sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ShapeCast2D, exclude parent property is only 1 hierarchy deep
Labels: documentation,topic:physics

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Ubuntu 20.04 (not related to the issue)

### Issue description

:warning: This might be working as intended, but from user perspective I found it unintuitive and undesireable.

So the issue is as follows

The hierarchy is as follows

![image](https://user-images.githubusercontent.com/50072027/215599630-640e748b-f3dd-447a-b4a0-0bfc645da76d.png)


Note the `ShapeCast2D` is child of `rays`

Setting the `Exclude parent` in the `ShapeCast2D` to true

Using the following code will print `true`

```
func get_obstacle_ahead():
	print(front_ray.get_collider(0) == self)
	return front_ray.get_collider(0)
```

Meaning we are getting the top-level parent even though we explicitly set `Exclude Parent` to true.


:notebook: Moving the `ShapeCast2D`, `front` node in this case, out of `rays` so the `unit` node is its parent, it works as expected and it excludes it. So it definitely doesn't work if there is any depth to the `ShapeCast2D` node in the tree hierarchy.

### Steps to reproduce

Have a `ShapeCast2D` as a child of any node that is not the root kinematic body, set `Exclude Parent` to true and run it

In the bellow attached project, just run it, it should print `true`, after you move the `ShapeCast2D` node out of the `Node` and reparent it to the `KinematicBody`, run again and it should print false.

### Minimal reproduction project

[test-shapecast.zip](https://github.com/godotengine/godot/files/10540214/test-shapecast.zip)
Repository: vscode
Issue: Can't finish Continue On flow in Insiders in VM
Labels: bug,web,confirmation-pending

I'm testing in a Windows 10 VM - there's a chance that could be the issue.

- Go to https://insiders.vscode.dev/github/bamurtaugh/python-tuples
- Continue Working On -> Continue Working in Remote Repository on VS Code Desktop
- I'm prompted to open VS Code Insiders
- In VS Code Insiders, I don't have the GitHub Repositories extension installed, so I'm prompted to install it
- :bug: A couple issues:
     - The release, rather than pre-release, version of the extension is installed in VS Code Insiders
     - My vscode.dev repository never opens in Insiders, and I can't use any of the extension's commands. Even when I switch to the pre-release version or try using commands beyond the Continue Working On flow, nothing loads. Below is my Remote Repositories output

![image](https://user-images.githubusercontent.com/25310137/215609171-89c20624-171d-4cef-a3c3-bea041a7e016.png)
Repository: vscode
Issue: [a11y] Non-modal find / replace dialog should programmatically identify itself
Labels: accessibility,editor-find,under-discussion

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- VS Code Version:  HEAD
- OS Version:  Mac OS 12.6.3

Steps to Reproduce:

1. Launch vscode web server
2. Open main editor view
3. Ctrl-f / cmd-f to open Find / Replace dialog

Results: 

Find / replace dialog does not programmatically identify itself as a dialog and has the aria role `generic`.

The component does follow many aspects of dialog behavior, for instance:

* focus moves to component when opened
* is dismissible via esc key and has a close button
* is a logical grouping of other controls or information

It does not trap focus within the component and is therefore non-modal. There is not yet an established pattern for non-modal dialogs (https://github.com/w3c/aria-practices/issues/102) but they do have common usage, such as toasts, snackbars, side panels, etc.

The following pattern would provide programmatic grouping for controls within the dialog and make their intent more clearly associated. Close button should be moved out of `find-part` as it should be directly associated with the dialog and not part of the find input form group.

```
<div class="find-widget" role="dialog" aria-label="Find / Replace">
  ...
  <button>Close</button>
</div>
```

Previously, screen reader output (NVDA) for close, when shift-tabbing into the dialog from the status bar for instance:

> main landmark, Close (escape), button

A screen reader user cannot directly tell from the control itself what this button closes.
With dialog role and label, as the last element in the dialog:

> main landmark, Find / Escape, dialog, Close (escape), button

In this case close is identified as belonging to the dialog, where it was previously unclear what the function of the button was.
Repository: vscode
Issue: npm.packageManager=auto ignores task's cwd
Labels: bug,tasks

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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 11

**Steps to Reproduce:**

1. Ensure the following value in `settings.json` to be set:
```json
    "npm.packageManager": "auto",
```

2. Create a minimal project in subdirectory `use-pnpm`, add at least one dependency using pnpm in order to have a `pnpm-lock.yaml`.
3. Create a minimal task definition in `.vscode/tasks.json` with cwd `use-npm`:
```json 
{
    "version": "2.0.0",
    "tasks": [
        {
            "label": "start use-pnpm",
            "type": "npm",
            "script": "start",
            "options": {
                "cwd": "use-pnpm"
            },
            "group": {
                "kind": "build",
                "isDefault": true,
            },
        },
   ],
}
```
4. Run the task using Ctrl+Shift+B (or equivalent shortcut).

