sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: bitcoin
Issue: `listtransactions` fails to list self-send transactions (for imported descriptor wallet)
Labels: Bug,Wallet

**Expected behavior:**

`listtransactions "*" 100` in a wallet with 35 transactions should list all 35 transactions in the wallet.

(Update: and given the way `listtransactions` works there will likely be more than one array entry for each transaction, right?)

**Actual behavior:**

`listtransactions "*" 100` lists 14 transactions, but does not list 21 transactions that are self-sends.

Note that `getwalletinfo` returns:

```
  "txcount": 35,
```

So the wallet does seem to know about the self-send transactions. (The "missing" transactions also show up in the GUI)

**To reproduce**

I have only seen the problem with one particular wallet. The only other wallet I have tested with is running on an older Bitcoin Core v0.20.1 (actually Omni Core) version and does seem to correctly list self-sends.

The wallet showing the problem is an imported HD `tpub` descriptor wallet that was created with **bitcoinj** and then the descriptors were imported via `importdescriptors`. I noticed that there is a Python functional test for `listtransactions` that checks self-sends, so perhaps the problem is related to it being a watch-only descriptor wallet with imported descriptors. It may also be relevant that the self-sends had two-outputs, both a "destination" and a change address.

I can reliably reproduce the problem with the wallet that is showing the problem.

**System information**

MacBook Pro M1
macOS Monterey 12.5.1

**Bitcoin Core v23.0.0** pre-built "official" binary.

I am willing to provide additional information and/or run additional tests to help track this down.
Repository: rust
Issue: Box::<CompressorOxide>>::default() creates an LZOxide on the stack and then does a memcpy
Labels: A-codegen,T-compiler,C-bug

In https://bugzilla.mozilla.org/show_bug.cgi?id=1787715 (currently not public for security reasons) we ran into a stack overflow when flate2 calls `Box::<CompressorOxide>>::default()` in `DeflateBackend::make()` here:
https://github.com/rust-lang/flate2-rs/blob/cc5ed7f817cc5e5712b2bb924ed19cab4f389a47/src/ffi/rust.rs#L131

`DeflateBackend::make()` is getting compiled with a call to `chkstk(65664)`

A reduced version of this is here:
https://rust.godbolt.org/z/hTE3785xY

A further reduced version that doesn't require any of the special `box` syntax in `Default()` is here:
https://rust.godbolt.org/z/8e5EPafzb

This seems to have to do with `LZOxide::new()` not being inlined. If it's inlined the problem goes away. If the field initialization order of `CompressorOxide` is swapped 
so that we call `Box::<u32>::default()` before `LZOxide::new()` the problem also goes away.

@nikic
Repository: electron
Issue: [Feature Request]: Add support for setting custom DNS servers.
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Now we don't have any ways to set custom DNS servers in Electron.
The only one possible is to set DoH using app.configureHostResolver() https://www.electronjs.org/docs/latest/api/app#appconfigurehostresolveroptions
If DoH not set, Electron fallbacks to system's DNS servers.



### Proposed Solution

Add method/possibility to launch electron with DNS servers set by developer, not by system.

### Additional Information

_No response_
Repository: flutter
Issue: [Impeller] Documentation for capturing frames in Metal is Mac specific.
Labels: engine,d: api docs,P2,e: impeller,team-engine,triaged-engine

Reported by Zach, the documentation is written from the perspective of someone wanting to capture frames in the playground. While the steps to do so on iOS are similar, it is not clear to developers doing so for the first time. The document must be amended for iOS.
Repository: godot
Issue: [3.x] `File.file_exists` and `Directory.file_exists` returns `false` under the `PackedData` filesystem when file exists
Labels: bug,topic:core,confirmed,topic:export

### Godot version

3.x at 5600be95713dff993160777161ae30b695fb60b9

### System information

Arch Linux

### Issue description

On certain paths where a file exist, `File.file_exists` and `Directory.file_exists` return false depending on what filesystem is being accessed.
Even when the file exists, in line 183 below, `Map<PathMD5, PackedFile>.find` does not seem to work properly since it returns a null value.

https://github.com/godotengine/godot/blob/5600be95713dff993160777161ae30b695fb60b9/core/io/file_access_pack.h#L181-L186

The md5 path hashing and finding does not seem to work as expected.

