sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Resolving Merge Conflicts is terribly slow
Labels: bug,freeze-slow-crash-leak,merge-editor

Type: <b>Bug</b>

I'm trying to use VS code's new 3-way Merge Editor to address and complete merge changes in git. However, it feels terribly slow. It is using 50% of my CPU for 10s of seconds to load each file individually - files that are 100s of lines long - and then when I complete the merge, it again uses 50% of my CPU (6 of 12 cores) to stage that change. It shouldn't be nearly this much time and effort to resolve a few straightforward merge conflicts. I'm not sure what specifically would be useful to help describe or repro this issue; lemme know if there are specific ETL traces or something that would be helpful.

VS Code version: Code 1.73.0 (8fa188b2b301d36553cbc9ce1b0a146ccb93351f, 2022-11-01T15:34:06.111Z)
OS version: Windows_NT x64 10.0.22621
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 x 3696)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|63.84GB (25.16GB free)|
|Process Argv|--crash-reporter-id 57195d40-06a6-418c-8d70-5dad0f043455|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-sd-extension|dak|0.0.12
xml|Dot|2.5.1
azure-pipelines|ms-|1.208.0
azure-account|ms-|0.11.2
cpptools|ms-|1.12.4
vs-keybindings|ms-|0.2.1
vscode-typescript-tslint-plugin|ms-|1.3.4
vscode-jest|Ort|4.6.0
rust-analyzer|rus|0.3.1266
code-spell-checker|str|2.11.0
vscode-scope|yiw|0.0.32


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscoreces:30445986
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vscaat:30438848
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
vscccc:30566498
pyindex848:30577860
nodejswelcome1:30587005
fc301958:30595537
3biah626:30602489
gswce1:30602634
3d0df643:30602300

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: Register custom css variables within .monaco-workbench 
Labels: debt

VS Code workbench can be embedded by other applications, to avoid our CSS rules bleed we may want to register custom css variables within the workbench. A good example is all `--vscode` variables are registered as 

```css
.monaco-workbench {
  --vscode-foreground: #616161;
  ...
```
---

- [x] `src/vs/workbench/contrib/notebook/browser/notebookEditorWidget.ts` @rebornix
- [ ] `src/vs/base/browser/ui/sash/sash.css` @jrieken 
- [ ] `src/vs/platform/layout/browser/zIndexRegistry.ts` @sbatten @rebornix
Repository: kubernetes
Issue: ValidateImmutableField: report a diff instead of entire field
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

ValidateImmutableField is a validation helper function for checking that a field is not getting modified during an update. It's convenient to use, but when it finds a mismatch, it reports the entire value, which can be a large struct, without explaining what exactly was changed incorrectly.

Some code uses apiequality.Semantic.DeepEqual + cmp.Diff, which provides better error messages. ValidateImmutableField should do the same, and code then should get updated to use it.


### Why is this needed?

More user-friendly reports when large structs are changed in a few fields.
Repository: godot
Issue: Macbook heats up extremely fast when opening godot 4 beta 4
Labels: bug,platform:macos,topic:rendering,topic:porting,confirmed,needs testing,performance

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

Godot 4 beta 4

### System information

Mac os 13 2.3 GHz Dual-Core Intel Core i5 Intel Iris Plus Graphics 640 1536 MB

### Issue description

HI,

I have a good macbook pro that can run pretty much anything without making too much of an effort. Running godot 3.5.1 is completely smooth and effortless in any circumstance.
But now with Godot4 beta 4, I just open a new empty Forward+ project, and a few seconds later the fan starts turning like crazy, the CPU and the GPU's temperature climbs up to 90ºC in a minute! I never experienced such a struggle from my computer and it is undoubtedly linked to Godot 4 running, since it happens even when nothing else is running in the background...

### Steps to reproduce

Run Godot beta 4 on a macbook pro, I guess?

