a terminal window.

A typical log output from the console application is something like this and messages like these are printed out several times per second.
![image](https://user-images.githubusercontent.com/8287765/192169731-bf1482f4-8c55-4fb2-bf9b-9c4e0d942cf1.png)

There are also some EF Core logs scattered throughout the console app that are printing out SQL statements that are running.

In the ASP.NET Core application it logs the incoming requests that are received from the CLI application which prints some metadata and some SQL that is being performed. There are several of these requests per second as well.

### Expected Behavior

With the Atlas renderer disabled, GPU usage according to task manager is this.
![image](https://user-images.githubusercontent.com/8287765/192170076-00008093-bcf5-4bc3-af6b-b83590732ff8.png)


### Actual Behavior

With the Atlas renderer enabled the GPU usage is now reported as this.
![image](https://user-images.githubusercontent.com/8287765/192170106-8cdf11f3-529d-4eac-aec4-f895d53a9fd1.png)

Due to the high GPU usage, all applications on graphical applications on the system will run a bit slowly.
Repository: rust
Issue: `Self` based method bounds defeat newtype pattern
Labels: A-trait-system,T-compiler

[Inspired by this URLO thread by ChaiTRex.](https://users.rust-lang.org/t/getting-errors-implementing-unzip-in-an-iterator-adapter/81739)

[Writing a newtype for `Iterator` is not possible in the fully general case:](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=91bad714f68380cecb030a89d000efa5)
```rust
struct Wrapper<Iter>(Iter);
impl<Iter: Iterator<Item = Item>, Item> Iterator for Wrapper<Iter> {
    type Item = Item;
    fn next(&mut self) -> Option<Self::Item> { self.0.next() }
    fn unzip<A, B, FromA, FromB>(self) -> (FromA, FromB)
    where
        FromA: Default + Extend<A>,
        FromB: Default + Extend<B>,
        Self: Sized + Iterator<Item = (A, B)>,
    {
        self.0.unzip()
    }
}
```
As I understand the issue, the method is not allowed to exploit the type equality of the outer `impl`-level generics.  However, this is necessary in order to call the wrapped iterator's `unzip` implementation (which may not be the default implementation).  Moreover, adding a bound for the wrapped type [also doesn't resolve.](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=39d176091e02e02a7324c41226f91fe1)  Even if it did resolve, it is also flagged as a stricter requirement than that of the trait declaration, even though it is superfluous in the context of the implementation.

One can attempt to work around this by using `unsafe` and various forms of `dyn Iterator`.  However, they don't actually do the same thing, as you end up calling the implementations for `&mut dyn Iterator` or `Box<dyn Iterator>`, etc, which do not call the wrapped type's implementation of `unzip`.

As far as I can tell, there's no way to recover the bounds on the wrapped type to allow calling the bound-restricted method.

---

I have used `Iterator` and `unzip` as an example, but naturally this is a barrier for many cases where type information is unable to cross an implementation / item boundary; the issue title is an attempt at describing the general case.

I'm not sure if this is by design or not, so I'm filing a blank issue.
Repository: neovim
Issue: cmdline pum shown at wrong column when environment variable is expanded by completion
Labels: bug,ui,completion

### Neovim version (nvim -v)

v0.8.0-dev-1170-g63be76518

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

No

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.26.3

### $TERM environment variable

xterm-kitty

### Installation

build from repo

### How to reproduce the issue

1. Run `nvim --clean`
2. Type `:e $VIMRUNTIME/<Tab>`

### Expected behavior

pum is shown after the slash after the expanded `$VIMRUNTIME`

### Actual behavior

pum is shown at the position where `<Tab>` is pressed
Repository: godot
Issue: [3.5.1.rc1] Error messages in the wrong place and wrong file management (language server)
Labels: bug,topic:network

### Godot version

v3.5.1.rc1.official [293c3844b]

### System information

Debian 11

### Issue description

As you can see from the terminal log I started my 'SERVER' and I receive my `Client` errors.