Related Issues:
- #37646

### Steps to reproduce

1. Decompress [file_exists_bug.zip](https://github.com/godotengine/godot/files/9570467/file_exists_bug.zip) and open with the Editor and run the project. You'll see the following output:

```
Checking path with res://
Path: res://autoload/singleton_manager/singletons/engine_data_forwarder_manager/forward_engine_data_node.gd
File.file_exists: True
Directory.file_exists: True
load() check: [GDScript:1269]
Checking path without res://
Path: autoload/singleton_manager/singletons/engine_data_forwarder_manager/forward_engine_data_node.gd
File.file_exists: True
Directory.file_exists: True
load() check: [GDScript:1272]
```

3. Decompress [file_exists_bug_export.pck.zip](https://github.com/godotengine/godot/files/9570448/file_exists_bug_export.pck.zip) and open with
```
godot --main-pack file_exists_bug_export.pck
```
And you'll get the following output -- note that `File.file_exists` and `Directory.file_exists` return false but Godot is still able to load the resource:
```
Checking path with res://
Path: res://autoload/singleton_manager/singletons/engine_data_forwarder_manager/forward_engine_data_node.gd
File.file_exists: False
Directory.file_exists: False
load() check: [GDScript:1266]
Checking path without res://
Path: autoload/singleton_manager/singletons/engine_data_forwarder_manager/forward_engine_data_node.gd
File.file_exists: False
Directory.file_exists: False
load() check: [GDScript:1269]
```

### Minimal reproduction project

[file_exists_bug.zip](https://github.com/godotengine/godot/files/9570467/file_exists_bug.zip)
[file_exists_bug_export.pck.zip](https://github.com/godotengine/godot/files/9570448/file_exists_bug_export.pck.zip)
Repository: pytorch
Issue: Selectively sync internal Meta discussions / posts to dev-discuss.pytorch.org
Labels: triaged

### 🚀 The feature, motivation and pitch

We have an internal developer discussion group at Meta and it would be beneficial to open collaboration to have those posts in PyTorch Dev Discussion (Not Q&A) selectively shared by a bot to dev-discuss.pytorch.org. As a stretch, having dev-discuss.pytorch.org sync internally with a bot post would also be valuable.

### Alternatives

1. Keep conversations and discussion separate as it is right now
2. Continue to actively push Meta internal folks to leverage dev-discuss.pytorch.org, but keep it manual
3. Use Workplace or other systems to match Meta internals

### Additional context

_No response_
Repository: godot
Issue: GodotPhysics doesn't recongnize a runtime Rigidbody mode swap from Rigid to Character
Labels: bug,topic:physics

### Godot version

3.5.stable

### System information

Windows 10

### Issue description

While using GodotPhysics, setting a Rigidbodies mode from Rigid to Character during runtime doesn't seem to do anything, it continues to act like it's in Rigid mode. In the remote inspector, it claims to be in Character mode. While using Bullet, this doesn't happen, it acts as expected.

### Steps to reproduce

While using GodotPhysics in 3.5, swap a Rigidbody from Rigid mode to Character during runtime. It won't work.

In my minimal reproduction project, I have a Rigidbody in Character mode. When you press the button, it'll swap to Rigid mode for 0.1 seconds, then back to Character. It still falls however, still acting like its in Rigid mode.

Swap the physics engine to Bullet, and this issue isn't present.

### Minimal reproduction project

[CharacterModeSwap.zip](https://github.com/godotengine/godot/files/9570870/CharacterModeSwap.zip)
Repository: vscode
Issue: Accepting completion with multiline edits makes editor scroll jump higher
Labels: suggest,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: insiders
- OS Version: mac

### Bad behavior

Steps to Reproduce:

1. Extension code:
```ts
vscode.languages.registerCompletionItemProvider('*', {
        provideCompletionItems(document: vscode.TextDocument, position: any, token: any, context: any): vscode.CompletionItem[] {
        const replaceRange = new vscode.Range(position, position.translate(-1).with(undefined, 0))
        const oldText = document.getText(replaceRange)
        const newText = `await ${oldText}`
        return [
            {
                label: 'test',
                sortText: '!',
                insertText: newText,
                additionalTextEdits: [
                    vscode.TextEdit.delete(replaceRange),
                ],
            },
        ]
    },
})
```
2. Accept registered completion as shown in the gif:

<img src="https://user-images.githubusercontent.com/46503702/190297398-7f00813a-1db2-4096-9499-755a444babac.gif" width="500">

### Good Behavior

Steps to Reproduce:

1. Extension code (only `insertText` and `additionalTextEdits` changes):

```ts
vscode.languages.registerCompletionItemProvider('*', {
        provideCompletionItems(document: vscode.TextDocument, position: any, token: any, context: any): vscode.CompletionItem[] {
        const replaceRange = new vscode.Range(position, position.translate(-1).with(undefined, 0))
        const oldText = document.getText(replaceRange)
        const newText = `await ${oldText}`
        return [
            {
                label: 'test',
                sortText: '!',
                insertText: '',
                additionalTextEdits: [vscode.TextEdit.replace(replaceRange, newText)],
            },
        ]
    },
})
```

2.