### Minimal reproduction project

_No response_
Repository: node
Issue: Node.js API v18.x does not mark 18 LTS but does mark 12 LTS
Labels: doc

### Affected URL(s)

https://nodejs.org/docs/latest-v18.x/api/index.html

### Description of the problem

Under "Other versions", "18.x" is not "18.x LTS" but should be.
"12.x LTS" should be just "12.x".

Currently the header shows v18.12.0. Once it's updated to v18.12.1, it'll be interesting to check again and see if the issue resolves itself (18.12.0 is the first LTS release of the 18.x series).
Repository: go
Issue: x/net/ipv4: test timeouts in TestPacketConnConcurrentReadWriteUnicast
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "golang.org/x/net/ipv4" && test == "TestPacketConnConcurrentReadWriteUnicast"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/1297f27d9efe1f5e0a459452c6d6091271b9acbd)):

    panic: test timed out after 10m0s
    
    testing.(*T).Run(0xc000003a00, {0x5a7edd?, 0x69b6a8?}, 0xc00029e000)
    	/tmp/workdir/go/src/testing/testing.go:1487 +0x37a
    golang.org/x/net/ipv4_test.TestPacketConnConcurrentReadWriteUnicast(0xc000003a00)
    	/tmp/workdir/gopath/src/golang.org/x/net/ipv4/readwrite_test.go:361 +0x3ac
    testing.tRunner(0xc000003a00, 0x5b4818)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Parse Error: Debugger can't find method from KinematicBody2D in custom subclass
Labels: topic:gdscript,needs testing

### Godot version

3.5.1

### System information

Windows 10

### Issue description

I am not entirely sure, if I am doing something wrong or if it is the Debugger/Editor that is acting strange. I have written a class that inherits from several other classes. it goes like: _Special Blob -> Blob -> Enemy -> KinematicBody2D_. In the code everything seems to work fine. But the Debugger delivers following output:
"Parse Error: The method "is_on_ceiling" isn't declared in the current class"
Additionally to this Debugger Error, the script varialbes that were created in the "Enemy"-subclass dont show anymore in the Special Blob class. My guess: it does not follow the inheritance path properly.

Side Note: Everything works fine until in the "Special Blob" class I call the "on_ceiling" method. Which it clearly should be able to find, since the Editor even made a **suggestion** for **autocompletion**.


### Steps to reproduce

Create Class inheritance and call a function of KinematicBody2D in an nth-child class.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Update DLImageFilter implementation to match relaxed Skia makeWithLocalMatrix rules
Labels: engine,P2,team-engine,triaged-engine

The DLImageFilter provides a makeWithLocalMatrix implementation that is intended to mirror Skia's behavior. That behavior is changing in a pending Skia roll so we are relaxing our cross-checking unit tests in advance of the roll, and then we need to fix our behaviors to match after the roll.
Repository: flutter
Issue: Add-to-app iOS module template should use `flutter_template_images` template icons
Labels: team,platform-ios,tool,P3,team-ios,triaged-ios

The module template images should use `flutter_template_images` and remove the images from the template:

https://github.com/flutter/flutter/tree/master/packages/flutter_tools/templates/module/ios/host_app_ephemeral/Runner.tmpl/Assets.xcassets

This work was done for the app template in https://github.com/flutter/flutter/pull/107873.
Repository: PowerToys
Issue: Key Combination Overview - Add button to show it now
Labels: Needs-Triage

### Description of the new feature / enhancement

Unfortunately the app forces the language so I have no idea how the English name of this feature is, sorry about that. On Powertoys menu there is a feature called "Key combination overview" (or something like that). This is nothing I need a hotkey for but I would like to have a button on this page to show this overview when I need it. Right now it can only be opened with a hotkey. The situations where I actually need it are so rare, that I definitely forgot the hotkey. So I would have to open the feature page to see the hotkey. But If I (have to) do that anyway, I would rather open it with a button. Hotkeys are only useful if I want to open it outside of the app which isn't the case here.