My idea is in a multi godot instces opened the language server port is the same
![image](https://user-images.githubusercontent.com/13235119/192200780-733072a9-a3a0-4aa6-a97f-bb42048338b0.png)

```
(1097797) 07:06:45.569 I: res://Main.gd (4) [_ready] ============================ SERVER START ======================
(1097797) 07:06:46.353 I: res://auto_load/hub_connection.gd (38) [_on_connection_succeeded] GameServer successful connected to HUB
(1097797) 07:07:09.495 I: res://auto_load/hub_connection.gd (53) [receive_login_token] 
ERROR: Condition "err" is true. Returned: err
   at: load_source_code (modules/gdscript/gdscript.cpp:807)
ERROR: Cannot load source code from file 'file:/home/vale/godot/DesertEdge/Client/auto_load/gateway.gd'.
   at: load (modules/gdscript/gdscript.cpp:2209)
ERROR: Failed loading resource: file:/home/vale/godot/DesertEdge/Client/auto_load/gateway.gd. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:270)
ERROR: Condition "err" is true. Returned: err
   at: load_source_code (modules/gdscript/gdscript.cpp:807)
ERROR: Cannot load source code from file 'file:/home/vale/godot/DesertEdge/Client/auto_load/gateway.gd'.
   at: load (modules/gdscript/gdscript.cpp:2209)
ERROR: Failed loading resource: file:/home/vale/godot/DesertEdge/Client/auto_load/gateway.gd. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:270)

```

### Steps to reproduce

make two projects, 
enable external editor like vscode
run them using the external editor 
set some classes into autoload (mine are in a linked directory but I believe its the same if they are in the project root)
generate some syntax errors
observe the terminal out put ( I have mine setup using nohup `nohup /home/vale/Downloads/godot_normal/Godot_v3.5.1-rc1_x11.64 -e >/home/vale/Desktop/Godot Prj/DesertEdge/Server/server.log 2>&1 &` but I think a normal output terminal in the same machine will be fine too)

### Minimal reproduction project

NA. 

ps.: I have tons of issue opened here and nobody fixed them since long time.. I'm currently out of hope that this issue will be taken in consideration.. You can see this issue as my last attempt to help.

Thanks
Repository: PowerToys
Issue: Zoom or magnifier in screen ruler
Labels: Idea-Enhancement,Product-Screen Ruler

### Description of the new feature / enhancement


![image](https://user-images.githubusercontent.com/35454710/192209769-632cec18-64d1-487b-a75e-5abcca26269c.png)


![image](https://user-images.githubusercontent.com/35454710/192209123-aee71071-a8dc-471f-bbda-ac7252507720.png)
 
this tool i used is from [ShareX](https://getsharex.com) > Ruler 

### Scenario when this would be used?

when trying to measure small ui componets such as buttons etc.

but make it optional like only when the screen ruler tool is activated via shortcut then press a key like 'z' or something to activate it
Repository: neovim
Issue: nvim_buf_set_name (and ":file") which does not duplicate a renamed buffer
Labels: enhancement,api,has:workaround

### Feature already in Vim?

no

### Feature description

"implicitly duplicates current buffer", that's an unexpected behavior to me, sometime that would leads to unawared buffer leaks (api.nvim_buf_set_name does not return the duplicated buffer).
as nvim_buf_set_name is a released api, i want to propose adding new rename api without this side effect.

