sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Environment Variables WSLENV editing
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

WSLENV is a complicated mess to work on by hand, so I was thinking that it would be super helpful if the new Environment Variables editor assists in editing this variable beyond being a simple string editing.

This could start out with the basics: having it be formatted as a list of different values akin to the existing PATH and PATHEXT editors.

It could eventually move on to being more guided with:
- checkboxes (or something) for the flags (/p, /l, /u, /w) with information on what they do in the editor
- selection of existing variables (and freetext for things like env from the WSL side (/w flag)).

### Scenario when this would be used?

This would be useful for anyone who is trying to set up their WSL environment and share env variables between the two OSes.

### Supporting information

WSLENV basics: it's a `:` separated list of environment variables with flags after a `/`.

For example: `USERNAME/w:TMP/wp` would put the USERNAME and TMP variables on the linux instance with TMP converted to a linux path.

Full Information on the WSLENV syntax is here: https://devblogs.microsoft.com/commandline/share-environment-vars-between-wsl-and-windows/
Repository: vscode
Issue: Renaming folders in the explorer go blank before getting renamed
Labels: bug,file-explorer

Repro:

1. Windows
2. Rename a folder with files in it

:bug: The list item will go blank while it's processing. Focusing out of the window and focusing back in will fix it. This looks particularly broken if the rename ends up being rejected seconds later for some reason.

![Recording 2023-11-01 at 10 19 17](https://github.com/microsoft/vscode/assets/2193314/22dc7bb5-d773-4306-8f70-6b41678ff86d)
Repository: go
Issue: proposal: math/rand/v2: Add `IntInRange` function
Labels: Proposal

## Proposal
This proposal suggests adding a new function, `IntInRange(low, high int) int`, to the `math/rand` package. 
The function generates random integers within a specified range [low, high).

## Function Implementation

```go
func IntInRange(low, high int) int {
    return rand.Intn(high-low) + low
}
```
## Rationale
- It simplifies random integer generation within a specific range, making it easier especially for beginners.
- Provides a clean and concise code for this common task.
Repository: flutter
Issue: Allow flutter hackers to rerun dashboard tasks
Labels: team-infra,P2,triaged-infra

cc @CaseyHillers 

Members of flutter-hackers could be granted permission to rerun tasks on the dashboard, so long as they have a an email connected with Google. These emails can be added to an allowlist in the datastore that manages these permissions. Currently it is limited to contributors with `@google.com` emails.

I've heard from some contributors that are in other time zones that would like to help manage the tree while most contributors with `@google.com` are offline.
Repository: vscode
Issue: Git - Auto Stash handles submodules incorrectly
Labels: bug,git

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- VS Code Version: 
Version: 1.84.0-insider (Universal)
Commit: d037ac076cee195194f93ce6fe2bdfe2969cc82d
Date: 2023-11-01T10:18:23.824Z
Electron: 25.9.2
ElectronBuildId: 24603566
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin arm64 23.0.0
No extensions installed.
- OS Version: 
MacOS Sonoma Version 14.0 (23A344)

Steps to Reproduce:

1. Make sure `Git: Auto Stash` is enabled in your VSCode settings.
2. Open a project that has a submodule in it. 
  ```
  git clone https://github.com/RJWadley/submodule-demo.git
  cd submodule-demo
  git submodule update --init
  ```
3. Check out a different version of the submodule. This should show up in your Source Control view.
  ```
  cd empty-repo
  git checkout main
  cd ..
  ```
4. In the Source Control view, click Synchronize Changes
5. If you have changes stashed, you'll see them incorrectly applied. If not, you'll see 'Git: No stash entries found.'

`git pull --rebase --autostash` works as expected, it's only syncing through VSCode that has this issue.
Repository: PowerToys
Issue: Blank screen on startup
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

General, Welcome / PowerToys Tour window

### Steps to reproduce

Just open power toys.

### ✔️ Expected Behavior

A normal power toys window

### ❌ Actual Behavior

Run power toys and received a blank window.
[PowerToysReport_2023-11-01-18-13-35.zip](https://github.com/microsoft/PowerToys/files/13230558/PowerToysReport_2023-11-01-18-13-35.zip)

### Other Software

_No response_
Repository: kubernetes
Issue: Job readiness gates
Labels: kind/feature,sig/apps,needs-triage,wg/batch

### What would you like to be added?

An alternative to `Job.spec.suspend` that allows multiple controllers to cooperate towards starting a Job.

This is analogous to scheduling gates https://kubernetes.io/docs/concepts/scheduling-eviction/pod-scheduling-readiness/

### Why is this needed?

This would enable queueing of steps of a workflow.

For example, the job could have:
```
readinessGates:
  - kueue.k8s.io/suspend
  - snakemake.io/step
```

The job is only allowed to run (create pods) if all gates are removed.
In the case above, `snakemake.io/step` would be removed by snakemake when all the dependencies for this job are completed.

