sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/mobile/cmd/gomobile: init subcommand doesn't suppport -androidapi flag
Labels: NeedsInvestigation,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.1 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>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/zergon321/.cache/go-build"
GOENV="/home/zergon321/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/zergon321/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/zergon321/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20.1"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build824783065=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

I installed [golang.org/x/mobile](https://golang.org/x/mobile) and latest **Android** SDK and NDK via **Android Studio**. Then I downloaded the [openal-soft](https://openal-soft.org/#download) source code. After this I ran:

```bash
ANDROID_PLATFORM=android-25 ANDROID_HOME=~/Android/Sdk/ ANDROID_NDK_HOME=~/Android/Sdk/ndk/25.2.9519653/ gomobile init -openal ~/cpp/openal-soft/
```

### What did you expect to see?

I expected the command to build **OpenAL** for **Android** so it could be used with `gomobile build`
 and `gomobile install`.

### What did you see instead?

```plaintext
gomobile: ANDROID_NDK_HOME specifies /home/zergon321/Android/Sdk/ndk/25.2.9519653/, which is unusable: unsupported API version 16 (not in 19..33)
```
Repository: node
Issue: test-dgram-udp6-link-local-address failing on AIX 7.2
Labels: aix

* **Test**: test-dgram-udp6-link-local-address
* **Platform**: AIX 7.2
* **Console Output:**
```console
19:28:07 not ok 779 parallel/test-dgram-udp6-link-local-address
19:28:07   ---
19:28:07   duration_ms: 0.295
19:28:07   severity: fail
19:28:07   exitcode: 1
19:28:07   stack: |-
19:28:07     node:assert:124
19:28:07       throw new AssertionError(obj);
19:28:07       ^
19:28:07     
19:28:07     AssertionError [ERR_ASSERTION]: Expected values to be strictly equal:
19:28:07     + actual - expected
19:28:07     
19:28:07     + 'fe80::8034:d9ff:fead:df3f%lo0'
19:28:07     - 'fe80::8034:d9ff:fead:df3f%en1'
19:28:07                                  ^
19:28:07         at Socket.<anonymous> (/home/iojs/build/workspace/node-test-commit-aix/nodes/aix72-ppc64/test/parallel/test-dgram-udp6-link-local-address.js:45:10)
19:28:07         at Socket.<anonymous> (/home/iojs/build/workspace/node-test-commit-aix/nodes/aix72-ppc64/test/common/index.js:448:15)
19:28:07         at Socket.emit (node:events:510:28)
19:28:07         at UDP.onMessage [as onmessage] (node:dgram:933:8) {
19:28:07       generatedMessage: true,
19:28:07       code: 'ERR_ASSERTION',
19:28:07       actual: 'fe80::8034:d9ff:fead:df3f%lo0',
19:28:07       expected: 'fe80::8034:d9ff:fead:df3f%en1',
19:28:07       operator: 'strictEqual'
19:28:07     }
19:28:07     
19:28:07     Node.js v20.0.0-pre
19:28:07   ...
```
* **Build Links**: https://ci.nodejs.org/job/node-test-commit-aix/45070/nodes=aix72-ppc64/consoleFull

This is a follow on from https://github.com/nodejs/node/issues/39143. I'm currently setting up some new AIX 7.2 VMs to attach to the Node.js CI and these have the "en1" and "sit0" network interfaces enabled that we had disabled on the existing VMs due to https://github.com/nodejs/node/issues/39143#issuecomment-868773184. Now, instead of the test crashing (fixed by https://github.com/nodejs/node/pull/41547) the test now errors as above -- looks like the test is expecting the address to be scoped to "en1" but it is scoped to "lo0" (the loopback interface).

cc @nodejs/platform-aix
Repository: godot
Issue: PopupPanel hides after call to popup_centered()
Labels: bug,confirmed,needs testing,topic:gui

### Godot version

4.0 rc3

### System information

Arch Linux

### Issue description

PopupPanel (almost) immediately sets visible to false after a call to popup_centered()

_Note: In my project, my PopupPanel-based dialog opens without issue in RC2, but I need a work-around (described below) for it to open in RC3._


### Steps to reproduce

Create project and setup a root scene as normal.

