sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Remote Tree scrollbar gets wonky when some of the nodes are multiline
Labels: bug,topic:gui

### Godot version

Godot v4.1.dev4

### System information

Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)

### Issue description

To be more precise, you can't scroll all the way to the bottom; if you do, the view goes back up shortly. Here's an example (I'm sorry for the wonky cropping, but should demonstrate it well-enough):

https://github.com/godotengine/godot/assets/85438892/0f1d8451-ad48-4b43-b540-3b7fd2fc9dcf

Nodes are probably not supposed to be multiline, but this issue likely goes deeper.

### Steps to reproduce

Shown above pretty much

### Minimal reproduction project

N/A
Repository: go
Issue: cmd/gofmt: Slice access not being formatted to reflect operator precedence
Labels: NeedsDecision

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?
<pre>
$ go version
go version go1.20.4 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="~/.cache/go-build"
GOENV="~/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="~/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="~/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20.4"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="~/Desktop/oneworld/go.mod"
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-build41908708=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?
https://go.dev/play/p/7EnkFFdEfKt

`gofmt` (or clicking the "Format" button on the link) will insert spaces between operators to indicate their precedence (line 7). However, this does not apply to a slice accessor (line 10).

This can make code hard to read in more complex operations, such as converting cartesian coordinates to an index (example below.)

### What did you expect to see?
```go
func (arr *Array3d) getByte(x, y, z int) byte {
  return arr.data[x*arr.width*arr.height + z*arr.height + y)
}
```

### What did you see instead?
```go
func (arr *Array3d) getByte(x, y, z int) byte {
  return arr.data[x*arr.width*arr.height+z*arr.height+y]
}
```
Repository: vscode
Issue: Inconsistency in "Replace" between text files and notebooks
Labels: polish,notebook-find

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
I would like to suggest implementing consistent behavior in the "Replace" widget between notebooks and standard text files.
To achieve this, simply having the notebook "Replace" widget work as in the standard text file would do.

In text files, calling the "Replace" widget via keybind or the command prompt automatically focuses the search part of the widget, unless a selection is active. In a notebook, the replace part of the widget is focused instead.

When pressing the escape key when the widget is focused, it will close the widget only if you are calling it from a standard text file, whereas if you are in a notebook it will simply lose focus.

When pressing tab and the search part of the widget is on focus it will jump to the replace part of the widget, if you are using it in a standard text file. If you are on a notebook, it will cycle between the different buttons (i.e.: match case, match whole word, etc.).

In the notebook version of the widget there is no keyboard shortcuts to replace the current selection or to replace all selections, which contrasts when its being used in a standard text file which offers customizable keybinds for both (`editor.action.replaceOne` and `editor.action.replaceAll` if I'm not mistaken).

I think it would be a really good idea to have this widget work in a notebook as if it was a single larger text file, as it would allow to jump between different cells easily, replace all occurrences and, to me the most important part, work properly using keyboard shortcuts.
Repository: pytorch
Issue: [onnx] aten::cumprod cannot be exported to ONNX
Labels: module: onnx,triaged,OSS contribution wanted

### 🐛 Describe the bug

aten::cumprod fails to be exported to ONNX

```
import torch
from torch import nn

class Test(nn.Module):
    def forward(self, x):
        return torch.cumprod(x, dim=-1)

if __name__ == '__main__':

    model = Test()
    torch.onnx.export(model, torch.randn(1, 1, 1024, 65), "cumprod.onnx")
```

error message:
```
torch.onnx.errors.UnsupportedOperatorError: Exporting the operator 'aten::cumprod' to ONNX opset version 14 is not supported.
```

### Versions

PyTorch version:  2.0.1+cu117
python : 3.9
Repository: godot
Issue: Clicking on unselected nodes in AnimationNodeBlendTree causes unexpected movements (GraphEdit bug)
Labels: bug,topic:editor,topic:gui,topic:animation

### Godot version

4.1-dev4

### System information

Godot v4.1.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

- When I click on an unselected node in the BlendTree, it gets selected, but teleports somewhere else on the tree.
- I would expect the node to not teleport, and instead just become selected.

This problem occured when I migrated one of my older projects to 4.1-dev4, but I was also able to replicate this issue in a completely new project.

