sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Paused on exception not reset
Labels: tool,t: hot reload,has reproducible steps,team-tool,found in release: 3.16,found in release: 3.18

### 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)

### Steps to reproduce

1) Create a Flutter project and throw an exception

2) Visual Studio Code will break on the exception and show a `Paused on exception` red chip on the Call Stack panel

3) Restart the app using the Restart button (Ctrl+Shift+F5)

4) The `Paused on exception` won't go away, never.

If step 3 is replaced by `F5`, the messages goes away.

### Expected results

Since a restart will restart the app, we are no longer inside a exception debug event, so, that `Paused on exception` should reset as well.

### Actual results

`Paused on exception` will become permanent if restart is used while paused on exception.

### Code sample

<details><summary>Code sample</summary>

```dart
throw "Some exception";
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[!] Flutter (Channel stable, 3.16.3, on Microsoft Windows [Version 10.0.22631.2792], locale pt-BR)
    ! Warning: `flutter` on your path resolves to C:\Users\jckod\fvm\versions\3.16.3\bin\flutter, which is not inside your current Flutter SDK checkout at C:\Users\jckod\fvm\default. Consider adding
      C:\Users\jckod\fvm\default\bin to the front of your path.
    ! Warning: `dart` on your path resolves to C:\Users\jckod\fvm\versions\3.16.3\bin\dart, which is not inside your current Flutter SDK checkout at C:\Users\jckod\fvm\default. Consider adding
      C:\Users\jckod\fvm\default\bin to the front of your path.
[✓] Windows Version (Installed version of Windows is version 10 or higher)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.8.1)
[✓] Android Studio (version 2023.1)
[✓] VS Code (version 1.85.1)
[✓] Connected device (4 available)
[✓] Network resources

! Doctor found issues in 1 category.

```

</details>
Repository: deno
Issue: Feature Request: Enhance `Deno.cron` to Include Seconds in Cron Patterns
Labels: suggestion,ext/cron

`Deno.cron` uses the `saffron` crate for parsing cron patterns, which doesn't support seconds. I propose to include seconds in the cron pattern syntax. While not commonly available in "system cron", seconds is vital when dealing with in-application scheduling which `Deno.cron` is used for. 

A list of possible use cases for second granularity scheduling with `Deno.cron`:

*   High-Frequency Data Collection
*   Rapid System Health Checks
*   Scheduled chat bot interaction
*   Real-Time Social Media Updates
*   IoT Device Communication
*   Time-Sensitive Alerts and Notifications

**Example**:
```javascript
Deno.cron("example", "*/10 * 10,22 * * *", () => {
    console.log("This function will run every 10 seconds at 10AM and 10PM.");
});
```

**Possible Solution**:

I suggest checking out my drop in replacement for `saffron` called [`croner`](https://github.com/hexagon/croner-rust). This extends the existing cron pattern syntax to include seconds. It's designed to set seconds to 0 by default if omitted in a 5-part pattern, ensuring backward compatibility. It also include other improvements such as time-zone support and POSIX compatible cron syntax.
Repository: godot
Issue: Instance float uniform doesn't work if assigned an integer, unlike regular uniforms
Labels: bug,topic:shaders

### Tested versions

4.2 stable

### System information

Windows 10 64 bits NVIDIA GeForce GTX 1060

### Issue description

Using `set_instance_shader_parameter` with an integer when the shader declares the parameter as `instance uniform float` acts as if it doesn't assign the value. This is confusing because regular float uniforms just work when passed an int.


### Steps to reproduce

1) Create a shader declaring a `instance uniform float u_param;` and makes use of that parameter in a visible way, like showing as green color in albedo.
2) Create a `MeshInstance3D` with a box mesh
3) Create a `ShaderMaterial` assigned to `material_override`, then assign the shader to that material
4) Create a script that assigns the mesh instance's instance shader parameter using `set_instance_shader_parameter(&"u_param", 1)`
5) Run the scene: observe the parameter has no effect (not expected)
6) Change the passed value syntax to `1.0` or `float(1)`
7) Run the scene: observe the parameter now has an effect

### Minimal reproduction project (MRP)

[InstanceUniformFloat.zip](https://github.com/godotengine/godot/files/13665492/InstanceUniformFloat.zip)

The main scene contains 4 cubes:
- With instance uniform set with an int
- With instance uniform set with a float
- With regular uniform set with an int
- With regular uniform set with a float

Each ShaderMaterial is unique (though that should not matter for the instance uniforms).

