sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Disabling CodeLens Not Discoverable
Labels: feature-request,code-lens

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Hi there, first of all, thanks for your continued work on VS Code, indispensable editor! 🙌

Does this issue occur when all extensions are disabled?: Yes, if CodeLens contributed by VS Code and not an extension

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.75.1
- OS Version: macOS Ventura 13.2 (22D49)

Steps to Reproduce:

1. Open a GitHub Workflow file in VS Code with [the YAML extension](https://marketplace.visualstudio.com/items?itemName=redhat.vscode-yaml) installed
2. Try to figure out how to disable the CodeLens at the top of the file (or even what it's called, as an inexperienced user)

Here is a screenshot of such a CodeLens with the text `GitHub Workflow - YAML schema for GitHub Workflow (github-workflow.json)`:

![2023-02-11_12-37](https://user-images.githubusercontent.com/1935696/218256725-eb1b5422-047d-4b9f-bb29-c988203063bb.png)

Clicking on the CodeLens (even right clicking) will open another file, which may be inexplicable to users:

https://user-images.githubusercontent.com/1935696/218256730-efb3b5ec-5c44-49b2-828c-2e3808070a05.mp4

It is unclear:

1. What this CodeLens is (also, what the official name of it is)
2. Where this CodeLens is coming from - in this situation, contributed by an extension
3. How to disable it

There is no UI provided by VS Code to help discover any of these things.

Experienced users may guess to configure `editor.codeLens: false` in their settings.json, but this is a very hidden / undocumented setting, and also disables all CodeLens contributions, instead of just this single one:

```json5
{
  // Disable CodeLens "GitHub Workflow - YAML Schema for GitHub Workflow (github-workflow.json)" in YAML files
  "editor.codeLens": false
}
```

---

Regarding the obtrusive CodeLens in this particular extension, I have also filed an issue in their repository:

- https://github.com/redhat-developer/vscode-yaml/issues/887
Repository: godot
Issue: [C# 4.0] Inspector shows wrong value for overridden virtual properties
Labels: bug,topic:dotnet

### Godot version

4.0 rc1

### System information

Windows 10

### Issue description

The inspector doesn't show the correct exported values for overridden properties as shown below. The same also happens when the property in the derived class uses `new` instead of `override`.


### When both values are exported:

Base.cs:
```
public partial class Base : Node2D
{
	[Export] 
	protected virtual float Test { get; set; } = 3;
}
```

Derived.cs:
```
public partial class Derived : Base
{
	[Export]
	protected override float Test { get; set; } = 150;
}
```

![image](https://user-images.githubusercontent.com/10262137/218255843-31c94982-0635-49a6-b501-72d0929878cb.png)

### When ONLY the Derived class exports, the expected value is shown:
![image](https://user-images.githubusercontent.com/10262137/218256037-83e20d92-cc34-4b63-934e-b70ce845f839.png)

### When ONLY the Base class exports (the most likely use case):
![image](https://user-images.githubusercontent.com/10262137/218256107-72b85b53-6ed9-45cc-a17e-ddbcb542ae07.png)

### When running the game, in all cases
![image](https://user-images.githubusercontent.com/10262137/218258333-d90311c5-1c1c-4816-ac57-94834d253ef1.png)


### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: kubernetes
Issue: High memory usage of kube-controller-manager for caching full objects
Labels: kind/bug,sig/scalability,sig/api-machinery,triage/accepted

### What happened?

KCM uses generic informers to watch all k8s objects, which is unnecessary memory overhead as all generic controllers currently only use object metadata. This issue makes KCM have proportional memory usage to ETCD database size.

### What did you expect to happen?

KCM has low memory usage which is proportional to the count of k8s objects.

