sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/build: linux-loong64-3a5000 persistently failing to build x/arch and x/net due to `i/o timeout` dialing proxy.golang.org
Labels: Builders,NeedsInvestigation,arch-loong64

```
#!watchflakes
post <- builder == "linux-loong64-3a5000" && log ~ `proxy\.golang\.org.*: i/o timeout`
```

https://build.golang.org/log/94991b7187c612dbbf72b6c15a6b8042c1b13f0f:
```
go: downloading rsc.io/pdf v0.1.1
arm/armspec/spec.go:34:2: rsc.io/pdf@v0.1.1: Get "https://proxy.golang.org/rsc.io/pdf/@v/v0.1.1.zip": dial tcp 142.251.43.17:443: i/o timeout
```

https://build.golang.org/log/e29d99548ed4fe041384e5c0bc53608a46dace6e:
```
go: downloading golang.org/x/sys v0.12.0
go: downloading golang.org/x/text v0.13.0
go: downloading golang.org/x/term v0.12.0
go: downloading golang.org/x/crypto v0.13.0
html/charset/charset.go:20:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
html/charset/charset.go:21:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
html/charset/charset.go:22:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
html/charset/charset.go:23:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
idna/idna10.0.0.go:26:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
idna/idna10.0.0.go:27:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
idna/idna10.0.0.go:28:2: golang.org/x/text@v0.13.0: Get "https://proxy.golang.org/golang.org/x/text/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
http2/h2i/h2i.go:42:2: golang.org/x/term@v0.12.0: Get "https://proxy.golang.org/golang.org/x/term/@v/v0.12.0.zip": dial tcp 142.251.42.241:443: i/o timeout
internal/socket/cmsghdr_unix.go:10:8: golang.org/x/sys@v0.12.0: Get "https://proxy.golang.org/golang.org/x/sys/@v/v0.12.0.zip": dial tcp 142.251.42.241:443: i/o timeout
internal/quic/packet_protection.go:18:2: golang.org/x/crypto@v0.13.0: Get "https://proxy.golang.org/golang.org/x/crypto/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
internal/quic/packet_protection.go:19:2: golang.org/x/crypto@v0.13.0: Get "https://proxy.golang.org/golang.org/x/crypto/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
internal/quic/packet_protection.go:20:2: golang.org/x/crypto@v0.13.0: Get "https://proxy.golang.org/golang.org/x/crypto/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
internal/quic/packet_protection.go:21:2: golang.org/x/crypto@v0.13.0: Get "https://proxy.golang.org/golang.org/x/crypto/@v/v0.13.0.zip": dial tcp 142.251.42.241:443: i/o timeout
```

@golang/loong64: does this builder perhaps need a different `GOPROXY` configuration?
Repository: rust
Issue: Tracking issue for cleaning up core's and std's panic machinery
Labels: C-cleanup,T-libs,A-panic

We can probably clean a bunch of things up in `library/core/src/panic.rs`, `library/core/src/panicking.rs`, `library/core/src/panic/panic_info.rs`, `library/std/src/panic.rs` and `library/std/src/panicking.rs`.

Here's an attempt of a sketch of the situation today:

![diagram](https://github.com/rust-lang/rust/assets/783247/ca92beb3-045f-4e05-87a7-4ca37b1cc29d)

(Edit: last diagram update: 2023-09-21)

(Note that a bunch of the complexity is the implementations of some of these functions, which is not visible in this diagram.)