By the way, is there a way to remove a hotkey? There is no switch and pressing delete or backspace on assignment doesn't work. (Edit: Seems like is also another missing basic feature: #11948)

### Scenario when this would be used?

If we want to display it without having to assign and use a key combination

### Supporting information

_No response_
Repository: godot
Issue: CollisionPolygon2D incorrectly sends area_exited when a small area moves inside the polygon
Labels: bug,topic:physics,topic:2d

### Godot version

3.4.1.stable.official

### System information

Mac OS Catalina 10.15.7, AMD Radeon R9 M370X

### Issue description

### Situation:

I'm trying to make something where the user has to move the cursor while staying within a defined area. I want to detect when the cursor leaves the defined area. What the user sees as the cursor is a Sprite + Area2D with a collision object that updates to the current position of the mouse.

For the defined area I have an Area2D with a CollisionPolygon2D. I'm not using `mouse_entered` / `mouse_exited` because of window resizing reasons. I'm using `area_exited` to detect when the cursor leaves the defined area.

### Expected behavior
If the cursor doesn't leave the CollisonPolygon2D, `area_exited` is never triggered.

### Observed behavior
`area_entered` / `area_exited` are triggered when the cursor passes over the diagonal line between the two trapezoids that make up the CollisionPolygon2D (shown in the image below)

It only happens if the cursor moves fast enough over the line. The smaller the collision area on the cursor gets, the lower the threshold speed is for this. (smaller collision area = triggers at a lower speed of moving the cursor).

<img width="382" alt="Screen Shot 2022-11-04 at 9 10 32 PM" src="https://user-images.githubusercontent.com/117498247/200100214-a0bc0954-7fb8-4c28-9c46-20ea31a2cda5.png">




### Steps to reproduce

- Add an Area2D with a CollisionPolygon2D that has multiple "sections" to it (not sure what this is called, sorry)
- Connect script to `area_exited` signal for this area.
- Add a separate Area2D with a small collision object that you can move around with the mouse 
- Move the mouse, staying entirely within the CollisionPolygon2D, over the lines between the different "sections" in the CollisionPolygon2D
- See that `area_exited` is triggered even though the mouse has not left the polygon.

### Minimal reproduction project

[Repro.zip](https://github.com/godotengine/godot/files/9942996/Repro.zip)
Repository: flutter
Issue: Pointer data packet dispatching can be speed up by roughly 2x when multiple packets come
Labels: platform-android,engine,P3,team-android,triaged-android

Firstly, please refer to https://github.com/flutter/engine/pull/36826 for the description in order to avoid duplicating it :)

---

As suggested by @dnfield in https://github.com/flutter/engine/pull/36826, I open an issue to describe the situation.


> @dnfield: I would suggest filing a specific bug for this issue with more details about which platform(s) you're observing this behavior on ...

Platform: Android, especially low-end devices

> ... and how what you need is different from the SmoothPointerDataDispatcher (if it's different at all). If you're on Android, it would probably be worth doing an experiment where the smooth dispatcher is enabled there.

As mentioned in https://github.com/flutter/engine/pull/36826#issuecomment-1294218955, seems that SmoothPointerDataDispatcher is just delaying one packet. On the other hand, this PR tries to merge multiple packets into one bigger packet, so we do not pay extra cost of PostTask, call Dart, etc.
Thus, that smooth dispatcher may not help IMHO.
Repository: godot
Issue: Shortcut for Full screen mode is not working in Godot V3.5
Labels: bug,platform:macos,topic:editor,topic:input

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Mac OS catalina 

### Issue description

Distraction free mode Shortcut (ctrl + cmd + D) is not working 

### Steps to reproduce

 - Create a new  project and go to 2D mode
 - Create a new scene and press the shortcut (ctrl + cmd + D) for distraction free mode.  Mode does not toggle unless user clicks the top right button (distraction free mode)

### Minimal reproduction project

_No response_
Repository: vscode
Issue: indicate default settings in the settings.json.
Labels: feature-request,settings-editor


Type: <b>Feature Request</b>

Problem Statement
* its been a long time since i started using VSCode and started editing the settings.json to change the settings and personalize my instance.
* over time over time i realize that option a(default) in setting is better than option b(my custom change). and switched back to option a.
* i have a long long settings.json and lots of settings which are actually pointing to the default setting config.