### How can we reproduce it (as minimally and precisely as possible)?

1. create a cluster with KCM running
2. create large objects (eg. configmaps of size 512 KiB)
3. observe KCM memory usage

### Anything else we need to know?

_No response_

### Kubernetes version

version tested: v1.27.0


### Cloud provider

<details>
NA
</details>


### OS version

<details>
NA
</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: godot
Issue: saving on android shows no popup and spams errors in the console
Labels: bug,platform:android,topic:editor,confirmed,usability

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4 rc1

### System information

Android 13, Samsung Galaxy 7 FE

### Issue description

When i try to save, there is no progress popup, instead those errors show up:

```
Godot Engine v4.0.rc1.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
--- Debug adapter server started ---
--- GDScript language server started ---
Selected screen scale:  2
  editor/progress_dialog.cpp:173 - Do not use progress dialog (task) while flushing the message queue or using call_deferred()!
  editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
  editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
  editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
  editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
  editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
  editor/progress_dialog.cpp:235 - Condition "!tasks.has(p_task)" is true.

```

Files seem to be correctly saved though.

### Steps to reproduce

open a project, make a new scene, save, look at the console

### Minimal reproduction project

see above
Repository: bitcoin
Issue: Failing to fetch `cfheader` corresponding to block header in `headers` message
Labels: Bug,P2P

<!-- Describe the issue -->

Occasionally when I receive a `headers` message on the p2p network, and attempt to fetch the `cfheader` that corresponds to a block header inside of a `headers`, i get this error message inside of my `debug.log`

>2023-02-07T16:47:15Z [net] Failed to find block filter hashes in index: filter_type=basic, start_height=150, stop_hash=3ca9030aeb6c2721cfbab0116b8d96e2d3c7e00738238010e0bc622566dc2aed


**Expected behavior**

I should be able to fetch a `cfheader` for a block after the block has been relayed to me over the p2p network via `headers` p2p message.

<!--- What behavior did you expect? -->

**Actual behavior**

It fails to fetch the `cfheader` that corresponds to the block.

**To reproduce**

I am unable to reproduce reliably, but this does occur ~1/5 times when running test suites on bitcoin-s. 

**System information**

24.0 (although i have seen this behavior for awhile and believe this issue exists in older versions of `bitcoind`)

The OS/CPU arch does not seem to be a factor in this bug. I can reproduce on Linux/mac machines with older/newer versions of bitcoind

I've attached the `debug.log` for my `bitcoind` instance. The block hash in question is `3ca9030aeb6c2721cfbab0116b8d96e2d3c7e00738238010e0bc622566dc2aed`.


[debug.log](https://github.com/bitcoin/bitcoin/files/10714034/debug.log)


This is related to: https://github.com/bitcoin-s/bitcoin-s/issues/4976
Repository: go
Issue: proposal: debug/gosym: expose function start line and inline tree
Labels: Proposal

Expose function start line through an API in the `debug/gosym` package.

The `.gopclntab` section [includes data for the starting line number of a function](https://cs.opensource.google/go/go/+/master:src/runtime/runtime2.go;drc=40a0986959167e7b82ae16a35a5dd2a347609eff;l=894), however, the `debug/gosym` package does not export an API that allows reading this data. I propose adding it to the API surface.

Use case: I happen to work on the [Parca](https://parca.dev/) open-source continuous-profiling project and we quite frequently run into Go binaries, that don't include DWARF debuginfos (which we discourage but it's out of our control) but of course keep the `.gopclntab`, so we would like to be able to support those binaries as best as possible. The function starting line number in particular is important for the new PGO features, as noted in the [documentation appendix](https://go.dev/doc/pgo#alternative-sources).
Repository: excalidraw
Issue: During the collab, an error message pops up
Labels: good first issue,UX/UI

During the collab, an error message pops up "Couldn't save to the backend database, the canvas seems to be too big. You should save the file locally to ensure you don't lose your work.". As a result, there is no way to continue the collab, the constant appearance of an error window interferes. Saving to a local file and refreshing the page does not help.
Repository: godot
Issue: C#: System.Random and other dotnet classes throw an exception on iOS
Labels: bug,topic:dotnet