At this point, kueue would allow this job to compete for resources in the queue. When there is enough quota to run this job, Kueue would remove the `kueue.k8s.io/suspend`.
Repository: go
Issue: x/telemetry: add garbage collection
Labels: NeedsFix,telemetry

An interesting point that came up in the context of discussing #63832 is that in some organizations data that is persisted "forever" is treated differently from data that is transient. Right now, local telemetry data is persisted until it is manually deleted (see also #63142).

We don't need local data forever: it is only needed for (1) weekly uploading, if telemetry uploading is enabled, (2) local viewing, to see what would be uploaded while making the decision to opt in, and (3) local debugging. For all of those use cases, keeping a few months of recent data is sufficient.

We should therefore garbage collect old data by default.
Repository: flutter
Issue: [Impeller] Some filters use the basis of the transform to compute their coverage results
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Particularly the blur and blur-like (i.e. radius-based) filters will perform their coverage calculations when computing coverages, but it isn't clear that is the right answer. While they are 2D operations, their results should be as if they did their work on the 2D input and were then perspective transformed - which means that the distance of their radius-based effects will be bent by the perspective distortion.

We should double-check that they compute the right results and adjust the math accordingly.
Repository: godot
Issue: First call of handheld.vibrate() causes sttutter  iOS 16.7.1 (iPhone 8 & iPhone 14 Pro)
Labels: bug,platform:macos,topic:porting,topic:input

### Godot version

4.1.2.stable.official

### System information

iOS 16.7.1

### Issue description

The title is a self-explanatory. But anyways - when handheld.vibrate() is called for the first time, it seems that my application is suffering from micro freeze, the next calls seems to be ok.

### Steps to reproduce

```
func _input(event):
	if event is InputEventScreenTouch and event.is_pressed() and !event.is_echo():
		Input.vibrate_handheld(12)
```

### Minimal reproduction project

All info are present into "Steps to reproduce"
Repository: godot
Issue: Engine uses wrong directory for appdata on Windows
Labels: platform:windows,discussion,topic:porting

### Godot version

not version specific

### System information

Windows 10

### Issue description

According to the [documentation](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html) engine uses the %appdata% location to store application data. This location points to ..user/AppData/Roaming/ directory, intended specifically for the data that supposed to be synchronizable between multiple user PCs (that share Microsoft account). For Godot using this directory makes no immediate sense, and looks more like a mistake. In fact with no synchronization strategy in place it would only work correctly so long as there is _no_ synchronization taking place.

The appropriate location for the local-only application data is %LocalAppData% .

### Steps to reproduce

n/a

### Minimal reproduction project

n/a
Repository: godot
Issue: Weird error messages if trying to make a static get_name() function 
Labels: topic:gdscript,needs testing

### Godot version

v4.2.beta3.mono.official [e8d57afae]

### System information

Godot v4.2.beta3.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

`foobar.gd`:

```gdscript
class_name Foobar
extends Object

static func get_name(i: int) -> String:
	return str(i)
```

`node_2d.gd` which uses `Foobar:`
```gdscript
extends Node2D

func _ready():
	# Invalid call to function 'get_name' in base 'GDScript'. Expected 0 arguments.
	var i = Foobar.get_name(42)

	# Parser Error: Too few arguments for "get_name()" call. Expected at least 1 but received 0.
	var j = Foobar.get_name()
```

If I try to call `Foobar`'s static `get_name` with one parameter (as it is implemented), I get an error message saying that 0 arguments are expected. But when I remove the argument, now the error message says that 1 argument is expected.

I'm guessing that `get_name` is a name that just cannot be used as a static function name. As a member function name it is usable.

The problem here is that the current error messages do not help to understand what is going on. If a static `get_name` is not allowed at all, I would expect an error message saying just that at `foobar.gd` where I try to implement that function.


### Steps to reproduce

As above.

### Minimal reproduction project

N/A
Repository: godot
Issue: Typing in a full TextEdit node on iOS export causes CPU Usage to rise to 100%+ and app to lag, making it unusable
Labels: bug,platform:ios,topic:rendering,confirmed,topic:gui,topic:2d,performance

### Godot version

3.5.3 stable, 4.1.1 stable

### System information

iPadOS 16.1.1 iPad Air (3rd generation) - Exported from Apple M1 Pro 2021 running MacOS 14.1 with xcode Version 15.01 

### Issue description

This issue is present when exporting a godot project for iOS and then running the export on an iPad.

When a TextEdit node has around 2000 or more characters and the user tries to type into it, the project begins to significantly lag, the CPU rises to 100% and the fps drops to single digits. Key presses are delayed significantly. The TextEdit becomes unusable. This issue occurs whether the TextEdit is empty on start or pre-filled.