Create a new scene with only a PopupPanel and a label under it and save scene.
In main scene, add script to root node and enter the following...
```
const POPUPDIALOG = preload("res://path/to/popupdialog.scn")

func _ready() -> void:
  var dialog = POPUPDIALOG.instantiate()
  add_child(dialog)
  dialog.popup_centered()
```

Upon running the program, the dialog will either not appear, or may flicker for a frame or two before hiding.

My current work-around...
Add script to PopupPanel node and enter the following...

```
func _ready() -> void:
  func _ready() -> void:
	visibility_changed.connect((func(): 
		if not visible:
			set_visible.call_deferred(true)
	), CONNECT_ONE_SHOT)
```

### Minimal reproduction project

Create project and setup a root scene as normal.

Create a new scene with only a PopupPanel and a label under it and save scene.
In main scene, add script to root node and enter the following...
```
const POPUPDIALOG = preload("res://path/to/popupdialog.scn")

func _ready() -> void:
  var dialog = POPUPDIALOG.instantiate()
  add_child(dialog)
  dialog.popup_centered()
```
Repository: godot
Issue: Vulkan Mobile: Point rendering casts solid shadows, as opposed to point shadows
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.rc3

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

### Issue description

- Related to https://github.com/godotengine/godot/issues/73826.

This behavior is inconsistent with Forward+, which casts point shadows for materials using poin t rendering.

### Forward+

*Faint shadows appear for points (even the 1-pixel ones if you look carefully).*

![Screenshot_20230223_174332](https://user-images.githubusercontent.com/180032/220973448-44a1fdb0-ab55-40c3-b665-7dba8847c201.png)

### Mobile

*Shadows appear solid.*

![Screenshot_20230223_174348](https://user-images.githubusercontent.com/180032/220973466-bf4d7d2a-b5c6-4a39-95ce-19421b7e209a.png)


### Steps to reproduce

- Create a MeshInstance3D with a SphereMesh.
- Create a second MeshInstance3D with a SphereMesh. Move this sphere below the other one, and keep its default material so you can see this sphere receiving shadows from the other sphere.
- Add a BaseMaterial3D with **Transform > Use Point Size** enabled, then change **Transform > Point Size**.
- Notice shadow casting doesn't change if using the Forward Mobile rendering method.

### Minimal reproduction project

[test_point_rendering_mobile.zip](https://github.com/godotengine/godot/files/10816102/test_point_rendering_mobile.zip)
Repository: vscode
Issue: FR: Allow extension views to be defined as a fixed height.
Labels: feature-request,api,tree-views

Would it be possible to have a view where the height is defined as a fixed value, rather than scaling proportionally to the size of the view container.

For example, I often move code between a vertical and a horizontal monitor. In my side bar I have a few small panels which I never want to change height.

![image](https://user-images.githubusercontent.com/150152/220989777-fea50885-e475-4852-816f-8a9cb5d58c43.png)

When I change to the vertical monitor. Those bottom two panels which I have set the height to exactly what I want, then get scaled.

![image](https://user-images.githubusercontent.com/150152/220990055-3ead141d-51e3-4f1c-a294-4196e84cb96c.png)

What would be ideal is a field in package.json that lets me specify that this panel should be fixed height, and that if the viewport changes, these panels should not be scaled unless unavoidable.

If the views are forced to scale, then they should ideally remember the value the user set them to and try and return to that value when more space is available again.
Repository: godot
Issue: Game Export Segfaults randomly when running --export or --editor --quit from command line
Labels: bug,crash,topic:export

### Godot version

e0de3573f3fc86062763152f5a1ac62f5a986da3

### System information

Linux

### Issue description

Segfault happens when building a game and re-running it will fix the segfault.

Doesn't matter the game, the mirror, tps demo etc.