Run the scene: observe the cube that was given an instance uniform with an int doesn't turn green, while all the others do.
Repository: deno
Issue: Feature Request: Timezone Support for `Deno.cron`
Labels: suggestion,ext/cron

Today, `Deno.cron` schedules tasks based on the local time of the server. This can be limiting for applications that operate across multiple time zones. I propose adding timezone support to `Deno.cron` to address this.

**Solution**:

Introduce an optional timezone parameter in the `Deno.cron` function. This would allow developers to specify the timezone in which the cron pattern should be interpreted. This would increase the flexibility and usability of `Deno.cron` for developers managing international projects and/or website backends. It would also avoid the complexity of converting cron patterns to different time zones manually.

**Example**:

```javascript
Deno.cron("cron1", "0 0 9 * * *", () => {
    console.log("This function will run every day at 9:00 AM UTC.");
});

Deno.cron("cron2", "0 0 9 * * *", () => {
    console.log("This function will run every day at 9:00 AM Eastern Time.");
}, { timezone: "America/New_York" });
```

**Current Limitations with `saffron`**:

Currently, `Deno.cron` relies on the `saffron` crate for parsing cron patterns, which does not support timezones. This limitation means that all cron jobs are inherently tied to the local timezone of the server. To overcome this, I've created a new crate called `croner` which includes timezone support by accepting a `DateTime<Tz>`, it also contains additional benefits such as optional second granularity, and (opt-out) POSIX compliant pattern.
Repository: node
Issue: Incorrect execution of WebAssembly.Module when the wasm contains GC instructions
Labels: v8 engine

### Version

21.4.0

### Platform

MacOSX Ventura 13.0

### Subsystem

_No response_

### What steps will reproduce the bug?

Using wasm tooling, convert the following valid WAT to WASM:

```
(module
 (type $0 (array (mut i32)))
 (type $1 (func (result (ref null $0))))
 (export "stuff" (func $stuff))
 (func $stuff (type $1) (result (ref null $0))
  (local $a (ref null $0))
  (local.set $a
   (array.new_fixed $0 2
    (i32.const 3)
    (i32.const 5)
   )
  )
  (return
   (local.get $a)
  )
 )
)
```

Running node with --experimental-wasm-gc and --experimental-wasm-stringref , load the generated WASM using:

 `new WebAssembly.Module(bytes);`


### How often does it reproduce? Is there a required condition?

It always happens.

### What is the expected behavior? Why is that the expected behavior?

I expect the WASM to be loaded without error. 

### What do you see instead?

The following error is triggered:
CompileError: WebAssembly.Module(): section was shorter than expected size (9 bytes expected, 8 decoded) @+18


### Additional information

According to the WebAssembly/binaryen team, this works fine in v8 released 2 months ago (d8). It seems Node has not yet upgraded to latest v8 ? This is blocking for testing at scale.
Repository: godot
Issue: Cannot access the `GDScriptLanguageProtocol` in GDScript
Labels: bug,topic:gdscript

### Tested versions

Reproducible in 4.2-stable
Not reproducible in 4.1.3-stable

### System information

Linux/Manjaro

### Issue description

Trying to access the `GDScriptLanguageProtocol` singleton using either its identifier (#52162) or `Engine.get_singleton()` fails and returns `null` when running a `@tool` script. The engine prints `ERROR: Failed to retrieve non-existent singleton 'GDScriptLanguageProtocol'.` to console.

### Steps to reproduce

Make a `@tool` script that tries to access GDScriptLanguageProtocol

### Minimal reproduction project (MRP)

[singleton-repro.zip](https://github.com/godotengine/godot/files/13665651/singleton-repro.zip)
To observe the issue, run the project with:
`$ godot4.2 --editor --quit --headless --script res://test_dump.gd`
One of the lines printed will be the error mentioned above.
Running the script with 4.1.3 works and generates `dump.json` properly, even though it prints that there are no clients connected to the LSP.
Repository: flutter
Issue: [web] Cleanup JS-Interop and package:web analyzer tweaks.
Labels: platform-web,package,P3,c: tech-debt,team-web,triaged-web

### 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

During the update to the WASM-compatible `package:web` and `dart:js_interop` (~ introduced first in Flutter 3.16), a number of lints had to be disabled to allow for certain API changes.

### Proposal

Clean the `//ignore` lints once `package:web` and `dart:js_interop` APIs stabilize (and land in `stable`!).