The expected behavior is to be able to type into a full TextEdit with the same or similar performance and responsiveness as if it was empty or mostly empty, and meet the expectation of the experience of typing multiple paragraphs of text on a device with out delays or freezing.

 This issue causes any apps made with Godot that include typing long form text to be not viable.

### Steps to reproduce

1. Create an empty godot project
2. Add a TextEdit node
3. Put a few paragraphs in it as default text, 2,000 characters should be enough. (You can also leave it empty and type or paste the characters in it while testing the exported project)
4. Export your project to iOS 
5. Open the exported project in xcode and build/run it on an iPad
6. Type into the TextEdit field

### Minimal reproduction project

[textedit-ios-godot-3.5.3.zip](https://github.com/godotengine/godot/files/13231780/textedit-ios-godot-3.5.3.zip)
[textedit-ios-godot-4.1.zip](https://github.com/godotengine/godot/files/13231789/textedit-ios-godot-4.1.zip)
Repository: next.js
Issue: Cloning a Request in edge runtime when running the dev server does not work correctly
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/dkokotov/nextjs-edge-request-cloning-bug

### To Reproduce

1. Start the application in development
2. Navigate to http://localhost:3000
3. Observe that the method and headers of request 2 do not match those of request 1, even though request 2 was created by cloning request 1 (`const req2 = new Request(req1)`)

### Current vs. Expected behavior

Request 2 method and body should be the same as those of request 1. 

Note this only happens for edge runtime. If, in the example below copied from the repro repository), I comment out the `export const runtime = 'edge'`, the output is as expected. 

```
export default function Home() {
  const req1 = new Request('https://example.com', {
    method: 'POST',
    headers: { 'X-Example-Header': 'Foo' }
  });
  const req2 = new Request(req1);

  return <div>
    Request 1 method: {req1.method}
    <br/>
    Request 1 headers: {req1.headers}
    <br/>
    Request 2 method: {req2.method}
    <br/>
    Request 2 headers: {req2.headers}
  </div>
}

export const runtime = 'edge';
```

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.8.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.7.5
Relevant Packages:
  next: 14.0.2-canary.5
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


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

App Router, Middleware / Edge (API routes, runtime)

### Additional context

Seems to only happen for running in dev mode. If I deploy the repro example to Vercel (https://nextjs-edge-request-cloning-bug.vercel.app), the output is as expected.
Repository: pytorch
Issue: dispatcher cannot determine dispatch key on tuple input
Labels: triaged,module: dispatch

```
import torch
from typing import Optional, Tuple
import torch._custom_ops

lib = torch.library.Library("custom", "FRAGMENT")
lib.define("foo((Tensor, Tensor) tuple_input) -> Tensor")

def impl(tuple_input):
    return tuple_input[0] + tuple_input[1]

lib.impl("foo", impl, "CPU") 


torch.ops.custom.foo((torch.ones(2, 3), torch.ones(2, 3)))
```

produces
```
There were no tensor arguments to this function (e.g., you passed an empty list of Tensors), but no fallback function is registered for schema custom::foo.  This usually means that this function requires a non-empty list of Tensors, or that you (the operator writer) forgot to register a fallback function.  Available functions are [CPU, Meta, BackendSelect, Python, FuncTorchDynamicLayerBackMode, Functionalize, Named, Conjugate, Negative, ZeroTensor, ADInplaceOrView, AutogradOther, AutogradCPU, AutogradCUDA, AutogradXLA, AutogradMPS, AutogradXPU, AutogradHPU, AutogradLazy, AutogradMeta, Tracer, AutocastCPU, AutocastCUDA, FuncTorchBatched, BatchedNestedTensor, FuncTorchVmapMode, Batched, VmapMode, FuncTorchGradWrapper, PythonTLSSnapshot, FuncTorchDynamicLayerFrontMode, PreDispatch, PythonDispatcher].
```

I guess based on the error message, we look inside lists of tensors to determine the dispatch key. So we should probably look inside tuples as well?
Repository: flutter
Issue: [google_sign_in_web] Remove deprecated `signIn` method.
Labels: platform-web,p: google_sign_in,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

In order to facilitate the migration from the old Google Sign In SDK to the Google Identity Services SDK, the `signIn` method of the `google_sign_in_web` plugin attempted to both authenticate and authorize users and return both tokens.

The way this worked was by using the oauth2 authorization process, and then doing a request to the People API to retrieve information about `me` (the currently signed-in user). This didn't return a proper idToken (authentication) so the method wasn't really usable by users.

### Proposal

Remove the `signIn` method from the web implementation of `google_sign_in`, so it starts throwing an UnimplementedException, now that users have migrated to the new Card / SDK Button method.

