sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Crash on fullscreen switch when thread model is Multi-Threaded
Labels: bug,topic:rendering,needs testing,crash

### Godot version

v4.0.beta14.official [28a24639c]

### System information

Arch and Fedora Linux, Geforce 2080 and 3080

### Issue description

Setting the window mode to `Window.MODE_FULLSCREEN` crashes due to:

```
E 0:00:03:0491   _update_swap_chain: Condition "err" is true. Returning: ERR_CANT_CREATE
  <C++ Source>   drivers/vulkan/vulkan_context.cpp:1912 @ _update_swap_chain()
```
[source link](https://github.com/godotengine/godot/blob/28a24639c3c6a95b5b9828f5f02bf0dc2f5ce54b/drivers/vulkan/vulkan_context.cpp#L1912)

```
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: _update_swap_chain (drivers/vulkan/vulkan_context.cpp:1912)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta14.official (28a24639c3c6a95b5b9828f5f02bf0dc2f5ce54b)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib64/libc.so.6(+0x3cb20) [0x7f6f5f4c7b20] (??:0)
[2] /lib64/libnvidia-glcore.so.525.78.01(+0x17bc339) [0x7f6f39fbc339] (??:0)
[3] /lib64/libnvidia-glcore.so.525.78.01(+0x17bc401) [0x7f6f39fbc401] (??:0)
[4] /lib64/libGLX_nvidia.so.0(+0x9c7bc) [0x7f6f484ea7bc] (??:0)
[5] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x4b472eb] (??:0)
[6] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x1a95173] (??:0)
[7] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x1a96224] (??:0)
[8] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x3a3f0fa] (??:0)
[9] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x398f4c1] (??:0)
[10] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x3a610c2] (??:0)
[11] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x3a3af53] (??:0)
[12] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x40d9b15] (??:0)
[13] /home/micha/Apps/Godot_v4.0-beta14_linux.x86_64() [0x4c7a1e0] (??:0)
[14] /lib64/libc.so.6(+0x8b12d) [0x7f6f5f51612d] (??:0)
[15] /lib64/libc.so.6(+0x10cbc0) [0x7f6f5f597bc0] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

1. Set "rendering/driver/threads/thread_model" to multi-threaded in the project settings.
2. At runtime set window.mode to Window.MODE_FULLSCREEN (after ~1 sec)
3. Observe error in the debugger or app crash.

May crash the app or not. 
Depends on the scene resources / complexity ?


### Minimal reproduction project

[fullscreen-toggle-bug.zip](https://github.com/godotengine/godot/files/10504172/fullscreen-toggle-bug.zip)
Repository: kubernetes
Issue: Kubelet accepting pod, setting OutOfCpu on scheduled pods
Labels: kind/bug,sig/scheduling,sig/node,triage/accepted

### What happened?

I'm using Knative to run services that scale up and down with load. Knative creates Deployments, which create ReplicaSets, and then calls the Kubernetes API to scale up and scale down those Deployments based on metrics. 

We've been able to identify pods being scheduled onto nodes that do not have enough resources when the pod is accepted. This has been reported and supposedly fixed several times in 1.22.9 and 1.23.6, however we've run into it here on 1.22.15. The oddest part is these are normal Deployments / ReplicaSets that are causing the problem.

### What did you expect to happen?

Pods should not schedule on nodes where there is not enough CPU to fulfill the resource. This will trigger scheduling elsewhere or node-pool scale up.

### How can we reproduce it (as minimally and precisely as possible)?

Things I think contribute and help to cause this:

- Have a `nodeSelector` or `nodeAffinity` rules
- Have a pod requests to node resource ratio of at least 50 - where 50+ pods of a service would fit on a node given the resource requests
- Scale the deployment / replicaset up and down rapidly with a number of nodes that is close to the max scale of the required or preferred node pools. At max scale or a required node pool, pods should just NOT schedule.

### Anything else we need to know?

https://github.com/kubernetes/kubernetes/blob/v1.22.17/CHANGELOG/CHANGELOG-1.22.md#bug-or-regression-6

#106884

#108366

#107679



### Kubernetes version

<details>