They can be found in the code annotated as `TODO(srujzs)`.
Repository: godot
Issue: Duplicating subgraph throws error (Class 'GraphEditFilter' or its base class cannot be instantiated) only when subgraph is in another scene
Labels: bug,topic:gui

### Tested versions

- Reproducible in: Godot v4.2.1.stable

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3168) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

I have a GraphEdit which contains a GraphNode which contains another GraphEdit. Calling duplicate() on the GraphNode causes error and function returns null:

```
E 0:00:00:0579   GraphEdit.gd:5 @ _ready(): Class 'GraphEditFilter' or its base class cannot be instantiated.
  <C++ Error>    Parameter "ti->creation_func" is null.
  <C++ Source>   core/object/class_db.cpp:360 @ instantiate()
  <Stack Trace>  GraphEdit.gd:5 @ _ready()
```

Error shows up only when GraphNode is extracted to another scene. Everything is working fine when the whole tree fits in one scene. "duplicate" shouldn't fail only because I extracted part of the tree to another scene, it is highly unexpected

![image](https://github.com/godotengine/godot/assets/44038381/157d22a4-5c0f-4f3b-997a-1cfd9fb70572)


### Steps to reproduce

Run the project and look at the output and errors.

### Minimal reproduction project (MRP)

[subgraph_test.zip](https://github.com/godotengine/godot/files/13666111/subgraph_test.zip)
Repository: flutter
Issue: Add example of using HtmlElementView.fromTagName to flutter.dev
Labels: framework,d: api docs,P2,team-web,triaged-web

`HtmlElementView.fromTagName` currently has the following example in its dartdoc:

```dart
 import 'package:flutter/widgets.dart';
 import 'package:web/web.dart' as web;

 // ...

 class MyWidget extends StatelessWidget {
  const MyWidget({super.key});

  @override
  Widget build(BuildContext context) {
    return HtmlElementView.fromTagName(
     tagName: 'div',
     onElementCreated: (Object element) {
        element as web.HTMLElement;
       element.style
           ..backgroundColor = 'blue'
            ..border = '1px solid red';
     },
    );
  }
}
```

https://github.com/flutter/flutter/blob/3da9bc169837d223496439b6d5f6b7e1a82d4318/packages/flutter/lib/src/widgets/platform_view.dart#L413

https://github.com/flutter/flutter/pull/139696 is planning on removing the dependency to `package:web` in Flutter, so while the above code example is valid, it does not pass analysis as Flutter no longer depends on `package:web`. This example should now instead move to flutter.dev once that PR removes it from the dartdoc.
Repository: godot
Issue: [4.2.1] Dropdowns and right click menus auto close
Labels: bug,platform:windows,topic:editor,needs testing

### Tested versions

I tested the issue in Godot 4.1.3, 4.2 and 4.2.1. I haven't tested older versions of Godot 4. This issue does not occur in Godot 3.x (which is what I have been testing migrating from).

### System information

Windows 10 - Godot 4.1.3, 4.2, 4.2.1 stable

### Issue description

Drop down / right click menus are automatically closing. Here's a short gif of me playing around with Texture Rect settings. Sometimes the menus stay open for a couple seconds, sometimes they close immediately.

![deselect](https://github.com/godotengine/godot/assets/81896582/32bbc8c5-be11-4ead-aa93-a0a1a6809130)

This issue does not occur in Godot 3.5, which I used for my most recent game.

### Steps to reproduce

1. Right click on a scene
2. Wait

Alternatively

1. Create a Texture Rect
2. Click the Scale drop down
3. Wait

### Minimal reproduction project (MRP)

I was able to reproduce the issue on a brand new project without any code or assets, and I think uploading an empty project seems like kind of a waste of time.

I was able to reproduce the issue using pre-built versions available on the Godot website. The issue also exists in the Esoteric Software pre-builts with Spine baked in.
Repository: pytorch
Issue: DISABLED test_tp_transform_with_uncovered_op (__main__.TensorParallelTest)
Labels: oncall: distributed,module: rocm,triaged,skipped,module: dtensor

Platforms: rocm

This test was disabled because it is failing on main branch ([recent examples](http://torch-ci.com/failure/distributed%2F_tensor%2Fexperimental%2Ftest_tp_transform.py%3A%3ATensorParallelTest%3A%3Atest_tp_transform_with_uncovered_op)).