Expected: An option/indicator to identify the default settings in the settings.json in order to clean up the file.



VS Code version: Code - Insiders 1.74.0-insider (e764c5b816a99eb8673b2fc4fc028827f202872f, 2022-11-04T05:18:32.818Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: DFDNet
Labels: enhancement,extension-request

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

alternative face restoration
should work better than gfpgan

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

https://github.com/csxmli2016/DFDNet
Repository: flutter
Issue: [Web] - MaterialApp doesn't respect HTML title
Labels: c: new feature,framework,f: material design,platform-web,c: proposal,P3,team-web,triaged-web

There doesn't seem to be any convenient way to prevent Flutter from overriding the HTML page's `<title>` value.

Typically, a Flutter app provides a title in the `MaterialApp` widget:
```dart
return MaterialApp(
  title: "some title",
  //...
);
```

If a developer leaves the `title` property empty, then the `<title>` value is changed to the URL.

To recover the HTML `<title>`, I'm doing the following:
```dart
import 'dart:html';

return MaterialApp(
      onGenerateTitle: (context) {
        final titleElement = querySelector("html > head > title")!.innerHtml;
        return titleElement ?? "Blog | Flutter Bounty Hunters";
      },
);
```

It would be nice if there were a way to tell Flutter not to replace the `<title>` value in the DOM.
Repository: godot
Issue: Editor doesn't list material for objects in ESCN scenes
Labels: bug,topic:editor

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Ubuntu 22.04.1 LTS

### Issue description

Under the material property for meshes in ESCNs the editor says '[empty]' instead of the material the object uses.  I can select the material in the FileSystem and edit that way, but
![Screenshot from 2022-11-05 05-50-48](https://user-images.githubusercontent.com/25010423/200120744-2b3c9c06-545a-4bad-bafe-c37d30201d36.png)
 I have to know what the name of the material is first.

### Steps to reproduce

Open an escn scene select a mesh node go to the material property in the inspector.

### Minimal reproduction project

[MRE.zip](https://github.com/godotengine/godot/files/9943861/MRE.zip)
Repository: vscode
Issue: Can not select multi line by click left mouse and drag in editor
Labels: bug,linux

Type: <b>Bug</b>

Open a text file and try to select multi line by drag left mouse.

Multi line selection in the issue reporter is fine.
Both select of word by double clicking left mouse and select of one line by triple clicking of left mouse work fine.

Do I have any incorrect settings or bug of vs code?

VS Code version: Code 1.73.0 (8fa188b2b301d36553cbc9ce1b0a146ccb93351f, 2022-11-01T15:44:09.336Z)
OS version: Linux x64 5.4.0-109-generic
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz (4 x 3531)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 1, 1|
|Memory (System)|23.19GB (20.29GB free)|
|Process Argv|--unity-launch --crash-reporter-id 8a135bc6-237f-4351-add6-6f5f0fde3ab0|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|ubuntu|
|XDG_CURRENT_DESKTOP|Unity|
|XDG_SESSION_DESKTOP|ubuntu|
|XDG_SESSION_TYPE|x11|
</details><details><summary>Extensions (19)</summary>

Extension|Author (truncated)|Version
---|---|---
doxdocgen|csc|1.4.0
better-cpp-syntax|jef|1.16.3
isort|ms-|2022.4.0
python|ms-|2022.18.1
vscode-pylance|ms-|2022.11.10
cmake-tools|ms-|1.12.27
cpptools|ms-|1.12.4
cpptools-extension-pack|ms-|1.3.0
platformio-ide|pla|2.5.5
java|red|1.12.0
cmake|twx|0.0.17
intellicode-api-usage-examples|Vis|0.2.6
vscodeintellicode|Vis|1.2.29
vscode-java-debug|vsc|0.46.0
vscode-java-dependency|vsc|0.21.1
vscode-java-pack|vsc|0.25.6
vscode-java-test|vsc|0.37.1
vscode-maven|vsc|0.39.2
material-theme|zhu|3.15.6