```console
Client Version: version.Info{Major:"1", Minor:"24", GitVersion:"v1.24.3", GitCommit:"aef86a93758dc3cb2c658dd9657ab4ad4afc21cb", GitTreeState:"clean", BuildDate:"2022-07-13T14:30:46Z", GoVersion:"go1.18.3", Compiler:"gc", Platform:"darwin/amd64"}
Kustomize Version: v4.5.4
Server Version: version.Info{Major:"1", Minor:"22", GitVersion:"v1.22.15-gke.1000", GitCommit:"fbf2f97a417bed01195ce67ab3c222d68f06f8b7", GitTreeState:"clean", BuildDate:"2022-10-05T09:28:06Z", GoVersion:"go1.16.15b7", Compiler:"gc", Platform:"linux/amd64"}
```

</details>


### Cloud provider

<details>
Running on GKE v1.22.15-gke.1000
</details>


### OS version

<details>
Google's COS 93 - https://cloud.google.com/container-optimized-os/docs/release-notes/m93

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>
Containerd v1.5.13
</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: flutter
Issue: "return: can only `return' from a function or sourced script" from  update_dart_sdk.sh
Labels: tool,a: annoyance,P3,team-tool,triaged-tool

```
~/git$ flutter doctor -v
Downloading Linux x64 Dart SDK from Flutter engine d98926c32ee7f5efb1de322163a5315e7ab74297...
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
                                 Dload  Upload   Total   Spent    Left  Speed
 33  240M   33 81.0M    0     0  2583k      0  0:01:35  0:00:32  0:01:03 4080k
curl: (56) OpenSSL SSL_read: Connection reset by peer, errno 104
/usr/local/google/home/fujino/git/flutter/bin/internal/update_dart_sdk.sh: line 156: return: can only `return' from a function or sourced script

... (more)
```

The offending line is https://github.com/flutter/flutter/blob/master/bin/internal/update_dart_sdk.sh#L156
Repository: godot
Issue: Window Placement Top Left hides the Windows title bar
Labels: bug,platform:windows,topic:editor

### Godot version

Godot 4.0 - Godot 4.2 (Does not happen on Godot 3.5)

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.23013.1023) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
All rendering Backends

Only happens on Windows, 'bug' is in native DisplayServer code.

### Issue description

When a game is launched with the window placement set to `Top Left`, the Windows title bar is not taken into account.
The application is directly on the top left and the title bar is not visible. The application window therefore can't be moved.
Not sure if this is actually expected, but it is really weird.

![image](https://user-images.githubusercontent.com/66004280/214712302-cb0c50c3-99a3-47e2-a6ad-76e7c704dc8d.png)

Editor settings:
![image](https://user-images.githubusercontent.com/66004280/214710887-f94e71e7-224c-4c21-b2c8-818b04c8a9ca.png)

Window settings:
![image](https://user-images.githubusercontent.com/66004280/214711093-9914e436-ba3b-4f25-a113-bbeba9e18c8f.png)




### Steps to reproduce

Create or use an project and set the window placement rect to `Top Left`.

### Minimal reproduction project

Not needed. Ping me otherwise.
Repository: PowerToys
Issue: Image Resizer: Sorting sizes
Labels: Product-Image Resizer,Needs-Triage

### Description of the new feature / enhancement

This enhancement would give users the ability to organize their image sizes in the Image Resizer tool by width, height, or resolution, or a drag and drop solution, making it easier for the user to find the size they need for a specific project.

### Scenario when this would be used?

This feature would be useful for users who frequently work with multiple image sizes and need to quickly find the right size for a specific project.

For example, a graphic designer who frequently resizes images for different social media platforms would find this feature useful as it would allow them to easily sort through the different image sizes to find the one that fits the dimensions required for a specific platform.

### Supporting information

This enhancement would improve the user experience by making it easier for users to find the image size they need. The drag and drop or sort list by width, height, or resolution feature would allow users to quickly and easily organize their image sizes in a way that makes sense for their specific workflow. 

Additionally, this feature would save users time by reducing the need to manually search for the right image size.
Repository: go
Issue: x/tools/cmd/fiximports: TestFixImports failures
Labels: NeedsInvestigation,Tools