**expected behavior:**
task runner uses pnpm

**actual behavior:**
task runner uses npm
```
Executing task: npm run start 


> use-pnpm@1.0.0 start
> node main.js
```

I attached a minimal project with 3 tasks for 3 subdirectories usng npm, yarn and pnpm respectively. The task runner always uses npm.

[issuedemo.zip](https://github.com/microsoft/vscode/files/10540600/issuedemo.zip)
Repository: flutter
Issue: [iOS] Determine and implement behavior for toggling spell check suggestions toolbar visibility for non-touch gestures
Labels: a: text input,platform-ios,framework,P3,team-ios,triaged-ios

On iOS, a tap gesture may be made in different ways, e.g. via a tap or trackpad or stylus, and these gestures [respond to a tap gesture differently](https://github.com/flutter/flutter/blob/329f86a907503568df9731112a2157a2c9722e97/packages/flutter/lib/src/widgets/text_selection.dart#L2189). The non-touch/unknown gesture will show the spell check suggestions toolbar in the same way that native iOS does after https://github.com/flutter/flutter/issues/119537 is completed. This issue is to track the implementation for other gestures.
Repository: bitcoin
Issue: listunspent, fundrawtransaction, getwalletinfo locks wallet for any other operation
Labels: Bug

**Actual behavior**

If you run a `listunspent`, `fundrawtransaction`, `getwalletinfo` (maybe other commands) on a big wallet (e.g. with wallet with at least  8000 transactions or more) all other operations conducted in parallel (e.g. `getnewaddress`) will be stuck until that command finishes.

Because of this issue when our wallet is sending transactions using `listunspent` and `fundrawtransactions` there is no way to get a new address via `getnewaddress` RPC call (as bitcoin waits for those calls to finish).

I've got bitcoin's datadir and wallet both on NVME drives, but running `listunspent` and sometimes `getwalletinfo` is painfully slow.

The wallet itself is not that big and was created recently to migrate from bdb to the new descriptors wallet:
```
$ du -sh .bitcoin/desc/
78M	.bitcoin/desc/
```

```
~$ ./bitcoin-cli -rpcwallet=desc getwalletinfo
{
  "walletname": "desc",
  "walletversion": 169900,
  "format": "sqlite",
  "balance": xxx,
  "unconfirmed_balance": xxx,
  "immature_balance": 0.00000000,
  "txcount": 8482,
  "keypoolsize": 4000,
  "keypoolsize_hd_internal": 4000,
  "paytxfee": 0.00000000,
  "private_keys_enabled": true,
  "avoid_reuse": false,
  "scanning": false,
  "descriptors": true,
  "external_signer": false
}
```

```
$ time ./bitcoin-cli -rpcwallet=desc listunspent|grep txid|wc -l
224

real	1m15.596s
user	0m0.008s
sys	0m0.000s
```

**Expected behavior**

`listunspent` or `fundrawtransaction` shouldn't lock the wallet at least for getting new address, maybe other operations as well?

**To reproduce**

* create a new descriptors wallet and generate 17K addresses there
* create at least 8K transactions in and out
* try to run `listunspent` or `fundrawtransaction` and in parallel `getnewaddress`
* `getnewaddress` will take 60 seconds or more to return an address until either of `listunspent` or `fundrawtransaction` finishes

**System information**

I've tried latest bitcoin release `v24.0.1`, master branch (built 77a36033b5ecbf8dedb917d680f4116786fd7375 commit) issue reproduces.

Self-built for Ubuntu 18.04 LTS.

I've got bitcoin's datadir and wallet both on NVME drives, but running `listunspent` is painfully slow.
Repository: pytorch
Issue: Minifier doesn't save/load functorch config
Labels: triaged,module: fx,module: functorch

### 🐛 Describe the bug

self explanatory

### Versions

master

cc @SherlockNoMad @soumith @EikanWang @jgong5 @wenzhe-nrv @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: terminal
Issue: Send EOF when CTRL+D is pressed in CMD or PowerShell. (Alias for CTRL+Z)
Labels: Issue-Feature,Area-Server,Product-Terminal

<!-- 
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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

Send EOF to Windows programs when CTRL+D is pressed.
Essentially, make CTRL+D an alias for CTRL+Z, to mirror the shortcut from Linux.