that's what i observed:
```
local api = vim.api

local bufnr = api.nvim_create_buf(false, true)
print("1", "bufname", api.nvim_buf_get_name(bufnr), "bufs", vim.inspect(api.nvim_list_bufs()))

api.nvim_buf_set_name(bufnr, "hello")
print("2", "bufname", api.nvim_buf_get_name(bufnr), "bufs", vim.inspect(api.nvim_list_bufs()))

api.nvim_buf_set_name(bufnr, "world")
print("3", "bufname", api.nvim_buf_get_name(bufnr), "bufs", vim.inspect(api.nvim_list_bufs()))

api.nvim_buf_set_name(bufnr, "")
print("4", "bufname", api.nvim_buf_get_name(bufnr), "bufs", vim.inspect(api.nvim_list_bufs()))

api.nvim_buf_set_name(bufnr, "!")
print("5", "bufname", api.nvim_buf_get_name(bufnr), "bufs", vim.inspect(api.nvim_list_bufs()))
```

```
1 bufname  bufs { 1, 2 }
2 bufname hello bufs { 1, 2 }
3 bufname world bufs { 1, 2, 3 }
4 bufname  bufs { 1, 2, 3, 4 }
5 bufname ! bufs { 1, 2, 3, 4 }
```

my usecase is that: say i have a plugin, it will reuse just one
buffer for all it's functionalities, but this buffer's name would be changed during the
plugin's state changing: `shape://square -> shape://triangle -> shape://circle ...`

i do want to reuse this buffer, as creating it may not be a cheap operation in some scenarios. and i dont have to delete the old buffer and create new buffer and do nvim_buf_set_name against the new buffer
Repository: vscode
Issue: TreeView search/filter input & api for customization
Labels: feature-request,tree-views

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
As was talked about in #70646, searching/filtering custom trees is really hard currently. Even if you get the unintuitive feature to work, as an extension author you have no control over how the tree will be updated.

To provide a better UX, it would be really nice to have fine-grained control over tree filtering via the vscode extension api:
-  control over whether a separate input field should be shown above a tree (like the one in the extensions or scm views)
-  callbacks including the search contents that can be used to populate the tree with items.

Thanks for considering this and thanks for an overall great developer experience with vscode :)
Repository: PowerToys
Issue: Restore Window Position
Labels: Needs-Triage

### Description of the new feature / enhancement

Windows 10 has an issue where if more than one external monitor is connected to the device, when the device goes to sleep or the monitors turn off, all the windows move to the primary monitor. This feature would periodically store the window positions and restore them when the user logs back into the device or after waking from sleep.

There already exists an application on github, Persistant Windows, however having a similar feature inside PowerToys where it would be in one app along side the other PowerToys features would be very convienent. 


### Scenario when this would be used?

When the device goes to sleep, all the windows move to the primary monitor. The user would then have to manually move back each window into the position they had it in which would slow down their workflow.

The new feature would automatically restore the windows and the user can continue what they were doing with minimal disruptions.

### Supporting information

_No response_
Repository: storybook
Issue: Provide a way to conditionally stop scrollIntoView from storybook docs
Labels: feature request,needs triage

Problem Statement: 
I am including the storybook docs URL as source of iframe in an another web application that displays all the stories and other additional info. However, the page gets auto scrolled to the first story in the docs page. Which is a problem as there are other information on top of that iframe which user requires to go through first. 
Looking at the code, apparently DocsContainer.tsx calls the utils.ts method to scrollIntoView and there is no conditional check before calling the utils method. (may be w3c specs?? not sure)
Moreover, I do not own the web components for which I am writing the stories to try out any workarounds from web components side.

**Describe the solution you'd like**
Provide a flag and/or method to using which I can deliberately stop the scrollIntoView when I open docs page from another app

**Describe alternatives you've considered**
None. I do not own the web components for which I am writing the stories to try out any workarounds from web components side.
I am not aware if storybook already provides a way to stop this. Please advise

**Are you able to assist to bring the feature to reality?**
yes, I can...
Repository: godot
Issue: AnimatedSprite turns black in Firefox on Mac and Chrome on Android and crashes the game on Firefox on iOS
Labels: bug,platform:web,platform:android,platform:macos,topic:rendering,needs testing

### Godot version

3.5

### System information

Android 12, GLES3

### Issue description

I have a single animated sprite that is 860x860 that is 89 frames as a loading screen in my scene. It either renders black on Firefox in MacOS or Chrome on Android, or completely crashes the game on Firefox on iOS.