### Godot version

v3.5.1.stable.mono.official.6fed1ffa3

### System information

iOS 16.3

### Issue description

This is similar to previous issues such as:
#38810
#40633
#40757

They were supposedly fixed by:
#49248

However, some of these classes are still not working. This seems to be contained only to the iOS platform when the app is submitted to App Store Connect, aka, not a simulator build. When simply instancing `Random rand = new Random();` it throws an exception. This also seems to be connected to why this method- `System.Text.Json.JsonSerializer.Serialize();` which comes from the `System.Text.Json` NuGet package also throws an exception because it gives this stack trace:

`System.TypeInitializationException: The type initializer for 'System.Numerics.Hashing.HashHelpers' threw an exception. ---> System.TypeInitializationException: The type initializer for 'System.Random' threw an exception. ---> System.EntryPointNotFoundException: SystemNative_GetNonCryptographicallySecureRandomBytes`

Things I've tried:
1. Using `GD.RandRange()` works, but only if I set `Unhandled Exception Policy` to `LogError` instead of `TerminateApplication` because it somehow still throws an exception while simultaneously returning the correct data. However, this doesn't solve the `System.Text.Json.JsonSerializer()` issue because it still seems to rely on `System.Random` specifically. 
2. I verified that `System.Text.Json` is compatible with `net472` and `net48` even though it is normally packaged with dotnet 6.0 and so on.
3. I used a different source generator that does not use reflection because AOT on iOS prevents execution of dynamic code so the serialization part doesn't seem like the issue related to the `System.Text.Json.`

So that leads me to believe that it's probably not an issue with `System.Text.Json.` Perhaps symbols are being stripped when it's uploaded to App Store Connect, and when something that relies on native classes are called, an exception is thrown. Unfortunately, I'm not sure how to resolve something like that. 

This symbol issue could be related to these:
#48701
#58454

### Steps to reproduce

1. Create a default mono enabled project.
2. Use `System.Random rand = new Random();` somewhere in a script.
3. Wrap `new Random()` in a `try catch` and set `Unhandled Exception Policy` to `LogError` from project settings to more gracefully see issue.
4. Export for iOS.
5. Upload to App Store Connect.
6. Download from TestFlight and run.

Alternatively, use the same steps but just use `System.Text.Json.JsonSerializer.Serialize()` after adding that as a NuGet package.
Make sure to change source generator from the default to metadata because of AOT restrictions on iOS.

### Minimal reproduction project

N/A since described above.
Repository: flutter
Issue: Killed isolate still holding files it created on windows
Labels: c: crash,engine,dependency: dart,platform-windows,has reproducible steps,P2,blocked,found in release: 3.7,found in release: 3.8,team-engine,triaged-engine,dependency:dart-triaged

Go to this [repo](https://github.com/mgenware/kill_isolate_windows_issue) for a reproducible demo. Build and run the app:

<img width="200" alt="1" src="https://user-images.githubusercontent.com/11565096/218275437-e94db1b0-9dd8-4864-927a-44f5b6a0c508.png">

Tap "start isolate". It generates a tmp file path on main thread and passes it to a new isolate, which then creates the file and writes data to it periodically.

Wait a few secs and tap "stop isolate". The running isolate should be killed and main thread gets notifed and then tries to delete the tmp file. On macOS / iOS / Android, the tmp file can be successfully deleted like this:

<img width="759" alt="2" src="https://user-images.githubusercontent.com/11565096/218275623-c0dda1d3-8fba-462d-80ca-00f142fa7959.png">


But on windows, it 100% failed with:

```
the process cannot access the file because it is being used by another process. errno = 32)
```

![image](https://user-images.githubusercontent.com/11565096/218275692-c4eed694-7a6e-4274-ad7f-f1c70cc852b6.png)

The killed isolate seems to still hold the tmp file and prevent other processes from accessing it.