```
#!watchflakes
post <- pkg == "golang.org/x/tools/cmd/fiximports" && test == "TestFixImports"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/2641062364f2d095e2bf8533aff158aa1054795f)):

    panic: test timed out after 10m0s
    
    syscall.Syscall6(0x1c1, 0x6fb, 0xc0000b8f34, 0x0, 0xc000164240, 0x0, 0x0)
    	/tmp/workdir/go/src/syscall/asm_unix_amd64.s:39 +0x5
    syscall.wait4(0xc0000b8f38?, 0x40ccc7?, 0x90?, 0x5a5960?)
    	/tmp/workdir/go/src/syscall/zsyscall_netbsd_amd64.go:34 +0x4e
    syscall.Wait4(0x203000?, 0xc0000b8f6c, 0xc0000b8fe8?, 0x5622c6?)
    	/tmp/workdir/go/src/syscall/syscall_bsd.go:144 +0x2b
    os.(*Process).wait(0xc0001854d0)
    	/tmp/workdir/go/src/os/exec_unix.go:43 +0x77
    os.(*Process).Wait(...)
    	/tmp/workdir/go/src/os/exec.go:132
    os/exec.(*Cmd).Wait(0xc00048f4a0)
    	/tmp/workdir/go/src/os/exec/exec.go:514 +0x54
    os/exec.(*Cmd).Run(0x5ac4a7?)
    	/tmp/workdir/go/src/os/exec/exec.go:341 +0x39
    golang.org/x/tools/cmd/fiximports.list({0xc0000b9340?, 0x1?, 0xc0003e8fc0?})
    	/tmp/workdir/gopath/src/golang.org/x/tools/cmd/fiximports/main.go:489 +0x1d9
    golang.org/x/tools/cmd/fiximports.fiximports({0xc000058840?, 0x1, 0x1})
    	/tmp/workdir/gopath/src/golang.org/x/tools/cmd/fiximports/main.go:156 +0xe8
    golang.org/x/tools/cmd/fiximports.TestFixImports(0xc0000a4680)
    	/tmp/workdir/gopath/src/golang.org/x/tools/cmd/fiximports/main_test.go:222 +0x625
    testing.tRunner(0xc0000a4680, 0x5ba450)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: [flutter_tools] we should run `flutter precache --all-platforms` in CI as a test
Labels: tool,P2,team-tool,triaged-tool

We should verify that all required remote binary artifacts exist on cloud storage. For example, to verify this change: https://github.com/flutter/flutter/pull/119177#issuecomment-1404393650
Repository: flutter
Issue: Unable receive Platform Channel calls in background isolates
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

Please, enable **full** support for Platform Channels from any Isolate.

I'm really confused why [this issue](https://github.com/flutter/flutter/issues/13937) has been closed as this hasn't been fully solved and currently it's only possible to achieve a one-way communication with the native code from any Isolate.

When i try to call an Event Channel inside another Isolate, I'm getting the following error:

_Unsupported operation: Background isolates do not support setMessageHandler(). Messages from the host platform always go to the root isolate._

A possible use case for Event Channels is observing a collection of Firestore documents to perform a computation on the data or observing a user's location.
Repository: flutter
Issue: Make ImageProvider.loadImage() abstract
Labels: framework,a: images,P3,c: tech-debt,team-framework,triaged-framework

In https://github.com/flutter/flutter/pull/118966, we added `ImageProvider.loadImage()`.  This method should be abstract in `ImageProvider`, but due to the need for backwards compatibility, it was made as a non-abstract method to allow subclasses time to migrate.

Once the deprecation period for the old method (`loadBuffer()`) is over and that method is removed, the base `ImageProvider.loadImage()` should be made abstract.
Repository: stable-diffusion-webui
Issue: [Bug]: (MacOS, Linux) Unlimited generating time with Hires.fix
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

After updating to the latest, with Hires.fix, it randomly keep extending the generating time to infinite. Suppose to take 7 min to make one but it stops at 50% and then keep extending the finishing time. 