- [x] Make `PanicInfo::message` available in all situations https://github.com/rust-lang/rust/pull/115561
- [x] Clear up confusion about 'message' (available in #[panic_handler]) and 'payload' (available in panic hook)
   - [x] By splitting PanicInfo into two types? https://github.com/rust-lang/rust/pull/115974
- [x] Add payload_as_str method: https://github.com/rust-lang/rust/issues/125175
- [x] https://github.com/rust-lang/rust/pull/116007
- [ ] Use clearer naming internally 
   - [x] https://github.com/rust-lang/rust/pull/116008
   - [x] Rename `r#try` to `catch_unwind`: #121598
   - [ ] Rename `rust_panic_without_hook` to `resume_unwind`
   - [ ] Remove unnecessary `rust_` prefixes
   - [ ] Find a better name for `begin_panic`
   - [ ] Rename `begin_panic_handler` to just `panic_handler`
- [ ] Simplify more things
- [ ] Document more things
- [ ] ...
Repository: flutter
Issue: Allow customising the margin for horizontal Stepper
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

It's understandable that the horizontally laid out `Stepper` widget with **_Alternative Label_** is supposed to comply with the [Material 1 Spec](https://m1.material.io/assets/0Bzhp5Z4wHba3ckl6ZHZMQlVDQVk/components-acux-stepper-altlblplace-rl.png). However, it would be useful for developers to have the option to modify the `EdgeInsets` of the `Stepper` that is arranged horizontally. But currently, only the margins for the *__vertically__* arranged `Stepper` can be customized.
<img width="570" alt="Screenshot 2023-09-20 at 9 52 16 AM" src="https://github.com/flutter/flutter/assets/31682181/f738c576-2866-4cfa-adf1-27998c1f6d5c">


### Proposal

In my opinion, to be able to achieve this feature #134112 also should concur. Also, since it is a work-in-progress for the `Stepper` widget, the addition of this flexibility will be much appreciated.
Repository: terminal
Issue: `wt.exe` should accept env vars on the commandline
Labels: Product-Terminal,Issue-Task,Area-Commandline

forked from #15496

> `wt -E foo=bar` to manually pass env vars to the `NewTerminalArgs`. This'll let a caller manually pass env vars on the commandline. Great!

builds off the work in #15082. Basically, each of the `-E foo=bar` args would get collected by the arg parser, then eventually passed to `TerminalSettings::CreateWithNewTerminalArgs`. We'd layer them on top of anything from the profile. 

open questions: 
* [ ] syntax?
* [ ] What if I want to pass `-E foo=%bar%`, where `bar` is something defined in the profile's env block, but not the current one?
  - IMO we can just say no to this. This seems impossible, and also _why?_
Repository: kubernetes
Issue: support pod namespace index in cache
Labels: sig/api-machinery,kind/feature,triage/needs-information,triage/accepted

### What would you like to be added?

1. Why doesn't the k8s community have a feature to list pods by namespace index when listing pods from apiserver cache?
2. When I try to implement the pod namespace index, I see "we don't support multiple trigger functions defined". What's the reason?

### Why is this needed?

In our cluster, the number of some resources like pods are very large(100k+). When listing a namespace resources like pods from apiserver cache, the apiserver process will firstly get all the resources in all the namespaces and then filter the resources by namespace predicate even it's a very small request. It's heavy for filtering namespaced resource even the resource number in the namespace is very small with many client requests. It consumes lots of cpu & memory that's not expected.
Repository: godot
Issue: The switch of input method in the Windows system results in incorrect input content
Labels: bug,platform:windows,topic:input

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 30.0.14.7212) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

- Like the video below, I'm using Microsoft Simplified Chinese IME at first, then I use shortcut `Win + Space` switch it to  English IME. But the edit can't handle it well.  

https://github.com/godotengine/godot/assets/72542400/4fa2325c-0412-465b-894f-94fb8c1c10d3



### Steps to reproduce

* Open any text edit in godot.
* Use Microsoft Simplified Chinese IME in Windows System.
* Press any letter, do not press `Enter`.
* Use shorcut `Win + Space`  switch Microsoft Simplified Chinese IME to English IME.
* Then you get incorrect content.