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @jeffdaily @sunway513 @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: next.js
Issue: `router.push` should accept object as `href` (like `next/link`) 
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/eloquent-sun-d4x59c

### To Reproduce

1. open the [codesandbox](https://codesandbox.io/p/devbox/eloquent-sun-d4x59c?file=%2Fapp%2Fpage.tsx%3A14%2C1)
2. go to `app/page.tsx` and see the error for `router.push`
3. also see that `<Link>` in `app/page.tsx` *does* accept an object as `href`
4. also check `pages/test.tsx` to see that `router.push` from `next/router` does

---

alternatively (from the auto-closed issue #59598):

1. open the [typescript playground link](https://www.typescriptlang.org/play?#code/JYWwDg9gTgLgBAKjgQwM5wEoFNkGN4BmUEIcA5FDvmQNwBQokscAMsAHYDWcRJ57WAB4wA9ABsOnWg3DR4AbzgBXVFgwQlMLFDgBfHsVJkBwke2QA3YAHNkMYBHbTGcuIpVqNWnWmWqACsjWWKjqmtp6BnzGQqLE4VDSdARK7PgO7HAAgmBgABQAlG50cHC4jqjw8d5wALx+ngmFdCU8qemOcI4AwhK4nIXFpaXV2gB0YCoAFnmKYHZT5iBYAFzkImR6Ba26ra2UMEpQmQA8bFxwU5QEtfJzC0ur65u6ugB8vcD9cMsnIuecN50XbJdr2TqBYKDeStcrsSpwUY6eoeSEhMLeZqtFJpcGZHp9AZFGHDRFecaTVAze4wRbIZZrMgbLY7FojLCHY5wdhKMRiYF0IA)
1. see that passing an object as `href` works for `Link` and `next/router` but not for `router.push` from `next/navigation`

### Current vs. Expected behavior

currently, `router.push` (and `router.replace`) from `next/navigation` only accept a string as `href`.

it should also accept the same object shape as `LinkProps["href"]` from `next/link`.

also note that the pages router (`next/router`) *does* accept the object `href`.

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #38~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Nov  2 18:01:13 UTC 2
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.19
  pnpm: 8.12.0
Relevant Packages:
  next: 14.0.4
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: terminal
Issue: Feature Request: 🛠 Support for local LLMs tools in Terminal Chat like Ollama
Labels: Issue-Feature,Product-Terminal,Needs-Tag-Fix,Area-Chat

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# Description of the new feature/enhancement

The Windows Terminal Chat currently only supports Azure OpenAI Service. This restriction limits developers who work with or are developing their own local Large Language Models (LLMs), or using tools such as Ollama and need to interface with them directly within the Terminal. 
The ability to connect to a local LLM service would allow for better flexibility, especially for those concerned with privacy, working offline, or dealing with sensitive information that cannot be sent to cloud services.


# Proposed technical implementation details (optional)

include functionality to support local LLM services by allowing users to configure a connection to local AI models. This would involve:
1. Provide an option in the Terminal Chat settings to specify the endpoint of a local LLM service.
2. Allowing the user to set the port that the local LLM service should listen to for incoming requests.

Thanks!
Repository: flutter
Issue: More visibility into beta-cut off dates
Labels: P2,team-release

This affects both Dart and Flutter, but I've seen a few cases where contributors (and Dart/Flutter developers) would like more visibility into when a beta-cut off is planned (or at least once it's been made).

This is helpful for users who want to better understand what changes are going in to the next beta or stable release and for contributors to understand what release their work will be a part of.

Beyond that, in terms of potentially impacting release quality, with little visibility it's possible for a contributor to not realize their important PR/CL/fix won't land in the next stable release. Either they don't know the beta cut-off is a thing or they don't know the cut off happened. So often it's up to Googlers to inform those developers to keep it in mind for them.

---

Edit:

I'm not sure what the exact solution is, but any improvement would be great. Perhaps a wiki page to track if a cut-off has been made, what that cut-off is for, and a description of what that means for development? While potentially not practical, at least an approximate date range of the next cut-off would be nice as well.
Repository: TypeScript
Issue: Limit the Amount of Intellisense Result
Labels: Suggestion,Needs Proposal

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

I'm using react with typescript. Right now, if I install an npm package with lots of types, for example, react-icons, the intellisense gives way too many suggestions, which lags vscode, and any letter I typed subsequently during the lag will not register.

![GIF of too many suggestion when typing <f into the editor](https://i.imgur.com/TFPpoqW.gif)

I'm not sure if this feature exists or not, but I didn't find anything. I would love for something like `"editor.suggest.maxResults": 100` for example, and the intellisense will only give 100 suggestions at max.
Repository: vscode
Issue: "editor.fontLigatures" is invalid for Italic fonts
Labels: bug,font-rendering,confirmation-pending

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.85.1
- OS Version:  Windows_NT x64 10.0.19045

Steps to Reproduce:
1. 
```json
    "editor.fontFamily": "JetBrains Mono Italic",
    "editor.fontLigatures": true,
```
This setting is invalid. But in fact, this font supports ligatures.
![image](https://github.com/microsoft/vscode/assets/88176333/1ce2a73a-eade-49c2-b25d-57ac6a3a5141)