<details>
  <summary>flutter doctor</summary>

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.7.3, on Microsoft Windows [Version 10.0.22621.1105], locale en-US)
[✓] Windows Version (Installed version of Windows is version 10 or higher)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop for Windows (Visual Studio Enterprise 2022 17.4.4)
[✓] Android Studio (version 2022.1)
[✓] VS Code (version 1.75.1)
[✓] Connected device (3 available)
[✓] HTTP Host Availability

• No issues found!
```

</details>
Repository: excalidraw
Issue: Collaborator name offset in RTL languages
Labels: More information needed / cannot reproduce,RTL

![image](https://user-images.githubusercontent.com/40431124/218275971-5d30f246-d9b5-4186-9334-801d9b211111.png)
Repository: opencv
Issue: Android: read / write files with a file descriptor (or other method) instead of string path
Labels: feature,priority: low,platform: android

### Descripe the feature and motivation

On Android we don't always have a file path.
Most of the time we obtain an Uri that we can open with a Context / ContentResolver.
The ContentResolver can open the Uri and return ParcelFileDescriptor that can give access to the file descriptor.

I should be great if the image, video or other method allow to specify the file to work with using the file decriptor.
This way the android java wrapper can get it from the ContentResolver and pass it to the native code.

* https://developer.android.com/reference/android/content/ContentProvider#openFile(android.net.Uri,%20java.lang.String)
* https://developer.android.com/reference/android/os/ParcelFileDescriptor#detachFd()

### Additional context

_No response_
Repository: godot
Issue: Scene preview on scene tab does not disappear on android editor
Labels: bug,platform:android,topic:editor

### Godot version

4 RC1

### System information

Android 13, Samsung Galaxy 7 FE

### Issue description

This little preview doesn't go away on android editor. I managed to make it disappear by hovering on it with the pen then moving away the cursor, but i didn't find a way using only fingers.

![image](https://user-images.githubusercontent.com/7917475/218276328-af229d7e-4bea-4563-87e8-566e88617502.png)


### Steps to reproduce

Open multiple scenes, click on the tab to switch from one to the other, observe previews not disappearing (on android editor)

### Minimal reproduction project

see above
Repository: godot
Issue: Godot 4.0rc1 Windows no longer emit "item_rect_changed()" when moved, unable to find similar functionality
Labels: discussion,topic:core

### Godot version

4.0rc1

### System information

Linux (PopOS) x64

### Issue description

Porting a Godot3 project to Godot4. In godot3 we were using **WindowDialog** and restricting it to the confines of a **ColorRect** by connecting to the "item_rect_changed()" signal from **WindowDialog**. From there we could prevent the **WindowDialog** node from moving outside the bounds of its parent.

In 4.0rc1 "Window" no longer has a "item_rect_changed()" signal to connect to. There doesn't seem to be a signal emitted around updates to the window's .position value. We have tried using "_physics_process()" to keep the **Window** node from moving out of bounds, but it seems the function runs too late. The result is that the window "jumps" from out-of-bounds back to the region where it is restricted to, alternating state until the user releases the mouse button and stops attempting to move the window out-of-bounds of the **ColorRect**.

Is there either a signal we can use when the **Window**'s position is updated or another way of putting limits on a **Window**'s position? If not would the dev team be open to this addition to Godot4?


### Steps to reproduce

1. Create a **ColorRect** node
2. Create a **Window** node, make it a child of the **ColorRect**
3. Attempt to restrict the **Window** to the bounds of the **ColorRect**

In the minimal project provided, start the default scene and attempt to move the window out of the bounds of the **ColorRect**. You'll notice it snaps in and out of place. The expected behavior would be to connect to a signal that allows updating of the **Window**'s position before it is updated on the screen.

This behavior could be found in the "item_rect_changed()" signal in Godot3.

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/10714555/minimal.zip)