### Minimal reproduction project

N/A
Repository: tauri
Issue: [bug] Android Keyboard overlay/push behavior changes between app launches
Labels: type: bug,status: needs triage,platform: Android

### Describe the bug

Basically, as the screenshots explain, sometimes when I open my app, the keyboard is overlaying over the app, and other times it pushes the content up (shortens the window height)?

I think probably the expected behavior is the latter?

I am still seeing this regression now in `2.0.0-alpha.14`
Don't remember the version I was running when I first started seeing this, but I think it was in august maybe around `2.0.0-alpha.8`?

![Screenshot_2023-08-28_at_23 00 47](https://github.com/tauri-apps/tauri/assets/8182843/3c401193-fac1-45f9-89fe-143b05971b56)


### Reproduction

I think it should happen on any Android app with a text input at the bottom of the screen.

- Open app
- tap text input

Notice that the keyboard covers the input (screenshot right)

- back out of app (just exit app, don't quit)
- open app again

Keyboard should now no longer be covering the input (screenshot left)

Kinda being lazy, but I can build a reproduction repo if there isn't an easily-editable one you area already working with

### Expected behavior

Input should move to be above keyboard (at least that was the behavior prior).

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.5.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.70.0 (90c541806 2023-05-31)
    ✔ Cargo: 1.70.0 (ec8a8a0ca 2023-04-25)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (environment override by RUSTUP_TOOLCHAIN)

[-] Packages
    - tauri [RUST]: git+https://github.com/tauri-apps/tauri/?branch=dev#af3268a4be69e2dee72ba867ee54bc36d12712e6 (2.0.0-alpha.11)
    - tauri-build [RUST]: no manifest (2.0.0-alpha.8, 2.0.0-alpha.8)
    - wry [RUST]: 0.31.1
    - tao [RUST]: 0.22.2
    - @tauri-apps/api [NPM]: not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-alpha.14

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../src-www
    - devPath: http://0.0.0.0:3000/
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Uncaught TypeError: Failed to execute 'decode" on 'TextDecoder' and then froze godot (CHROME ONLY)
Labels: bug,platform:web,topic:core

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Chrome only

### Issue description

This issue first appears on Mac (M1 and Intel). Eventually, it also occurs on my Linux laptop. I finally found out that it only affects Google Chrome, while everything else works as intended. I decided to grab two games from the Godot community. They exhibit the same behavior. It seems that in Godot 4 on Google Chrome, it freezes if you have more than one Godot instance running. It appears to specifically impact Chrome.

Please see the error below:
![image](https://github.com/godotengine/godot/assets/65916520/82d9bec2-cf34-474c-8e6a-2fc003bd2845)

The second screenshot is from another project that is not included in this issue:
![image](https://github.com/godotengine/godot/assets/65916520/94ee304f-63ec-485a-b591-2f873e4cab1e)

Initially, I thought it was just my project, but I eventually noticed that it occurs with other projects as well. I'm not sure how to solve this issue. Keep in mind, it works fine if it's not in Chrome. I chose React because it enables me to have multiple iframes, which allows me to run more than one instance of Godot. I don't want you to see the React issue; I want you to see the Godot issues.

Please keep in mind that this issue pertains to the HTML5 problem with Chrome. The versions I have tested on are Mac (Intel), Linux 20.04, and M1:
Version 116.0.5845.110 (Official Build) (64-bit) (Linux)
Version 116.0.5845.187 (Official Build) (x86_64) (Mac intel)
Version 116.0.5845.187 (Official Build) (arm64) (Mac M1)

### Steps to reproduce

There are three projects. Two are from the Godot community assets, and one is from React.