Remove all the accessory code that was used to attempt to retrieve the information about the currently signed-in user, like `_computeUserDataForLastToken`, `_requestedUserData` and any others.

Update the documentation to note that the plugin does not require access to the "People API" any longer.

Bump a major version on the plugin, so we need to update the core plugin (and its documentation) to release this deprecation to the public.
Repository: vscode
Issue: Highlight in issue reporter if issue is from a pre-release that happened after latest release version
Labels: feature-request,issue-reporter

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

In Python extension repository we wanted to know whether an issue reported belongs to a pre-release version which hasn't been officially released yet. 

In those cases include a note saying that the reported version is a pre-release version, and increase priority for these issues: https://github.com/microsoft/vscode-python/issues/21628.

For eg. if it's one of these, we would want to know this:
![image](https://github.com/microsoft/vscode/assets/13199757/21d383c4-816c-4d41-a7a1-63dface425de)
Repository: node
Issue: NodeWorker.sendMessageToWorker fails with multi-byte code points in JSON
Labels: inspector,worker

### Version

21.1.0

### Platform

Darwin mbp.peet.io 23.1.0 Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64 x86_64

### Subsystem

inspector

### What steps will reproduce the bug?

From a user's point of view...

1. Debug a script like this in VS Code
```js
const { Worker, isMainThread } = require('worker_threads');

if (isMainThread) {
  new Worker(__filename);
} else {
  debugger;
}
```
1. Ensure the worker_thread session is select and run `console.log('本機磁碟')`
2. Nothing happens (an error behind the scenes)

### How often does it reproduce? Is there a required condition?

100%

### What is the expected behavior? Why is that the expected behavior?

It should log `本機磁碟`

### What do you see instead?

An error

### Additional information

Behind the scenes, this calls

```json
{
  "id": 1027,
  "method": "NodeWorker.sendMessageToWorker",
  "params": {
    "message": "{\"id\":1014,\"method\":\"Debugger.evaluateOnCallFrame\",\"params\":{\"expression\":\"console.log('本機磁碟')\\n//# sourceURL=eval-1e14c9c5.repl\\n\",\"includeCommandLineAPI\":true,\"objectGroup\":\"console\",\"generatePreview\":true,\"callFrameId\":\"-7882104772351236078.1.0\"}}",
    "sessionId": "1"
  }
}
```

This is created by simply JSON.stringify'ing the relevant CDP call.

However, this results in 

```json
{
  "method": "NodeWorker.receivedMessageFromWorker",
  "params": {
    "sessionId": "1",
    "message": "{\"error\":{\"code\":-32700,\"message\":\"Message must be a valid JSON\"}}"
  }
}
```

Which seems to come from here https://github.com/nodejs/node/blob/60e836427ee6549496269a7fd1ab44d8fd6d5e43/tools/inspector_protocol/lib/DispatcherBase_cpp.template#L234. I would expect any JSON created by JSON.stringify would be able to be parsed by the NodeWorker domain.

This causes more 'real' issues when users have paths with multi-byte codepoints, as reported in https://github.com/microsoft/vscode-js-debug/issues/1798 and https://github.com/microsoft/vscode-js-debug/issues/2043
Repository: PowerToys
Issue: New Feature / setting: Add an option for moving the Win 11 taskbar to the top + enable old windows style folders on the taskbar that were scrollable
Labels: Needs-Triage

### Description of the new feature / enhancement

Add a new tool that could enable placing Windows 11 taskbar at the top of the screen.

Also setting to enable the old windows style scrollable folders on the taskbar - this feature was very useful for fast scrolling through the folder tree.

Both of these were retired with Win 11.

### Scenario when this would be used?

I found that it is a more logical position for the taskbar, since it is closer to the eyes, especially on larger screens

### Supporting information

_No response_
Repository: godot
Issue: The feature to export scene node to gltf using GLTFDocument at mobile runtime is not work well
Labels: bug,platform:ios,platform:android,topic:3d,topic:export

### Godot version

4.0.4

### System information

Android/iOS - Godot 4.0.4 stable - Mobile

### Issue description

When I try to use GLTFDocument to export scene node to gltf file at Android/iOS, I found it doesn't work well.
There are two cases:
1, 3d Model without texture or material
the export result file from android contains errors, the result from iOS is correct.
2, 3d Model with texture or material
Both android an iOS failed to export the result file.
This is the reproduction project [RuntimeExportToGltf.zip](https://github.com/godotengine/godot/files/13232983/RuntimeExportToGltf.zip)
Hope to receive your reply ASAP.Thank you in advance.

### Steps to reproduce

Just run the minimal reproduction project to the mobile device, then check the result file.

### Minimal reproduction project

[RuntimeExportToGltf.zip](https://github.com/godotengine/godot/files/13232983/RuntimeExportToGltf.zip)