(2 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
vscccc:30566498
pyindex848cf:30577861
nodejswelcome1:30587005
fc301958:30595537
2e4cg342:30602488
iaj6b796:30602301
dbltrim-control:30603952

```

</details>

<!-- generated by issue reporter -->
Repository: neovim
Issue: Treesitter highlight queries with predicates can get highlighted even if they don't match
Labels: bug,highlight,treesitter

### Neovim version (nvim -v)

v0.9.0-dev-213+gcc5b7368d

### Vim (not Nvim) behaves the same?

NA, requires treesitter

### Operating system/version

CentOS Stream 9

### Terminal name/version

WSL2

### $TERM environment variable

screen-256color

### Installation

build and install from repo (nightly)

### How to reproduce the issue

git clone https://github.com/andremarianiello/nvim-ts-highlight-bug-repro.git
cd nvim-ts-highlight-bug-repro
nvim --clean main.c -s scriptin.vim

### Expected behavior

I would expect only the body of the `main()` function to be highlighted.

![image](https://user-images.githubusercontent.com/3359229/200124904-f556744e-0035-42b7-849a-2f3f8010216b.png)


### Actual behavior

Both function bodies are highlighted, even though `foo()` doesn't match the query predicate `(#eq? @declarator "main()")`.

![image](https://user-images.githubusercontent.com/3359229/200124682-08868dc6-0042-4988-a907-73a84307bbc5.png)

### Extra Information

I have investigated this quite a bit (even though I am pretty unfamiliar with neovim's internals) and the issue seems to either be a bug in the treesitter api or a bug with how neovim uses the treesitter library api.

Treesitter itself runs this query correctly
```
# tree-sitter query --captures ~/nvim-ts-highlight-bug-repro/queries/c/highlights.scm ~/nvim-ts-highlight-bug-repro/main.c
/root/nvim-ts-highlight-bug-repro/main.c
    pattern: 0, capture: declarator, row: 4, text: "main()"
    pattern: 0, capture: comment, row: 4, text: "{\n   foo()\n   return 0;\n}"
```
matching only the main function, as the predicate dictates.

However, neovim erroneously highlights both functions. I added some debug logs to clarify what is happening.

Here are the (abridged) logs from the `foo()` match.
```
query_next_capture:1138: found capture
query_next_capture:1140: capture: (function_declarator declarator: (identifier) parameters: (parameter_list))
query_next_capture:1149: n_pred: 4, max_match_id: -1, match.id: 0, capture_index: 0, match.pattern_index: 0, match.capture_count: 1
query_next_capture:1138: found capture
query_next_capture:1140: capture: (compound_statement (expression_statement (call_expression function: (identifier) arguments: (argument_list (string_literal)))))
query_next_capture:1149: n_pred: 4, max_match_id: 0, match.id: 0, capture_index: 1, match.pattern_index: 0, match.capture_count: 2
```

We see that both captures are found. However, `match.capture_count` is 1 for the first capture, and it's 2 for the second capture. This seems to indicate that the treesitter api is returning the number of captures found _so far_ in capture count, not the total number of captures in the pattern. However, if I am reading the logic in `query_next_capture` correctly, it treats capture_count as the total number of captures, and uses that to determine how to handle predicates. I think this faulty expectation, or faulty capture count from treesitter, is the root cause of the issue.
Repository: rust
Issue: Add internal documentation for all queries
Labels: E-medium,A-docs,A-contributor-roadblock,A-query-system

Currently, queries are inconsistently documented. Some have a doc-comment: https://github.com/rust-lang/rust/blob/b0f3940c35d565399dccf8c79f38147b40f2724a/compiler/rustc_middle/src/query/mod.rs#L38-L44
while others only have the `desc` we mandate in the proc-macro: https://github.com/rust-lang/rust/blob/b0f3940c35d565399dccf8c79f38147b40f2724a/compiler/rustc_middle/src/query/mod.rs#L26-L30
We should add documentation for all of these, then add `#[warn(missing_docs)]` so it doesn't regress in the future.