Full example of steps and how this was run is here.
https://github.com/the-mirror-megaverse/Minimal-Reproduction-Project-CICD-Exports/actions/runs/4255619557/jobs/7403836691

Will not consistently happen:
```	reimport: step 161: part_shield.glb
import: begin: Import Scene steps: 104
	import: step 0: Importing Scene...
	import: step 2: Running Custom Script...
	import: step 104: Saving...
import: end
	reimport: step 162: ray.glb
import: begin: Import Scene steps: 104
	import: step 0: Importing Scene...
	import: step 2: Running Custom Script...
	import: step 104: Saving...
import: end
	reimport: step 163: core.glb
import: begin: Import Scene steps: 104
	import: step 0: Importing Scene...
	import: step 2: Running Custom Script...
	import: step 104: Saving...
import: end
	reimport: step 164: lights.glb
import: begin: Import Scene steps: 104
	import: step 0: Importing Scene...
	import: step 2: Running Custom Script...
	import: step 104: Saving...
import: end
	reimport: step 165: props.glb
import: begin: Import Scene steps: 104
	import: step 0: Importing Scene...
/home/runner/work/_temp/653d49ba-69e0-4ca2-b81b-94ee67a2414e.sh: line 6:  2029 Segmentation fault      (core dumped) ./godot.linuxbsd.editor.x86_64.mono --path ./tps-demo/ --headless --export-release Linux "build/Game.x86_64"
```


### Steps to reproduce

You can fork this repository and run the build a few times to reproduce it: (easy way)
- https://github.com/the-mirror-megaverse/Minimal-Reproduction-Project-CICD-Exports

Or run it locally and follow the same steps as the workflow main.yml file in the MRP repository we have provided.

### Minimal reproduction project

https://github.com/the-mirror-megaverse/Minimal-Reproduction-Project-CICD-Exports

Sponsored by The Mirror
Repository: godot
Issue: emit_signal fails with wstring literals
Labels: bug,topic:core

### Godot version

4.0

### System information

Windows 10

### Issue description

Calling `emit_signal("foo", str, L"foo")` will fail with the error can not convert argument 2 from bool to String. Same if using std::wstring::c_str(). It seems the emit_signal template fails to convert them to `String` even though `String` has a converting constructor for both `char*` and `wchar_t*`.

### Steps to reproduce

1. call `emit_signal` with a wstring literal

### Minimal reproduction project

-
Repository: go
Issue: cmd/go: document required fields needed by -reuse flag and add tests to that effect
Labels: Documentation,NeedsFix,GoCommand

json outputs of `go list` and `go mod download` contain multiple fields
and only subsets of them are required for the subsequent go command runs with -reuse. 
Document those fields clearly and add tests to prevent regression.

cc @rsc @bcmills @suzmue
Repository: go
Issue: cmd/go: `go install` should warn or error if none of its arguments have install targets
Labels: NeedsFix,GoCommand

(I'm on `go version go1.19.5 linux/amd64`)

`go test` reports a warning if there's nothing to do:

```
$ go test -run test_that_doesn't_exist
testing: warning: no tests to run
```

The commands `go test`, `go run`, `go build`, and `go install` will also warn if there are no Go files in the given directory.  
```
$ go test
no Go files in /directory
```
(In the case of `go run`, the warning is `go: no go files listed`)

However, unlike `go test` and `go run`, `go build` and `go install` will not warn when a Go file is present in the current directory but no binary is produced.  

For example, in a directory with file `helloWorld.go` with the contents of the following:

```
package hello

import "fmt"

func talk() {
    fmt.Println("Hello World!")
}
```

`go run` warns
```
$ go run helloWorld.go 
package command-line-arguments is not a main package
```

`go test` warns
```
$ go test
?   	/helloWorldDir	[no test files]
$ go test helloWorld.go 
?   	command-line-arguments	[no test files]
```

But `go install` and `go build` reports nothing.
```
$ go install helloWorld.go
$
```

```
$ go build helloWorld.go
$
```

And simply doing `go install` and `go build` also reports nothing.  
```
$ go install
$
```

```
$ go build
$
```

What I would expect to see is the same warning as `go run`


```
$ go install
package is not a main package
```

```
$ go build
package is not a main package
```
Repository: vscode
Issue: Issue reporting fails silently when bugs url is invalid
Labels: bug,issue-reporter


Type: <b>Bug</b>

GitHub Copilot uses a GitHub discussions URL for their `bugs` `url`.

VS Code's Issue Reporter will offer to file an issue for Copilot but then, 🐛, silently fail when clicking `Create on GitHub`.