![Godot_v4 1-dev4_win64_7jCwbO2HRD](https://github.com/godotengine/godot/assets/4664921/fb3c6bbb-eaa2-486b-9d64-2823eaf7be86)

### Steps to reproduce

1. Create an AnimationTree
2. Add an AnimationNodeBlendTree to the Tree Root
3. Click on the Output node

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: [Run] Right click menu for context actions
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Hello,

I'd like to suggest a right click menu to be implemented into PowerToys Run. Specifically, I would like the option to exist to open the explorer folder of whichever file I have highlighted. However, thinking broadly, it could be helpful to implement a right click menu with other features and options, such as rename, run as admin, etc.

### Scenario when this would be used?

When browsing through files in PowerToys Run and not wanting to use or not remembering what the hotkeys are.

### Supporting information

If this could please work with Everything.exe addon for PowerToys Run that would be appreciated.
Repository: ant-design
Issue: Cascader组件添加下拉菜单的 style API
Labels: help wanted,Inactive

### What problem does this feature solve?

多个组件使用dropdownStyle会互不影响修改下拉样式，目前dropdownMenuColumnStyle解决不了当前问题。

### What does the proposed API look like?

和Select组件dropdownStyle一样。

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Crash every time at startup with 'Code 5'
Labels: bug,freeze-slow-crash-leak,file-io

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.78.2
- OS Version: macOS Ventura 13.4 (Apple M1 Pro)

Steps to Reproduce:

1. Startup VSCode in any way.
2. There are two windows opening, a second window is always opened with the text `The editor could not be opened because the file was not found.`
3. A few seconds later the window crashes with: `The window terminated unexpectedly (reason: 'crashed', code: '5')`
4.  On the second window you can still continue working.

Something along the same lines was also reported in [this](https://github.com/microsoft/vscode/issues/143101) and users reported that they saw the same issue after the OP reported not seeing the problem anymore.

Copy of closed:
https://github.com/microsoft/vscode/issues/180916

Attached find the crash report 
[vscode-crash.zip](https://github.com/microsoft/vscode/files/11330697/vscode-crash.zip)
Repository: neovim
Issue: Implement a `TabMoved` autcommand event
Labels: enhancement,events,statusline

### Problem

I like to configure my own tabline/statusline with tabnames and other information, and currently I have no way to detect when tabs are moved around. I have bound execution of the function updating my tabline/statusline components to all the available `Tab*` events; but `TabMoved` is missing.
I am not using the GUI version or features other than my colors being 24-bit.

More discussion can be found in #6916.

This behavior can be reproduced with no plugins, no options and only a custom tabline/statusline function (which is the target of this problem).

### Expected behavior

Except for builtin tabline, user-designed components cannot easily detect when tabs are reordered using `:tabmove` command.
Currently, I'm using other events which occur more frequently so that the tabline/statusline component is updated often. This is a hack and clearly not the ideal approach.
Repository: electron
Issue: [Feature Request]: Expose fencedframe and controlledframe tags in Electron
Labels: enhancement :sparkles:,component/webview

fencedframe: https://developer.chrome.com/en/docs/privacy-sandbox/fenced-frame/
controlledframe: https://github.com/WICG/proposals/issues/88

The fencedframe and controlledframe tags are very similar to the webview tag in Electron: they are all isolated iframes running in their own processes, and they behave like top frames. I believe lots of existing users of webview tags can migrate to these tags, which will be very helpful when we have to remove webview some day in not-very-far future.

The fencedframe and controlledframe have already been implemented in Chromium, though still being experimental. The fencedframe tag is available to all web pages, but it is currently behind some flags and require the web page to send a special header to be able to be displayed. The controlledframe tag is only available for Isolated Web Apps (IWAs).

Exposing them in Electron does not take much work, but before doing that I'm interested to know if users would really be interested to use them.
/cc @electron/wg-api @deepak1556 @miniak @Kilian
Repository: pytorch
Issue: TypeError: (): incompatible function arguments
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