1. Start the scene provided
2. Click the **Window**'s title bar and hold the mouse button down
3.  Attempt to move the window outside of the bounds of of the **ColorRect**

The expected behavior is that the window does not flicker between the two positions.
Repository: godot
Issue: Vulkan: Multimesh.get_instance_transform(id) returns a ZERO matrix for all instances when read in first frame
Labels: bug,topic:rendering,confirmed

### Godot version

4.0 RC 1

### System information

Ubuntu 22.04

### Issue description

When using a MultiMeshInstance node, its _Multimesh.get_instance_transform(id)_ method returns a Zero transform for all instances. In this way, set_instance_transform(i, get_instance_transform(i) ) makes the instances to disappear. Is this the intended behavior?

### Steps to reproduce

The minimal project has a MultiMeshInstance node for testing. All instance transforms are returning zero. If applied back to instances of course they disappear because of the zero scale.

![Screenshot from 2023-02-11 15-23-32](https://user-images.githubusercontent.com/8985409/218279674-e94cb744-11df-4ed6-b226-dff8edee45d7.png)
![Screenshot from 2023-02-11 15-23-56](https://user-images.githubusercontent.com/8985409/218279675-12fe2173-8228-486c-9d7a-60f12f21188c.png)


### Minimal reproduction project

[multimesh_project.zip](https://github.com/godotengine/godot/files/10714633/multimesh_project.zip)
Repository: neovim
Issue: incsearch does not support {offset}
Labels: enhancement

### Problem

The fact that incsearch allows ctrl-g and ctrl-t to cycle through different instances of the matched string before accepting the complete motion is awesome, particularly when used in operator-pending mode.  Say we have the following line and our cursor is at the beginning in normal mode:
`blah blah blah`
We can use `c/blah<ctrl-g><ctrl-g><enter>` to change everything up to the third "blah" (exclusive).  But what if I wanted to include the third "blah" in the change?  It seems like I should be able to make use of the {offset} (:help /) to do `c/blah/e<ctrl-g><ctrl-g><enter>` ; however ctrl-g and ctrl-t do nothing as soon as you add the second slash to specify the offset.


### Expected behavior

Desired behavior would be for ctrl-g and ctrl-t to still cycle through potential matches and once enter is pressed, any {offset} specified would be respected.  In the example above, our change would include the third "blah" (we would be in insert mode with nothing on the current line).
Repository: godot
Issue: CodeHighlighter breaks in editor
Labels: bug,topic:editor,confirmed

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Linux Mint 21.1 x86_64, Forward+, Intel i3-3120M

### Issue description

When a new "CodeHighlighter" is created and the ColorRegions is populated, then depopulated with "Remove Item", the ColorRegions Dropdown no longer works and the output shows the error `editor/editor_properties_array_dict.cpp:1086 - Condition "!prop" is true.`

### Steps to reproduce

Open a new project, Create a new "CodeHighlighter" Resource, go to "ColorRegions" in the inspector and edit "new key".
Select "Remove Item". This throws the error and breaks the ColorRegions dropdown.

### Minimal reproduction project

N/A
Repository: godot
Issue: The scene is blank during instantiating of GLTF scene
Labels: topic:editor,needs testing,topic:3d

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Linux kernel 5.15.0-58-generic, x86_64, Ubuntu 22.04 // 00:02.0 VGA compatible controller: Intel Corporation GeminiLake [UHD Graphics 600] (rev 06) // OpenGL ES GLSL ES 3.20

### Issue description

Hello everyone!

When I try in empty 3D scene to open 3D gltf-file via 'Instantiate Child Scene' then I get a black scene
![Black_scene](https://user-images.githubusercontent.com/87900709/218284951-1f62d81b-5dad-43d7-8c65-9fc0956ae7dc.png)
But if I open this file via "Open Scene" then it looks normal
![Normal_scene](https://user-images.githubusercontent.com/87900709/218285179-18823c93-354b-493b-90a7-88473381f29e.png)

**Additionally**: could you please take a look at https://github.com/godotengine/godot/issues/72748

### Steps to reproduce

1) Create 3D scene in any project
2) Right button click on "Node3D" component -> "Instantiate Child Scene" -> choose gltf-scene

### Minimal reproduction project

Blank project