sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: `TextField` widgets in Flutter DevTools are being treated as new password inputs 
Labels: a: text input,platform-web,P2,team-web,triaged-web

### Steps to reproduce

1. Run a Flutter app from the command line
2. Open the DevTools URI for that app in Chrome window that you are signed into (not incognito/guest)
3. Try to type into the eval bar or the file search explorer on the debugger page

Chrome thinks that the `TextField` is a new password text field and the Chrome password manager popup is displayed. 



### Expected results

No Chrome password manager pop up. 

### Actual results

Chrome acts like this is new password input. 

### Code sample

<details open><summary>Code sample</summary>

```dart
flutter run -d chrome 
open DevTools uri
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>
![Screenshot 2024-02-05 at 10 56 30 AM](https://github.com/flutter/flutter/assets/21270878/acd9c74c-158e-469b-ada8-16688908c6ec)


</details>


### Logs

<details open><summary>Chrome version</summary>

```console
Version 121.0.6167.139 (Official Build) (x86_64)
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[!] Flutter (Channel master, 3.20.0-2.0.pre.9, on macOS 14.3 23D56 darwin-x64, locale en)
    ! Warning: `dart` on your path resolves to
      /Users/elliottbrooks/.dart-sdks/3.4.0-edge.0151574bb0be59755319688ac9cd4477ac45fa14/bin/dart, which is not
      inside your current Flutter SDK checkout at /Users/elliottbrooks/dev/flutter. Consider adding
      /Users/elliottbrooks/dev/flutter/bin to the front of your path.
    ! Upstream repository git@github.com:elliette/flutter.git is not a standard remote.
      Set environment variable "FLUTTER_GIT_URL" to git@github.com:elliette/flutter.git to dismiss this error.
[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
[!] Xcode - develop for iOS and macOS (Xcode 14.2)
    ! CocoaPods 1.10.2 out of date (1.13.0 is recommended).
        CocoaPods is used to retrieve the iOS and macOS platform side's plugin code that responds to your plugin
        usage on the Dart side.
        Without CocoaPods, plugins will not work on iOS or macOS.
        For more info, see https://flutter.dev/platform-plugins
      To upgrade see https://guides.cocoapods.org/using/getting-started.html#updating-cocoapods for instructions.
[✓] Chrome - develop for the web
[✓] Android Studio (version 2020.3)
[✓] VS Code (version 1.86.0)
[✓] Connected device (2 available)
[✓] Network resources

! Doctor found issues in 2 categories.
```

</details>
Repository: PowerToys
Issue: Quick Accent causes sticking keys in Git GUI application
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.77.0

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Type in git gui application.

### ✔️ Expected Behavior

Typing is reactive and correct

### ❌ Actual Behavior

Keys get missed or stuck on (causes repeats). Space bar sometimes doesnt work. 

### Other Software

WSL launches git gui

WSL version: 2.0.9.0
Kernel version: 5.15.133.1-1
WSLg version: 1.0.59
MSRDC version: 1.2.4677
Direct3D version: 1.611.1-81528511
DXCore version: 10.0.25131.1002-220531-1700.rs-onecore-base2-hyp
Windows version: 10.0.19045.3930
Repository: PowerToys
Issue: [Run] Crash (`COMException`) when trying drag and drop when other DnD is already in progress
Labels: Issue-Bug,Product-PowerToys Run,Priority-1

### Microsoft PowerToys version

0.77.0.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

- Start a lengthy drag-n-drop process; for example by extracting a big zip in winrar by dragging the contents to another folder
- Open PT Run, search for a file
- Try to drag-n-drop that file to anywhere

Exception + tracelog:
```
System.Runtime.InteropServices.COMException: A drag operation is already in progress

   Source: 
   TargetAssembly: WindowsBase, Version=8.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35
   TargetModule: WindowsBase.dll
   TargetSite: Void DoDragDrop(System.Runtime.InteropServices.ComTypes.IDataObject, IOleDropSource, Int32, Int32[])
   at MS.Win32.UnsafeNativeMethods.DoDragDrop(IDataObject dataObject, IOleDropSource dropSource, Int32 allowedEffects, Int32[] finalEffect)
   at System.Windows.OleServicesContext.OleDoDragDrop(IDataObject dataObject, IOleDropSource dropSource, Int32 allowedEffects, Int32[] finalEffect)
   at System.Windows.DragDrop.OleDoDragDrop(DependencyObject dragSource, DataObject dataObject, DragDropEffects allowedEffects)
   at System.Windows.DragDrop.DoDragDrop(DependencyObject dragSource, Object data, DragDropEffects allowedEffects)
   at PowerLauncher.MainWindow.SuggestionsList_MouseMove(Object sender, MouseEventArgs e)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
   at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
```

### ✔️ Expected Behavior

I would expect the drag-drop to work, but I can imagine that might not be possible due to Windows constraints. But then at the very least I would expect PTRun to not crash (or even nicer - show a cross cursor or something to indicate you can't drag-drop)

### ❌ Actual Behavior

PTRun crashes

### Other Software

_No response_
Repository: vscode
Issue: Avoid glare on code blocks in Dark HC theme
Labels: themes,accessibility

Code blocks in the Dark HC theme use a pure white background. This can be a problem for those who use the Dark HC theme because of glare. We should use a darker colour or use an outline instead.

<img width="918" alt="image" src="https://github.com/microsoft/vscode/assets/103326/f2bc22d4-a001-4950-93b5-fa390c249e87">



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<!-- 🔧 Launch with `code --disable-extensions` to check. -->

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Repository: go
Issue: x/tools/gopls: completion doesn't work correctly in some conditions
Labels: gopls,Tools

### gopls version

v0.14.2

### go env