Start with the React project called Playground:

1.     Navigate to this directory.
2.     npm i.
3.     npm start.
4.     Open `127.0.0.1:4000` in Chrome.
5.     Open javascript console or web console. Wait for like 20 seconds until you see the error like this:
![image](https://github.com/godotengine/godot/assets/65916520/90766950-75c5-4765-a5d7-73f60258c632)


### Minimal reproduction project

![image](https://github.com/godotengine/godot/assets/65916520/578b8ed2-5452-4c6f-912e-23108abb9e78)

Since my files exceed 25 MB, here is my Google Drive link:
https://drive.google.com/file/d/1ElQGrKzrkss7czr8tlamxgAyCqs9av49/view?usp=drive_link

Those are from godot community assets.
`Turn a Video into a Game - With Example YT Video`
`2D Grappling Hook`
https://drive.google.com/file/d/1a-iMW2tnDFpWCJtINIV1HkDTRY-wTW5b/view?usp=sharing
https://drive.google.com/file/d/1zfV7Nl0vZ1QzOckXeavdwzPVc0jlyb9W/view?usp=sharing
Repository: vscode
Issue: Highlight confusable Unicode characters for file explorer
Labels: feature-request,file-explorer

Currently, VSCode is not highlighting confusable Unicode if it's mixed with English characters in the file explorer. This can cause hard-to-diagnose issues. For example, the Cyrillic "y" looks very similar to the English "y," so the file you're looking for may appear to be there visually, but it's actually not. Of course, we shouldn't highlight everything; we should only do so when two different character sets are mixed in the same file or folder name.
Related to https://github.com/microsoft/vscode/issues/136437
![image](https://github.com/microsoft/vscode/assets/8766776/ec5e1004-f9b0-41e1-aba2-1bde1374bce1)
@isidorn
Repository: flutter
Issue: [web] - Fix text input overlay alignment
Labels: a: text input,platform-web,P2,team-web,triaged-web

## Problem
On web, the framework renders text inputs and we overlay transparent DOM `<input>` to support features like native context menus.  The problem with this is that we have an overlay misalignment that leads to a lot of selection bugs, especially on mobile and with multiline inputs.  Additionally, this misalignment prevents us from enabling spellcheck. 

Examples:
* https://github.com/flutter/flutter/issues/79305
* https://github.com/flutter/flutter/issues/134024
* https://github.com/flutter/flutter/issues/124483
* https://github.com/flutter/flutter/issues/99918 (partially - iOS selection can't be made transparent.  However, this issue causes the iOS selection overlay to appear in completely different locations than Flutter's selection overlay)

## Solution
If we can get the input to overlay more accurately over the framework-rendered text, we can solve some of these issues.  

There are a few different components to getting this fixed:

1. `line-height`: we don't apply this on the engine side.  This leads to vertical misalignment. 
2. `letter-spacing`: same as above.  This leads to horizontal misalignment.
3. Syncing scroll state between framework and engine.  The framework handles all of the scrolling.  We don't currently support this - we would need to send scroll state over via a platform message. 
4. Font mismatch.  We need to ensure that the browser fonts match the fonts supported in Canvaskit.
5. Line breaks. For multiline inputs, line breaks can sometimes occur one letter early on the framework input, but not on the DOM input.  This is difficult to solve because the line break algorithms differ between the framework and the browser and there are a lot of variables to account for (e.g. font family, language, etc). 

4 is Canvaskit-specific. 

If we decide to allow the framework to continue to handle pointer events for https://github.com/flutter/flutter/issues/120613, this is something that we would need to solve.
Repository: pytorch
Issue: assert_is_valid_input_type is too weak
Labels: triaged,module: dispatch

### 🐛 Describe the bug

It doesn't reject things like `const int&` even though this really shouldn't be allowed

### Versions

main
Repository: godot
Issue: Tweens no longer functions when pausing despite "Always" process mode
Labels: needs testing,topic:animation

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

Using tweens to add transitions, button animations, focus indicators etc in a pause menu. I have position tweens for the buttons that seem to work fine but the transition tweens(position, modulate) hardly works at all after pausing the game using "get_tree().paused = true". Despite using the process mode "Always", it just doesn't work when I pause the game. I have a couple of tweens going so for brevity, I'm just using going into the settings menu as an example. 