Hello，I am customizing process group backends using cpp extensions according to PyTorch Tutorials，[Customize Process Group Backends Using Cpp Extensions — PyTorch Tutorials 2.0.1+cu117 documentation](https://pytorch.org/tutorials/intermediate/process_group_cpp_extension_tutorial.html) . But an error occurred . It seems to be type error, but I find the type is right. 
**In addition, I tried on the PyTorch Release 23.05 image and found no issues. However, when I uninstalled torch2.0.0 and reinstalled it through pip install, I was able to reproduce the type error. Does this mean that installing torch through pip install may miss some dependencies, causing type errors?** 
The specific error message is shown below:
```
  File "/opt/conda/lib/python3.8/site-packages/torch/distributed/distributed_c10d.py", line 895, in init_process_group
    default_pg = _new_process_group_helper(
  File "/opt/conda/lib/python3.8/site-packages/torch/distributed/distributed_c10d.py", line 1034, in _new_process_group_helper
    backend_class = creator_fn(store, group_rank, group_size, timeout)
TypeError: (): incompatible function arguments. The following argument types are supported:
    1. (arg0: c10d::Store, arg1: int, arg2: int, arg3: datetime.timedelta) -> c10d::Backend

Invoked with: <torch.distributed.distributed_c10d.PrefixStore object at 0x7f8db2ec9230>, 1, 4, datetime.timedelta(seconds=1800)
```

### Versions

nvcr.io/nvidia/pytorch:23.05-py3

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: flutter
Issue: Leading space for TextSpan
Labels: c: new feature,framework,a: typography,c: proposal,P3,team-framework,triaged-framework

### 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

I've been searching around to find a way to make an indented block (or a paragraph) within a single TextField that is configured for multiple line input. The goal is to make a custom purpose rich text editor. 

I've been customizing TextEditingController's buildTextSpan method to achieve what I wanted to do so far. But this block indentation feature is more difficult than I thought. 

I know TextSpan accepts TextStyle as a parameter, so just as an idea, if we can pass leadingSpace (leadingMargin, leadingPadding or something along this line) to give a space before every line of text within this TextSpan, that would achieve what I want. (it doesn't have to be this way. I'm certainly not too familiar with lower level mechanism here) 

### Proposal

Please see the attached below. I'd like to achieve something like this in a very simple case. 

![Screenshot 2023-06-05 at 15 49 05](https://github.com/flutter/flutter/assets/48747894/8e79cb7c-898a-4673-985d-d824805a9003)
Repository: go
Issue: valgrind fails
Labels: ExpertNeeded,help wanted,NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.15 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Probably


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
v
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/erez/.cache/go-build"
GOENV="/home/erez/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/erez/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/erez/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.15"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.15/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build273804324=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
Use valgrind

### What did you expect to see?
To pass


### What did you see instead?
Errors.

### Why is that a problem?

I saw this comment about valgrind:
`Valgrind is really a tool for C programs.`
`It assumes it can replace malloc with its own copy, it assumes`
`the standard C stack model, I'm sure it assumes other things`
`specific to that world too.`
This is perfectly right.

But I do not run valgrind to check the go application.
I run valgrind to check C/C++ libraries that are linked with my go application!
And as they are libraries, they are linked differently with my go application.
So running valgrind with a different language, would not provide the same result.

Python provide the `PYTHONMALLOC=malloc`.
I would except something similar with Go language.
See: https://docs.python.org/3/c-api/memory.html
And: https://docs.python.org/3/using/cmdline.html#envvar-PYTHONMALLOC
Repository: terminal
Issue: Terminal windows opened from Windows Explorer via double click cannot join with existing terminal sessions
Labels: Needs-Repro,Issue-Bug,Product-Terminal,Priority-2,Area-DefApp,Area-Remoting


<hr>

> **Note**: 📌 Pinned comment: **https://github.com/microsoft/terminal/issues/15509#issuecomment-1592021826**
<hr>

### Windows Terminal version

1.18.1462.0

### Windows build number

10.0.19045.3031

### Other Software

Any program that spawns a terminal window

### Steps to reproduce

When the default terminal application is set to the Windows Terminal (preview, in this case), programs, such as servers, that open a terminal window will have windows whose tabs cannot join with regular terminal windows.

### Expected Behavior

Any instance of Windows Terminal may join into any other window.

### Actual Behavior

The spawned terminal window will not be able to join with an existing terminal group. The "Move" popup does not appear, and the tab will not join into the existing window.
Repository: PowerToys
Issue: IP address plugin for PowerToys Run
Labels: Idea-New PowerToy,Run-Plugin

### Description of the new feature / enhancement

This feature will allow you to get your public IP address from PowerToys Run.

### Scenario when this would be used?

It can be useful if you're editing DNS records, doing port forwarding, etc. This is useful for any situation that requires your public IP address.