```shell
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\worlpaker\AppData\Local\go-build
set GOENV=C:\Users\worlpaker\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\worlpaker\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\worlpaker\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.6
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=NUL
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\Users\worlpaker\AppData\Local\Temp\go-build2689359370=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

Completion doesn't work correctly in some conditions.

**variable completion after comma:**

```go
package main

func main(){
	minimum, maximum := 0, 0
	minimum, max
}
```

**Demonstration**

https://github.com/golang/go/assets/34960716/367e50c3-0a45-48e4-9839-3a2c4bccd588



### What did you see happen?

The completion of `max` became `maxmaximum`.

### What did you expect to see?

The completion for `max` should be `maximum`.

### Editor and settings

_No response_

### Logs

_No response_
Repository: PowerToys
Issue: Fancyzones Custom Layout Editor Crash
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.78

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

<img width="1052" alt="image" src="https://github.com/microsoft/PowerToys/assets/159072981/846b9366-07b2-4683-8e20-f7964a666c57">

Pressing this button gives me this error 

![image](https://github.com/microsoft/PowerToys/assets/159072981/20c71fd3-2485-40bb-9904-ce8c6937d14f)



### ✔️ Expected Behavior

Expecting the usual behavior , of letting me make a custom layout

### ❌ Actual Behavior

It crushes and gives me an error

![image](https://github.com/microsoft/PowerToys/assets/159072981/ded285a8-feeb-4fc8-9cf2-46ac95859b9b)


### Other Software

_No response_
Repository: godot
Issue: `get_gravity` yields different results from `_process` and `_physics_process`
Labels: bug,discussion,topic:physics

### Tested versions

Reproducible in: Godot 4.3.dev [d3352813e]

### System information

Windows 10 (10.0.22631)

### Issue description

Related to #84640.

Due to the current implementation of `PhysicsBody*D.get_gravity` relying on `body_get_direct_state` you will end up with desync between the gravity reported by `_physics_process` and the gravity reported by `_process`, within the same physics frame.

This means that when a body enters/exits an area with some type of gravity override, `_process` will pick up on the change before `_physics_process` does, while they still report the same position in the world, which can potentially lead to subtle and hard-to-track-down bugs.

The reason for this is because of how a frame is laid out in Godot, which in very simplified terms goes something like this:

- Maybe do the physics tick
    - Pull state from the physics server
    - Run `_physics_process`
    - Step the physics simulation/server
    - Maybe repeat
- Do the idle tick
    - Run `_process`
- Render, audio, input, etc.

The important thing to note here is that the physics simulation/server is stepped inbetween `_physics_process` and `_process`, which means that the physics simulation/server is always one tick ahead of `_physics_process` while `_process` is running.

This means that if you use something like `body_get_direct_state`, which as the name would suggest gives you direct access to the physics server, you will bypass the state synchronization that typically happens before `_physics_process` and access the most current (future) value in the physics simulation/server instead, leading to a desync with `_physics_process`.

### Steps to reproduce

- Run the MRP
- Note the output logs when the `CharacterBody3D` enters the `Area3D`
- Note the output logs when the `CharacterBody3D` exits the `Area3D`

### Minimal reproduction project (MRP)

[GravityDesync.zip](https://github.com/godotengine/godot/files/14171687/GravityDesync.zip)
Repository: rust
Issue: libcore on riscv64gc-unknown-none-elf contains problematic .sdata section
Labels: A-LLVM,C-bug,I-heavy,O-riscv

libcore on riscv64gc-unknown-none-elf contains a ".sdata" section filled with (apparently) read-only constants, which causes problems on some embedded platforms.  Because it is a single monolithic section (as opposed to `.sdata.*` or `.srodata.*`), any output binary that requires any part of it will include the section in its entirety.  Because it is mutable (as opposed to `.srodata` or `.srodata.*`), it requires mutable RAM, which can be scarce.  (In fact, I'm trying to use Rust in an environment that doesn't support mutable global variables at all.)