### Steps to reproduce the problem

Turn on Hires.fix

### What should have happened?

Suppose to finish in 7 min for 576x768 with 20 steps.

### Commit where the problem happens

WebUI

### What platforms do you use to access UI ?

MacOS

### What browsers do you use to access the UI ?

Apple Safari

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: flutter
Issue: Purchase is not restored on few mobile phones in Production. 
Labels: p: in_app_purchase,package,a: production,team-ecosystem,P2,triaged-ecosystem

Anyone having the same experience that `in_app_purchase: restorePurchase` is working fine on my phone and simulators but then there are a few devices not working in production, Google Play and Apple store. 

I need to use this plugin to restore purchase of a subscription so that my users will have an ad-free version of the app. Somehow a few devices are still seeing ads although purchase was done. I don't know how to catch or solve the error since I cannot recreate it on both Android and iOS.

Should I just switch to other plugins? Experienced developers please help.
Repository: react
Issue: [DevTools Bug]: event.metaKey + f to focus SearchInput doesn't work on Windows
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://beta.reactjs.org/

### Repro steps

1. Open React Dev Tools -> Components
2. Try hitting (Windows Key) + f

On Windows 10/11, the Feedback Hub opens up. It will not focus on the search input.

I understand this probably works fine on Mac, but on Windows it'd be great to use a key that won't be intercepted by Windows. Like `Shift + f`. or `Ctrl + Alt + f`. Or, perhaps as soon as I start typing (unless I'm typing in another focused input). Or, if I press `/`. Something!

I thought at first DevTools didn't have a keyboard shortcut but then I looked at the source code and saw it uses [`metaKey`](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/metaKey) which _totally_ doesn't work on Firefox in Windows.

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: PowerToys
Issue: power toys run
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

A feature that shows only the files, programs and shortcuts in the folder we have determined should be added.

### Scenario when this would be used?

When we do a quick search with Alt+space, we can easily access only the files in the folder we specified.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Automatic Installation - webui-user.sh does not run (Linux Mint + 5700 XT) 
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I did all the things at the [https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Install-and-Run-on-AMD-GPUs](url) and when i RUN IN TERMINAL the webui-user.sh pops up and closes itself after a ms. If i click RUN there comes no window. 

If im running the webui.sh, a command window pops up and after one ms it closes itself, but webui.sh created a venv folder in my directory.

### Steps to reproduce the problem

1. Installed Linux Mint
2. Installed Python 3.10.6
3. installed Git
4. git clone https://github.com/AUTOMATIC1111/stable-diffusion-webui
5. Place stable diffusion checkpoint (model.ckpt) in the models/Stable-diffusion directory
6. --precision full --no-half to COMMANDLINE_ARGS= in webui-user.sh (I have a 5700 XT)
7. RUN webui-user.sh


### What should have happened?

I think Firefox should pop up and shows me the UI.


### Commit where the problem happens

6cff440

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
#!/bin/bash
#########################################################
# Uncomment and change the variables below to your need:#
#########################################################

# Install directory without trailing slash
#install_dir="/home/$(whoami)"

# Name of the subdirectory
#clone_dir="stable-diffusion-webui"

# Commandline arguments for webui.py, for example: export COMMANDLINE_ARGS="--medvram --opt-split-attention"
#export COMMANDLINE_ARGS="--precision full --no half"

# python3 executable
#python_cmd="python3"

# git executable
#export GIT="git"

# python3 venv without trailing slash (defaults to ${install_dir}/${clone_dir}/venv)
#venv_dir="venv"

# script to launch to start the app
#export LAUNCH_SCRIPT="launch.py"

# install command for torch
#export TORCH_COMMAND="pip install torch==1.12.1+cu113 --extra-index-url https://download.pytorch.org/whl/cu113"