### Supporting information

I've already created the plugin, I just forgot to create an issue beforehand. Let me know if it's all OK to create a PR for it!
![image](https://github.com/microsoft/PowerToys/assets/57069715/21712135-4d6d-4f42-bf81-8011f268054f)
Repository: go
Issue: x/tools/cmd/go-contrib-init: doesn't work with golang.org/x/mod repository
Labels: NeedsInvestigation,Tools

`go-contrib-init` seems to only work with the main Go repo, not `golang.org/x/*` modules repositories.

### What did you do?

I would like to contribute a patch to `golang.org/x/mod`. I'm following instructions from https://go.dev/doc/contribute#contrib_overview

```console
$ git clone https://go.googlesource.com/mod golang.org-x-mod
$ cd golang.org-x-mod
$ go install golang.org/x/tools/cmd/go-contrib-init@latest
go: downloading golang.org/x/tools v0.9.3
$ go-contrib-init
Current directory's git was cloned from "https://go.googlesource.com/mod"; origin should be "https://go.googlesource.com/go"
```

### What did you expect to see?

I expect go-contrib-init to also work with all `golang.org/x/*` modules.

### What did you see instead?

```
Current directory's git was cloned from "https://go.googlesource.com/mod"; origin should be "https://go.googlesource.com/go"
```
Repository: godot
Issue: Editor suggests child class parameters for super() in _init() methods
Labels: bug,topic:gdscript,topic:editor

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10, likely not relevant

### Issue description

When overriding the `_init()` method from a parent class in GDScript with different parameters, the code editor shows parameters as if one was calling the method from the extending class.
As an example, with these two classes:
```gdscript
class BaseClass:
	func _init(x : int) -> void:
		pass

class ExtendedClass extends BaseClass:
	func _init(x : int, y : int) -> void:
		super(x)
```
these are the arguments suggested by the editor:
![image](https://github.com/godotengine/godot/assets/85553012/d797dd30-4caa-47ba-b875-9fa6f386468e)
though the expected suggestion would look something like `BaseClass _init(x: int)`

One thing I'm kind of confused about is the fact that changing method parameters when overriding from a parent class is usually impossible (throws the "`The function signature doesn't match the parent.`" error), but for the `_init()` method it works. Is this intended? If yes, I guess the wrong parameters suggested is just a minor visual bug, but I reported it just in case.

### Steps to reproduce

see example screenshots

### Minimal reproduction project

N/A
Repository: vscode
Issue: Clipboard access is blocked when not via a user gesture
Labels: bug,help wanted,webview,regression,papercut :drop_of_blood:,live-preview

Recently VS Code changed webview behavior to require a user gesture to access the clipboard. The import from clipboard command in Luna Paint broke due to this as the navigator.clipboard access cannot be mapped to the user gesture of running the command. This is how I edit screenshots so I end up using this command multiple times a day.

I looked into fixing this and I don't think I can. I figured I could just read the clipboard on the exthost, but we only seem to support `readText` on `env.clipboard`.

Can we either:

1. Change the behavior such that the user gesture requirement is not needed? A VS Code extension is not a typical website and should not require these user gesture security requirements.
2. Add an equivalent to `navigator.clipboard.read` which contains a list of clipboard items with multiple mime types.

Then could we add a regression test as I think this is the 3rd or 4th time clipboard access has broken in webviews.
Repository: flutter
Issue: [packages] Add a way to `drive-examples` for a specific file
Labels: team,p: tooling,package,team-ecosystem,P3,triaged-ecosystem

We should allow running integration tests for a specific integration test file only via a command flag. See https://github.com/flutter/packages/pull/4129#pullrequestreview-1458199189 for context.
Repository: godot
Issue: Weird issue with GPU Particles oneshot particle (One particle stays behind)
Labels: bug,topic:rendering,topic:particles

### Godot version

Godot 4

### System information

Windows 10 - 64 bits

### Issue description

I'm having a weird issue with Godot 4 GPU Particles when I set it to one shot.

It seems to leave 1 particle behind. 

### Steps to reproduce

Create a GPU Particle, set it to one shot. 
[Particle Bug.zip](https://github.com/godotengine/godot/files/11658609/Particle.Bug.zip)



### Minimal reproduction project
Here's a video showing the effect. 
https://www.youtube.com/watch?v=cTM1d9ypSPU