It would be much better for the objects in this section to go into individual `.srodata.*` sections so (1) they can be included or excluded from the binary individually, and (2) they can be placed in read-only memory.  Another option for objects that are only used by one function would be to put them in the `.text.*` sections that contain those functions so PC-relative loads can be used to load them.  (I think this is the convention on ARM.)

Reproduce with https://github.com/dreiss/rust_sdata_repro , revision 6dde765a933eb27b6b2cb81f77a539d7eafe88b7 (which is basically just a riscv-rt skeleton with a call to `core::ffi::CStr::from_bytes_with_nul`), by running `cargo build --release` , then extracting the binary's data section with `objdump -s -j.data target/riscv64gc-unknown-none-elf/release/sd-test` .  For example, you can see the string "INFINITY", which is not used by code in this application.

The functions that reference .sdata are:
```
core::ffi::c_str::CStr::from_bytes_until_nul
core::ffi::c_str::CStr::from_bytes_with_nul
<core::fmt::builders::PadAdapter as core::fmt::Write>::write_str
core::fmt::float::<impl core::fmt::Debug for f32>::fmt
core::fmt::float::<impl core::fmt::Debug for f64>::fmt
core::fmt::num::exp_u128
core::fmt::num::fmt_u128
core::fmt::num::imp::exp_u64
core::fmt::num::imp::fmt_u64
core::fmt::num::parse_u64_into
core::num::dec2flt::decimal::parse_decimal
core::num::dec2flt::<impl core::str::traits::FromStr for f32>::from_str
core::num::dec2flt::<impl core::str::traits::FromStr for f64>::from_str
core::num::dec2flt::parse::parse_number
core::num::flt2dec::strategy::dragon::format_exact
<core::panic::panic_info::PanicInfo as core::fmt::Display>::fmt
<core::ptr::alignment::Alignment as core::fmt::Debug>::fmt
core::slice::memchr::memchr_aligned
core::slice::memchr::memrchr
core::str::converts::from_utf8
core::str::converts::from_utf8_mut
<core::time::Duration as core::fmt::Debug>::fmt::fmt_decimal
<T as core::any::Any>::type_id
```



### Meta
`rustc --version --verbose`:
```
rustc 1.75.0 (82e1608df 2023-12-21)
binary: rustc
commit-hash: 82e1608dfa6e0b5569232559e3d385fea5a93112
commit-date: 2023-12-21
host: x86_64-unknown-linux-gnu
release: 1.75.0
LLVM version: 17.0.6
```

Reproduces on nightly as well.
Repository: tauri
Issue: [bug] [v2.0.0-beta] ENOTDIR: not a directory, open [...]/node_modules/@tauri-apps/cli/tauri.js/package.json
Labels: type: bug,status: needs triage

### Describe the bug

After running `pnpm tauri ios dev`, I get this error:
> ENOTDIR: not a directory, open [...]/node_modules/@tauri-apps/cli/tauri.js/package.json

The init command `npx tauri ios init` run before was successful.

### Reproduction

On macOS, follow the official guide:
- Install Rust
- Intall Xcode tools
- Init Tauri project
- Run dev mode

### Expected behavior

No error, run the app in simulator

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.2.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.11.0
    - pnpm: 8.7.0
    - yarn: 1.22.19
    - npm: 10.2.4
    - bun: 1.0.25

[-] Packages
    - tauri [RUST]: 2.0.0-beta (no lockfile)
    - tauri-build [RUST]: no manifest (no lockfile)
    - wry [RUST]: no manifest (no lockfile)
    - tao [RUST]: no manifest (no lockfile)
    - @tauri-apps/api [NPM]: 2.0.0-beta.0
    - @tauri-apps/cli [NPM]: 2.0.0-beta.0

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite

[-] iOS
    - Developer Teams: XXX (ID: XXX)
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: flutter
Issue: Mark intentionally cancelled builds as `cancelled` instead of `failed`
Labels: team-infra,P2,triaged-infra

### Type of Request

feature request

### Infrastructure Environment

Cocoon I believe?

### What is happening?

It often happens where infra intentionally stops a build because a newer commit is available or the pull request is closed.

However, I'm guessing for historic reasons, we mark the status as `failure`.

### Steps to reproduce

See https://github.com/flutter/engine/pull/50312 for examples.