Could the reporter detect URLs that are not repos and fall back to showing the URL instead?

VS Code version: Code - Insiders 1.76.0-insider (d0acdbff1f30eac7cc68930013485276d1bae0ec, 2023-02-23T05:23:14.565Z)
OS version: Darwin x64 22.3.0
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: flutter
Issue: Separate Event types in cocoon to different pubsub topics
Labels: team-infra,P2,triaged-infra

A way to help with debugging issues is to separate different webhook events to different subscriptions. The github event payload has an event type that we can use to separate the events to different subscriptions.

As it stands all github webhook events come into one request handler and then are written out directly to pubsub. We can filter on event type in the payload request to reroute to different subscriptions based on feature support.
Repository: godot
Issue: RigidBody2D body_shape_entered does not report multiple collisions with different tiles on the same tilemap when moving diagonally
Labels: bug,topic:physics,topic:2d

### Godot version

4.0.RC3

### System information

Linux

### Issue description

When RigidBody2D collides with multiple tiles on one tilemap, only the first one is reported in body_shape_entered. This happens when the rigid body is moving diagonally, but if it's moving only vertically everything is reported correctly.

### Steps to reproduce

1. Create a tilemap with collisions
2. Try using RigidBody's body_shape_entered to detect collision with 2 tiles at the same time
3. Only get one

In the example project, start the node_2d.tscn scene and hit play, you will see only one print in the log instead of 2.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/10817399/test.zip)
Repository: rust
Issue: Support restricting core/std to a particular version (for msrv purposes)
Labels: T-lang

Since all library types/functions are tagged with the particulars of the rust release that saw their stabilization, I propose that it should be possible to pass a value to `rustc` to have it "pretend" to be an older version by refusing to compile with any features that wouldn't have been available as of a particular msrv version.

Currently projects use a `rust-toolchain.toml` or the `RUSTUP_TOOLCHAIN` environment variable in conjunction with a rustup-provided `rustc` shim to make sure that a project is developed/tested with a particular version (or branch) of the toolchain but this has a number of drawbacks, not the least of which is heavily penalizing OSS developers that contribute to multiple projects each using `rust-toolchain.toml` to enforce some MSRV by requiring them to install each and every rust msrv version.

Obviously this is not intended to be a stand-in for actually compiling and testing code w/ older rust releases to ensure that other issues, deprecations, subtle changes in implementation, etc. all don't affect the code but it would be great if testing (or enforcing) compatibility with a particular version of rust were as simple as using `rustc --msrv xx.yy ..` instead of requiring installation of a separate toolchain altogether.

There's an argument to be made for also allowing the nightly toolchain to pretend to be stable (by disallowing feature gates, etc.) but I imagine the distance between "actual previous-release behavior" and "mock msrv behavior" would necessarily be larger if trying to pretend that rustc-nightly was actually rustc-xx.yy-stable, so I'd be content with just the former :)
Repository: pytorch
Issue: test_ddp_apply_optim_in_backward in distributed_test.py fails for gloo backend
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

Command:

`BACKEND=gloo WORLD_SIZE=2 /usr/bin/python distributed/test_distributed_spawn.py -k cuda -k Cuda -k CUDA -k gpu -k nccl -k DistributedDataParallel -k DDP -v TestDistBackendWithSpawn.test_ddp_apply_optim_in_backward  `

`BACKEND=gloo WORLD_SIZE=2 /usr/bin/python distributed/test_distributed_spawn.py -k cuda -k Cuda -k CUDA -k gpu -k nccl -k DistributedDataParallel -k DDP -v TestDistBackendWithSpawn.test_ddp_apply_optim_in_backward_grad_as_bucket_view_false`

View mismatch:

Mismatched elements: 57026 / 147456 (38.7%)
Greatest absolute difference: 0.058268263936042786 at index (120, 88, 0, 2) (up to 1e-05 allowed)
Greatest relative difference: 13452.156564975463 at index (101, 97, 1, 1) (up to 1.3e-06 allowed)
Params not equal at iteration 0


### Versions

pytorch commit: bc438af6fed4fe1fd0ed80e6d5f5ea17c3ca30bb

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: When creating instance placeholder programaticlly values don't get stored correctly
Labels: bug,topic:core,topic:editor

### Godot version

v3.5.1.stable.arch_linux

### System information

Arch Linux x86_64 5.15.37-1-lts

### Issue description

I'm trying to set a packed scene as an Instance placeholder using a tool script, but calling:

`packedscene.set_scene_instance_load_placeholder(true)`

 keeps the original packed scene script crashing the project.