# Requirements file to use for stable-diffusion-webui
#export REQS_FILE="requirements_versions.txt"

# Fixed git repos
#export K_DIFFUSION_PACKAGE=""
#export GFPGAN_PACKAGE=""

# Fixed git commits
#export STABLE_DIFFUSION_COMMIT_HASH=""
#export TAMING_TRANSFORMERS_COMMIT_HASH=""
#export CODEFORMER_COMMIT_HASH=""
#export BLIP_COMMIT_HASH=""

# Uncomment to enable accelerated launch
#export ACCELERATE="True"

###########################################
```


### Additional information, context and logs

_No response_
Repository: flutter
Issue: [plugins] superfluous words from comments
Labels: d: api docs,package,team-ecosystem,P3,triaged-ecosystem

There are some places where `to to`, or `the the` is commented.

Also, there are some misspellings, in the comments, or in some method names.
Repository: rust
Issue: Unclear TAIT error on auto trait solving
Labels: A-diagnostics,T-compiler,F-type_alias_impl_trait

I am trying to use TAIT to poll a future constructed by an `async fn`, but running into this error, I am unsure where the issue exactly is, would appreciate any guidance
Example Code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=b2a9d6f2493a79743f66e7852aeca81a

Error 
```
error[[E0391]](https://doc.rust-lang.org/nightly/error-index.html#E0391): cycle detected when computing type of `BarFuture::{opaque#0}`
  --> src/lib.rs:7:18
   |
7  | type BarFuture = impl Future<Output = usize> + Send + Sync + 'static;
   |                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
note: ...which requires type-checking `<impl at src/lib.rs:17:1: 17:11>::bar_project`...
  --> src/lib.rs:23:40
   |
23 |         let bar: &mut BarFuture = &mut self.bar;
   |                                        ^^^^
   = note: ...which requires evaluating trait selection obligation `core::pin::Pin<&'a mut State>: core::ops::deref::DerefMut`...
   = note: ...which again requires computing type of `BarFuture::{opaque#0}`, completing the cycle
note: cycle used when checking item types in top-level module
  --> src/lib.rs:1:1
   |
1  | / #![feature(type_alias_impl_trait)]
2  | |
3  | | [use std::future::Future;](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=b2a9d6f2493a79743f66e7852aeca81a#)
4  | | [use std::pin::Pin;](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=b2a9d6f2493a79743f66e7852aeca81a#)
...  |
33 | |     }
34 | | }
   | |_^
```

_Originally posted by @dignifiedquire in https://github.com/rust-lang/rust/issues/86733#issuecomment-1404677348_

We should make cycle errors due to opaque types tell the user about the fact that they can control what's in the defining scope and what isn't
Repository: vscode
Issue: Terminal DOM renderer clips the top of the cell, cutting off tall glyphs like U+23A1 ⎡
Labels: bug,upstream,windows,confirmed,upstream-issue-linked,terminal-rendering

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.74.3
- OS Version: Windows_NT x64 10.0.22621

**Problem:**

The VSCode terminal display of Unicode characters U+23A1 (`⎡`) and U+23A4 (`⎤`) is mangled and looks more similar to U+23A2 or U+23A5 instead (`⎢`). These characters are helpful in rendering matrices properly.


**Steps to Reproduce:**

1. Paste `⎡ ⎤` into the VSCode terminal: observe that they are wrongly rendered:
![image](https://user-images.githubusercontent.com/26799210/214799436-3f17b17c-53c1-40ca-b93e-7971fcd87027.png)
2. Compare with e.g. Windows Terminal:
![image](https://user-images.githubusercontent.com/26799210/214799569-ee5da80c-fc52-4b54-8558-24c6bdd7b078.png)
Repository: PowerToys
Issue: Keyboard stroke visualiser
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Keyboard stroke visualiser.  When keys are pressed, these are rendered on the screen.  This should be customisable so that all or some (those in combination with ctrl, alt, shift, etc.) are shown.

### Scenario when this would be used?

Useful when recording video tutorial demonstrations of new software and features. 

### Supporting information

Similar to freeware like Carnac