### Steps to reproduce

Load an animated sprite in any of those browsers and devices.

### Minimal reproduction project

The project is proprietary so unfortunately I can't provide it.
Repository: PowerToys
Issue: Always ON Ruler mode
Labels: Idea-Enhancement,Help Wanted,Product-Screen Ruler

### Description of the new feature / enhancement

In Screen Rule, have the ability to switch on "always on". Measurements will be able to be captured while you interact with your content.

### Scenario when this would be used?

I work with a lot of documents/images. To get perfect symmetry at present I have to turn on the ruler, measure, turn off, adjust image, turn on ruler, measure, repeat etc.

If the ruler was giving measurements (Vertical/Horizontal) continuously, it would be a brilliant tool.

### Supporting information

_No response_
Repository: go
Issue: crypto/x509, net/http: HTTP POST to Italian government web service fails with "x509: unhandled critical extension" error on Linux host
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
go version go1.19.1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?


<details><summary><code>go env</code> Output</summary><br><pre>
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/fatel/.cache/go-build"
GOENV="/home/fatel/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/fatel/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/fatel/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.1"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/opt/dev/test/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1176337918=/tmp/go-build -gno-record-gcc-switches"


</pre></details>

### What did you do?

I call an Italian government web service to fetch company information.
IMPORTANT: I don't know when this started to fail (the service is rarely used in production)
it works without issues on Windows 11 x64 development laptop

REPRO:
https://go.dev/play/p/rBzkcc1XgDP


### What did you expect to see?
a JSON response


### What did you see instead?
"x509: unhandled critical extension" error
Repository: godot
Issue: Evaluation of default compilation flags for compilation speed vs debugging and performance tradeoffs
Labels: enhancement,discussion,topic:buildsystem

### Godot version

4.0.beta (3472bdd6b6dd7c085b716caabdda16f88e6f167e)

### System information

All

### Issue description

While developing #66242, I got to compile Godot with various flags quite a bit and figured that it would be worth doing a proper review of some of the flags we're using which have a significant impact on the following factors:
- Compilation time (important for contributors and to reduce CI congestion)
- Object size (important for CI cache)
- Performance (important for contributors to test their changes easily)
- Debugging ability (important for contributors to debug crashes or misbehaving code)
- Warnings (important for contributors to find bugs while developing)
- Correspondence to official builds (important for users making custom builds)

I'm opening this issue to do some investigation around our current build flags and the impact of changing some of them on the above factors. Won't be exhaustive but anyone is free to do some tests on a given build flag / factor and help evaluate whether better defaults could be used. I'll use one main comment per flag I'm looking into and others are welcome to do the same.

The aim is to find the right tradeoff mainly between compilation time and performance for contributors using `dev_build=yes` to compile the `master` branch on a daily basis.
Repository: ant-design
Issue: Table树形异步加载，能否加一个像Tree控件异步加载的loading效果
Labels: Inactive

### What problem does this feature solve?

点击展开，异步请求的时候，由于没有加载标识，用户并不知道数据是加载成功了，还是正在加载中

### What does the proposed API look like?

可以像Tree控件通过Promise来控制

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: kubernetes
Issue: Node lifecycle controller does not `markPodsNotReady` when the node `Ready` state changes from `false` to `unknown`
Labels: kind/bug,sig/node,help wanted,good first issue,triage/accepted

### What happened?

When kubelet loses connect, the node goes into the unknown state. The node lifecycle controller marks the pod as not ready by the `markPodsNotReady` function because the health check status of the pod can not be obtained through kubelet. This feature is available only when node's `Ready` state transitions from `true` to `unknown`. 