<img src="https://user-images.githubusercontent.com/46503702/190297578-23551ffd-c6d8-4611-9187-45cf7b9b9142.gif" width="500">

The same behavior is expected in the first case.
Repository: go
Issue: x/website: "Go Doc Comments" does not explain deprecation notices
Labels: Documentation,NeedsInvestigation,website

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### Does this issue reproduce with the latest release?

Yes

### What did you do?

Tried to find the documentation for the correct way to add a deprecation notice to a doc comment.

### What did you expect to see?

I expected to find it in the new [Go Doc Comments](https://go.dev/doc/comment) document.

### What did you see instead?

It's not there.

The most helpful "official" reference is on the wiki at https://github.com/golang/go/wiki/Deprecated. I found that by reading the original issue (https://github.com/golang/go/issues/10909) about documenting the convention. That issue also reminded me that the old (pre Go 1.0) [blog post about doc comments](https://go.dev/blog/godoc) had been updated to explain deprecation notices. That blog post now starts with a note directing readers to the new "Go Doc Comments" document, which might dissuade them from reading the rest of the blog post and missing the info about deprecation notices.

### Recommended Solution

It seems to me that we should add a section about deprecation notices to the Go Doc Comments document.
Repository: godot
Issue: Code editor navigation inconcistency
Labels: bug,topic:editor,usability

### Godot version

3.5, 4.0 presumably

### System information

Windows 10

### Issue description

When navigating the built-in documentation the arrow to hide/show currently edited classes is missing, this leads to a case where you have problem navigating back to your code when control-clicked on a type to read the documentation and cannot then go back the usual way. This isn't a huge problem when you are only one click away since you can use the back-arrow to navigate to last script view. When you however start browsing for a method you can't recall which parent of the class it belongs to this turns really annoying when you have to press the button like 5 times to get back to your script. This is amplified by your frustration and urge to spam the button and miss your class in the hierarchy and thus can't find it. The missing button is showed in the illustrius and carefully curated piece of internet art below.

![bild](https://user-images.githubusercontent.com/11806563/190321589-9d2fd756-1c33-4b86-844b-288754989b51.png)


### Steps to reproduce

1. Open a Godot project of your choice.
2. Open an existing GDScript
3. Close the left menu using the button shown above.
4. Control click any built-in type, for example the inheritance marker on the first row.
5. Watch the button disappear in a puff of invisible smoke due to black godot magic.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Segmentation fault in `torch.jit.wait`
Labels: oncall: jit

### 🐛 Describe the bug

Passing `None` to `torch.jit.wait` can cause a Segmentation fault.

## code

```python
import torch

torch.jit.wait(None)
```
## output
```bash
Segmentation fault (core dumped)
```

### Versions

PyTorch version: 1.12.1+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.4 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.8.10 (default, Jun 22 2022, 20:18:18) [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.4.0-117-generic-x86_64-with-glibc2.29
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.18.5
[pip3] torch==1.12.1
[conda] Could not collect
Repository: ant-design
Issue: Form.list数据回填的时候在presever={false}这个条件下无效
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/dong-tai-zeng-jian-qian-tao-zi-duan-antd-4-16-13-forked-cd99ym?file=/index.js)

### Steps to reproduce

如代码所见，使用form.setFieldsValue和 form.setFields均不会回填，去掉preserve后数据正常

### What is expected?

期望数据回填

### What is actually happening?

实际结果更离谱，本地环境下会出现相等长度的group, 但是没有数据。例如要回填四个人的姓名，本地下会出现四组姓名的input, 但是input里没有数值。codesandbox是不出现四组input。

本地和codesandbox均需要删除后才正常，切回react 16后没有发现此问题

| Environment | Info |
| --- | --- |
| antd | 4.23.1 |
| React | 18.2.0 |
| System | MacOS Big Sur  11.4 |
| Browser | chrome 版本 104.0.5112.101（正式版本） (arm64) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: RawGestureDetector's gestures property can not be updated
Labels: framework,f: gestures,has reproducible steps,P3,found in release: 3.7,found in release: 3.8,team-framework,triaged-framework