1. Pause the game and tween the menu screen from transparent to white. Doesn't work fully. The entire screen is semi transparent.
2. Tweening the focused button in the root pause menu. The tween just moves an icon up and down. This works.
3. Pressing "Options" tweens out the root menu buttons out of frame and I transition tween the position and modulate from transparent to white as a transition into the options menu. The position tween doesn't work at all(just stays out of view while the modulate tween seems to work.
4. Label and focus indicator tweens to follow the focus doesn't work. 

If I remove the "get_tree().paused", it works just as it's supposed to. I will admit that I'm not sure if this is a bug or just me not seeing something in the docs(in which case, feel free to disregard this report) but from what I read, it should work when not pausing the process for the root node of the pause menu.

### Steps to reproduce

I made a small and simple project to illustrate the issue. Use the button to pause using "get_tree().paused", if it's toggled off. It's just using tweens without actually pausing the game. 

### Minimal reproduction project

[Bugreport.zip](https://github.com/godotengine/godot/files/12675638/Bugreport.zip)
Repository: go
Issue: proposal: slices: add LastIndex and LastIndexFunc
Labels: Proposal

I propose the addition of:
```go
// LastIndex returns the index of the last occurrence of v in s, or -1 if not present.
func LastIndex[S ~[]E, E comparable](s S, v E) int

// LastIndexFunc returns the last index i satisfying f(s[i]), or -1 if none do.
func LastIndexFunc[S ~[]E, E any](s S, f func(E) bool) int
```
which parallels the existence of:
* `strings.IndexXXX`
* `strings.LastIndexXXX`
* `bytes.IndexXXX`
* `bytes.LastIndexXXX`

In my use-case, I'm processing Unicode runes as a `[]rune` and wanted to find the last occurrence of a given rune.
Repository: godot
Issue: Scaled Sprite2D displays part of previous animation frame
Labels: topic:rendering,needs testing,topic:2d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3713) - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

### Issue description

When scaling a Sprite2D by an odd amount (e.g. 11), part the previous animation frame is incorrectly displayed.

For example, with this sprite sheet (scaled up 10x for GitHub):

![Spritesheet](https://github.com/godotengine/godot/assets/1843197/533b2d89-e261-4373-94fc-d80ad9b62e12)

A sprite with a scale of 11 looks like this on the second frame, both in-editor (at 100% zoom) and in-game:
![Sprite showing issue](https://github.com/godotengine/godot/assets/1843197/957c4daa-7379-41d8-9211-dfbff8cca467)

Scaling it by an even amount fixes the issue (12 in this case):
![Sprite not showing the issue](https://github.com/godotengine/godot/assets/1843197/9246d937-e130-4512-a538-30390c8d479d)

Disabling centering also fixes the issue, even with an odd scale (11 in this case):
![Sprite not showing the issue](https://github.com/godotengine/godot/assets/1843197/b8d49a2b-10a6-4395-ba6d-680730950d84)

Zooming out in the editor also fixes the issue:
![Sprite not showing the issue](https://github.com/godotengine/godot/assets/1843197/87411964-a425-4290-908a-c86fc9583d6b)


### Steps to reproduce

1. Download and import the minimal reproduction project
2. Switch to the 2D viewport
3. Note that the bug is present on the oddly-scaled Sprite2D (the left one):
![Editor screenshot showing the bug](https://github.com/godotengine/godot/assets/1843197/4077972e-600e-4ce0-a68a-866cd49f858b)
4. Run the project
5. Note that the bug is present on the oddly-scaled Sprite2D (the left one):
![In-game screenshot showing the bug](https://github.com/godotengine/godot/assets/1843197/8eca1017-83d7-41a0-a89b-453ca957e5f1)


### Minimal reproduction project

[sprite2d-scaling-bug.zip](https://github.com/godotengine/godot/files/12676222/sprite2d-scaling-bug.zip)