However, if the node is already in the fail state (such as a containerd failure), `markPodsNotReady` will not take effect if the node loses its connection at this time.

https://github.com/kubernetes/kubernetes/blob/cac53883f4714452f3084a22e4be20d042a9df33/pkg/controller/nodelifecycle/node_lifecycle_controller.go#L883-L888

In this case, the pod may accidentally remain ready, which may cause some network traffic to be accidentally forwarded to this node.

### What did you expect to happen?

As long as the node loses its connection beyond grace time, `MarkPodsNotReady` should always work

### How can we reproduce it (as minimally and precisely as possible)?

1. Stop containerd and wait for the node `Ready` state to false
2. Stop kubelet or shutdown the node and wait the node `Ready` state to unknown
3. The pods which not be evicted on this node would be always ready

### Anything else we need to know?

In the node lifecycle controller logic,`MarkPodsNotReady` is just triggered when a node goes from `true` state to an `unknown` state. The correct way is to trigger when the node becomes `unknown` state regardless of whether the node state was previously true

### Kubernetes version

<details>

```console
$ kubectl version
Server Version: version.Info{Major:"1", Minor:"22", GitVersion:"v1.22.15", GitCommit:"1d79bc3bcccfba7466c44cc2055d6e7442e140ea", GitTreeState:"clean", BuildDate:"2022-09-22T06:03:36Z", GoVersion:"go1.16.15", Compiler:"gc", Platform:"linux/amd64"}
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release

$ uname -a
5.4.119-1-tlinux4-0008 #1 SMP Fri Nov 26 11:17:45 CST 2021 x86_64 x86_64 x86_64 GNU/Linux

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: rust
Issue: Building Rust software for use in an MSYS2 environment?
Labels: O-windows

tl;dr: Is it possible, and if not, how much work would be necessary, to compile Rust programs for MSYS2's emulated POSIX environment (i.e. programs that link against `msys-2.0.dll`)?

MSYS2 is not merely useful as a build environment for cross-compiling on Windows, but also as a portable development environment and alternative to WSL.

So, it would be quite useful to compile some unix-y Rust tools for that environment. I've gotten some crates like bat, ripgrep, and fd-find to work, by building for `x86_64-pc-windows-gnu`, and letting MSYS2's automatic command line path conversion do its magic, but some, especially those dealing with file metadata, terminals, or IPC, don't interoperate very well, since they only talk to the Windows APIs, not the 'emulated' POSIX APIs.

For example, currently, `exa` doesn't build for Windows at all, since it expects some "POSIX-ly" libc extensions.

As my understanding is, at minimum, a custom target would be needed, similar to `x86_64-pc-windows-gnu`, but with `target_family = "unix"`, and which uses the MSYS2-native GCC toolchain, and links against the MSYS2 runtime libraries.

I don't believe this would require building Rust *itself* for MSYS2, the regular, windows-native rustc and cargo should be fine there, however, it would require building `std` et al. for MSYS2.

I haven't experimented with writing my own targets before, so I'd appreciate any advice and directions, as well as hearing if the Rust team is interested in or already looking into supporting MSYS2 as a target "platform".

I understand it's a niche use case, but given MSYS2's value as both a build and development environment on Windows platforms, and its relative portability compared to things like WSL or other forms of virtualization, I believe it could be useful for many people besides myself.
Repository: PowerToys
Issue: Fancy Zones icon on title bar to move to next screen without keyboard
Labels: Needs-Triage

### Description of the new feature / enhancement

As a user, I would like to move windows without keyboard by holding the SHIFT key but only use mouse click. 

Would be very useful if Facny Zones when enabled can add a icon on the window title bar. Upon clicking the icon the window moves to the next monitor. 

![image](https://user-images.githubusercontent.com/1014702/192279027-eeaa6429-9701-48d9-957c-a1ba14eade7e.png)


### Scenario when this would be used?

While using Fancy Zones move window to next screen by mouse click

### Supporting information

_No response_