If I clear the script using:

`packedscene.script = null`

will loose all the non default values from the packed scene

### Steps to reproduce

Generate a node tree using a tool script and then try to convert a packed scene to a Instance Placeholder
```gdscript
tool
extends Node2D

export var create_enemies = false setget do_create_enemies

var enemy_scene := preload("res://enemy.tscn")


func _ready() -> void:
	if not Engine.editor_hint:
		for child in $wrapper.get_children():
			print(child.name)
			if child is InstancePlaceholder:
				print(child.name)
				print(child.get_stored_values())
				child.create_instance()

func do_create_enemies(_value) -> void:
	print("Creating enemies")
	var enemy = enemy_scene.instance()
	enemy.damage = 10
	enemy.position = Vector2(50,50)
	enemy.name = "enemy"
	enemy.set_scene_instance_load_placeholder(true)
	# Crashes without clearing the script
	enemy.script = null
	# but now the stored values are not saved correctly
	$wrapper.add_child(enemy)
	enemy.set_owner(self)
	print(enemy)

```

### Minimal reproduction project

[instance-placeholder.zip](https://github.com/godotengine/godot/files/10817970/instance-placeholder.zip)
Repository: vscode
Issue: [Accessibility] Do not use title attribute when labeling buttons
Labels: bug,accessibility,search-editor

CC @meganrogge

The following is just one of the examples. If there are any other buttons using title attribute for providing text labels. Please either replace them with or additionally use `aria-label`.

## Reproducible Steps

1. Load JAWS screen reader.

1. Press Ctrl+Shift+F

1. Tab to find Use Regular Expression

1. Tab again to land in "Toggle Search Details" expandable button.

## Current Issues

Some screen readers, such as JAWS, do not recognize the "Toggle Search Details" button. It just says "button."

## Solutions

Avoid using title atribute to label this button. Instead, use `aria-label`.

## System Info

Version: 1.76.0-insider (system setup)
Commit: d0acdbff1f30eac7cc68930013485276d1bae0ec
Date: 2023-02-23T05:23:26.617Z
Electron: 19.1.10
Chromium: 102.0.5005.196
Node.js: 16.14.2
V8: 10.2.154.26-electron.0
OS: Windows_NT x64 10.0.22621
Sandboxed: Yes
Repository: next.js
Issue: Start command fails even when .next directory exists within Docker container
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.19.1
      npm: 8.19.3
      Yarn: N/A
      pnpm: 7.27.1
    Relevant packages:
      next: 13.2.0
      eslint-config-next: 13.2.0
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

CLI (create-next-app)

### Link to the code that reproduces this issue

https://gist.github.com/jamesrweb/4f2dea23761753aed91439e854ad6509

### To Reproduce

In the Gist linked above you will find the service `Dockerfile`, `docker-compose` shortened implementation and `next.config.js`. For context, I did use your `with-docker` example setup, using `standalone`, etc and it also fails with the exact same issue.

### Describe the Bug

The app builds inside the container but then states that it cannot find it. As you can see in the screenshot attached, the .next directory is clearly generated and yet next start throws an error stating:


> Error: Could not find a production build in the '/app/.next' directory. Try building your app with 'next build' before starting the production server.

The issue is, that there IS a `/app/.next` directory.

It has all the generated files, etc, etc but somehow `next start` still breaks here.

<img width="734" alt="Bildschirm­foto 2023-02-23 um 21 08 44" src="https://user-images.githubusercontent.com/47126579/221018668-6e03f7aa-9df9-4b15-9b46-8f0bbb2f3fdb.png">


### Expected Behavior

Docker can successfully run the given `nextjs` project and detect the `.next` directory successfully.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

next start in a docker container running in a docker-compose cluster.