This would make exiting from cross-platform REPLs such as Python more consistent across platforms.
For example, on Linux I can exit a Python REPL with CTRL+D, but on Windows I have to use CTRL+Z, ENTER.
There was an issue [requesting this functionality in the Python REPL](https://github.com/python/cpython/issues/63289) itself, but it was closed as they didn't want to go against the OS norms.

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->

When a user presses CTRL+D in CMD or PowerShell, it should send the same signal to the running program that is currently sent when CTRL+Z is pressed.
Repository: pytorch
Issue: Minifier should not use pickle to save state into minifier launcher
Labels: triaged,module: fx,module: functorch

### 🐛 Describe the bug

So hard to read!

### Versions

master

cc @SherlockNoMad @soumith @EikanWang @jgong5 @wenzhe-nrv @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: godot
Issue: C#: Harmony patches no longer work in Godot 4 Beta 16
Labels: bug,topic:dotnet,regression

### Godot version

4.0-beta16

### System information

Windows 10

### Issue description

I've been experimenting with mod support in my project, and one of the things I've been messing around with is [Harmony](https://harmony.pardeike.net/articles/intro.html), a library that allows for easily patching C# methods at runtime. For some reason my Harmony test patches stopped working after upgrading to beta 16. I've cleared the .godot/mono folder as the release notes mentioned, but no dice. A freshly-created project failed as well.

The Harmony log file shows that the patching was successful, but something changed in B16 that prevents the patches from taking and the original methods run unmodified. These patches worked in beta 15, so it must have been something that changed in the last beta.

### Steps to reproduce

Run the included example project and click the "Toggle Harmony Patches" checkbox. If the Harmony patch takes, the icon will bounce around the screen diagonally like an old DVD player screensaver. If it doesn't, it'll use the original logic of bouncing horizontally along the top of the screen.

Uncomment the `Harmony.DEBUG = true` line in TogglePatches.cs to enable Harmony logging. The logfile will appear on your desktop and should show that the patching operations were successful, yet the original logic remains.

A simple find-and-replace of .X with .x and .Y with .y in the two .cs files should be all that is needed to test with the earlier beta 15.

### Minimal reproduction project

[HarmonyTestA16.zip](https://github.com/godotengine/godot/files/10541527/HarmonyTestA16.zip)
Repository: vscode
Issue: Replace in files doesn't work as expected with match containing newline
Labels: bug,search,confirmed

Type: <b>Bug</b>

### Steps to reproduce

1. Create new file and fill the following.
```
child: asdf; asdf
}
```

2. Press Cmd+Shift+H, turn on regex option (Cmd+Option+R), fill find text with `child: (\w+);(?=[\S\s\n]*?\})`, replacement text with `$1`.

3. See preview or do replace.

### Expected behavior
`child: asdf` should be replaced with `asdf`.

### Actual behavior
`child: asdf` is replaced with `$1`.
<img width="271" alt="image" src="https://user-images.githubusercontent.com/4188984/215637105-55d95bbb-1ec6-4fa3-b577-c41382b6e131.png">

### Additional context
Normal single file replace works as expected.

If match contains no newline, it also works as expected.

VS Code version: Code - Insiders 1.75.0-insider (b229eb5fa2ecadb8a5238ccb9f6f49f7ccba9d2b, 2023-01-27T22:17:24.641Z)
OS version: Darwin x64 22.1.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (6 x 3000)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<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)|2, 2, 6|
|Memory (System)|24.00GB (0.02GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256197
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30404738
cppdebug:30492333
vsclangdf:30492506
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30618038
pylantcb52:30590116
pyindex848:30611229
nodejswelcome1:30587009
pyind779:30611226
pythonsymbol12:30651887

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: [Flutter 3.7.0] Sending Class Objects between ```FlutterEngine```s created from ```FlutterEngineGroup``` produces errors after hot restart.
Labels: c: crash,platform-android,engine,has reproducible steps,P3,found in release: 3.7,found in release: 3.8,team-android,triaged-android