### Expected results

I'd like to see us use `cancelled`: 
![image](https://github.com/flutter/flutter/assets/168174/0c49c1ef-7095-4b72-99e6-d6e273e05075)

<https://docs.github.com/en/rest/checks/runs?apiVersion=2022-11-28#list-check-runs-for-a-git-reference>
Repository: flutter
Issue: [web] No callbacks called in `HtmlElementView.fromTagName` when key matches
Labels: c: new feature,a: platform-views,platform-web,P3,team-web,triaged-web

> We seem to be having a bug with `HtmlElementView.fromTagName` where the callback is never called if there's already an element on the page of the same type.  I see that the call is being made and the new widget is returned, but the callback never fires and the previous element of that type isn't removed from the DOM.
> I'm not really sure how to further debug this

It seems the problem is when a `key` is shared for a widget, and it re-renders, there's no `onElementCreated` callback:

```
HtmlElementView.fromTagName(
  key: _someSharedValue,
  tagName: 'iframe',
  onElementCreated: (element) {
    // This only gets called the first time, but not when the widget updates...
  }
)
```

This has been worked around by passing `key: UniqueKey()`, but this widget should conform with the API of a key, and handle *updates*.

(Reported in an internal [chat](https://chat.google.com/room/AAAANQ6-YFo/H6vLDn_eu6M))
Repository: TypeScript
Issue: Allman style in import syntax seems weird
Labels: Bug,Help Wanted,Domain: Formatter

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: `1.86.0`
- OS Version: `Linux Tastral 6.5.0-10022-tuxedo microsoft/vscode#26 SMP PREEMPT_DYNAMIC Thu Jan 18 02:29:42 UTC 2024 x86_64 x86_64 x86_64 GNU/Linux` (ubuntu-based - TuxedoOS 2)


Steps to Reproduce:

1. Add an `import` line
2. Break `import` line into 2 lines from the inside of bracket
3. Format for first time, you'll see all brackets got new line and indented \
   ![image](https://github.com/microsoft/vscode/assets/68631458/ab13c5a8-f16c-4bc2-b298-cadd6f470195)
4.  Format for second time, you'll see all brackets lose its indentation \
   ![image](https://github.com/microsoft/vscode/assets/68631458/b74a7e8c-c409-4f71-9f54-ee74a1539403)

I see 2 problems in here:

1. Format 2 times with 2 different results is no good
2. If the `from` keyword got new line, it always get intended. I don't think it make sense. Can we just have like this:

```ts
import
{
   ChallengeTier,
   ChallengeLevel, ChallengeData
}
from './challenge.ts'
```

This happens when I use TypeScript. I haven't tested it on JavaScript.
Repository: PowerToys
Issue: mouse without board bug
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

I am currently using a main computer monitor with a resolution of 3440 x 1440, and the secondary computer monitor has a resolution of 2880 x 1800 with a scaling ratio of 200%. When moving the mouse from the secondary monitor to the main monitor, there is an issue where the mouse cursor snaps to the center of the screen.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

![image](https://github.com/microsoft/PowerToys/assets/1191470/664d7a95-b04f-4f80-bf82-f33d1c7d09f0)
Repository: pytorch
Issue: Inductor doesn't move 0-D tensors to enable cudagraphs
Labels: triaged,module: cuda graphs,oncall: pt2

### 🐛 Describe the bug

https://gist.github.com/mlazos/eceda66a1003f62895e22292f1c63a1b

We disable cudagraphs in this case, when it should be possible to move this 0-D arg to the proper device


This can occur in optimizers with tensor LR if the LR is on CPU.
### Versions

Nightly 6c67f3333a539e8f29515375a87612897214f8f2

cc @mcarilli @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: godot
Issue: Sprite2D, Texture>Repeat property repeats region incorrectly by wrapping over unselected area.
Labels: discussion,topic:rendering,topic:2d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Linux Kubuntu 23.04 KDE Plasma Version: 5.27.4 KDE Frameworks Version: 5.104.0 Qt Version: 5.15.8

### Issue description

See attached project. 
I created a Sprite2D node and added a texture, of which I want only a selection repeated. However the repeat, wraps around to the start of the texture instead of the start of the region.

### Steps to reproduce

Assume you want to repeat a texture on a 2D scene (such as a section of wall on platformer) left to right

1. Add a Sprite2D to a scene
2. Add a texture such as PNG
3. Check Region Enabled and click Edit Region. 
4. Choose a subsection (do not start at the left edge) by adjusting selected box accordingly.
5. The above will repeat your selection on the scene, but will also wrap around and include the unselected left edge.

Original texture file
![image](https://github.com/godotengine/godot/assets/930478/0c072426-be56-4bd3-ad07-efd1ae88e2c6)

In screenshot below notice the Sprite2D is repeated with spaces in between, but the Edit Region does not start there.

![image](https://github.com/godotengine/godot/assets/930478/b99843fe-12a1-42bd-85c8-8e92c9f7a81e)



### Minimal reproduction project (MRP)

[Archive.zip](https://github.com/godotengine/godot/files/14173038/Archive.zip)