Currently I have 2 different ```FlutterEngine``` made from a same ```FlutterEngineGroup```.
My app is using ```SendPort``` to communicate between engines(isolates), and it works fine even if I send any dart instances(```sendPort.send(MyInstance())```) before hot restart. 
But after hot restart, I get error like below and only basic dart type is allowed to be sent(int, String...).
```
Invalid argument: is a regular instance: Instance of 'Data'
```
In this issue(#114005), which I have created, I have found a [workaround](https://github.com/flutter/flutter/issues/114005#issuecomment-1306517164) to use  ```IsolateNameServer``` to store ```SendPort``` of each ```FlutterEngine``` respectively, and it worked fine until Flutter version 3.3.10 event after hot restart.
But it's not working again on Flutter version 3.7.0 after hot restart.
Hot restart function is really critical to my team and is one of the reason why we chose Flutter for our project.

Please check the [repository](https://github.com/dayoul/flutter_engine_group_error) to reproduce this issue.

Result of ```flutter doctor -v```
[✓] Flutter (Channel stable, 3.7.0, on macOS 13.1 22C65 darwin-x64, locale ko-KR) 

## Why do I need multiple flutter engines
Basically the app that my team is building is a messenger app. So in many circumstances, FCM push or APNS push gets received on background and to store that push data, we run ```FlutterEngine``` from background without screen in order to access DB or TCP instance in Flutter(dart) side.

## Why do I have to send Class Instances between ```FlutterEngine```s(```Isolate```s)
Background ```FlutterEngine``` mentioned above is in charge of lots of jobs that are not related to UI(business logic, etc). So it would be really complex if just making it to pass only primitive data types.
Repository: vscode
Issue: The Hosts file is not applied in the network proxy.
Labels: bug,proxy

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Does this issue occur when all extensions are disabled?: Maybe NO? But this is a bug related to VScode.

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.74.3
- OS Version: Linux(WSL)

Steps to Reproduce:

1. Set /etc/hosts:
```
192.168.138.1   Proxy.local
fe80::192.168.138.1     Proxy.local
```
2. Set proxy:
```
export ALL_PROXY=Socks://Proxy.local:1080
export HTTP_PROXY=$ALL_PROXY
export HTTPS_PROXY=$ALL_PROXY
```
3. Start VScode and error occurred:
```
2023-01-31 11:35:30.627 [error] Failed to establish a socket connection to proxies: ["SOCKS Proxy.local:1080"]: Error: Failed to establish a socket connection to proxies: ["SOCKS Proxy.local:1080"]
	at _PacProxyAgent.<anonymous> (/home/Dev/.vscode-server/bin/97dec172d3256f8ca4bfb2143f3f76b503ca0534/node_modules/vscode-proxy-agent/out/agent.js:140:19)
	at Generator.throw (<anonymous>)
	at rejected (/home/Dev/.vscode-server/bin/97dec172d3256f8ca4bfb2143f3f76b503ca0534/node_modules/vscode-proxy-agent/out/agent.js:6:65)
	at processTicksAndRejections (node:internal/process/task_queues:96:5)
```
4. When I set it this way, everything is normal:
```
export ALL_PROXY=Socks://[fe80::192.168.138.1]:1080
export HTTP_PROXY=$ALL_PROXY
export HTTPS_PROXY=$ALL_PROXY
```

**One more thing, VScode does not support the ALL_PROXY environment variable. Is this a bug or a deliberate design?**
Repository: TypeScript
Issue: Enable auto imports and add missing import for module/package names
Labels: Suggestion,Awaiting More Feedback,Domain: Auto-import

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms
- auto import
- quick fix
- missing import

## ⭐ Suggestion
Auto imports / add missing imports should be able to add `import * as XYZ from 'XYZ'` when triggered on the symbol name `XYZ` in a file. This is useful if you prefer using namespace imports and can also help with discovering/exploring new packages

Right now we have auto imports and an `add missing import` quick fix for symbols in a module, but I don't see these options for the module itself 
 
## 📃 Motivating Example

1. In a new project
2. `npm I @types/vscode`
3. Open new TS file and write `vscode.`

Right now I don't get an auto import for `vscode`. I'd expect an import that adds: `import * as vscode from 'vscode';
` at the top of the file

## 💻 Use Cases
- Make it easier to reference a symbol if you prefer using namespaces from the start
- Helping users explore new packages (just type `vscode.` to see suggestions in the `vscode` package)
- Working with node packages. It'd be nice to be able to type `fs.` to get an `fs` import 
- Fixing code that has been copy and pasted between files