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     to what you're looking for, then fill out the template below. Please read
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## Use case
```
RawGestureDetector(
      behavior: {
TypeA: .... ,
TypeB: .... ,
},
      child: child,
      gestures: gestures,
    );
```

but 

Widget `RawGestureDetector._syncAll` metods  code
```
 void _syncAll(Map<Type, GestureRecognizerFactory> gestures) {
    assert(_recognizers != null);
    final Map<Type, GestureRecognizer> oldRecognizers = _recognizers!;
    _recognizers = <Type, GestureRecognizer>{};
    for (final Type type in gestures.keys) {
      assert(gestures[type] != null);
      assert(gestures[type]!._debugAssertTypeMatches(type));
      assert(!_recognizers!.containsKey(type));
      ❓ _recognizers![type] = oldRecognizers[type] ?? gestures[type]!.constructor();
      assert(_recognizers![type].runtimeType == type, 'GestureRecognizerFactory of type $type created a GestureRecognizer of type ${_recognizers![type].runtimeType}. The GestureRecognizerFactory must be specialized with the type of the class that it returns from its constructor method.');
      gestures[type]!.initializer(_recognizers![type]!);
    }
    for (final Type type in oldRecognizers.keys) {
      if (!_recognizers!.containsKey(type)) {
        oldRecognizers[type]!.dispose();
      }
    }
  }

```

❓ why check type instead of hashCode
```
 _recognizers![type] = oldRecognizers[type] ?? gestures[type]!.constructor();
```

## Proposal


```
 _recognizers![type] = oldRecognizers[type] ?? gestures[type]!.constructor();
```
=>
```
_recognizers![type] = oldRecognizers[type].hashCode != gestures[type].hashCode || oldRecognizers[type] == null ? gestures[type]!.constructor() : oldRecognizers[type]!;
```


I cannot change the monitored event by changing the behavior after the first 'initstate'

Because when the types are the same, they will be reused instead of using new ones

Whether to compare ` Object().hashCode` instead of Type
Repository: PowerToys
Issue: Floating calculation problem in PowerToys Run
Labels: Issue-Bug,External Dependency,Priority-3,Run-Plugin

### Microsoft PowerToys version

0.62.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

try input with 1840780-1763707.60
![2022-09-15 15_09_05-Clipboard](https://user-images.githubusercontent.com/14135017/190350889-aaae2f48-4635-42f3-9de5-1c1201c39a8e.png)


### ✔️ Expected Behavior

77072.4

### ❌ Actual Behavior

77072.3999999999

### Other Software

_No response_
Repository: electron
Issue: [Bug]: kiosk mode not show the menu and dock
Labels: platform/macOS,bug :beetle:,component/BrowserWindow,has-repro-gist,20-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

20.1.4

### What operating system are you using?

macOS

### Operating System Version

macos catalina 10.15.7

### What arch are you using?

Other (specify below)

### Last Known Working Electron version

_No response_

### Expected Behavior

kiosk mode is okay

### Actual Behavior

When I toggle kiosk mode multiple times, the system menu bar and dock don't show

### Testcase Gist URL

https://gist.github.com/premillos/8c1bc4d746ab347be6ee0bd2b3d2c123

### Additional Information

_No response_
Repository: flutter
Issue: [web] pinch-to-zoom on touch pad breaks application
Labels: engine,platform-web,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-web,triaged-web

## Steps to Reproduce

This reproduces with our own app and likely with any app, but it's easiest using the predeployed flutter gallery app:
1. On a Windows laptop with a touch pad, open the [flutter gallery app](https://gallery.flutter.dev/#/) in Chrome, Firefox or Edge
2. Using the touch pad, perform a pinch gesture to zoom in on the flutter gallery app.

**Expected results:** the application is unaffected by the pinch zooming, as flutter web does not support it (see feature request #97305).

**Actual results:** the application UI is zoomed, but strangely and incorrectly shifted within the browser viewport. See attached video: https://user-images.githubusercontent.com/17721398/190150129-aa0bb388-3484-467d-840f-061435e2fa07.mp4

## Details
As explained in [my comment](https://github.com/flutter/flutter/issues/97305#issuecomment-1232584612) on issue #97305, Flutter web seems only partially successful in its attempt to prevent browser-defined pinch zooming behavior.

So far I can reproduce this problem in Chrome, Firefox and Edge on any Windows 10 machine, using a pinch gesture on the touch pad. We have not been able to reproduce it on OSX or on any machine when using the touch screen instead of the touch pad.
It looks like the issue is unique to pinch gestures performed on a touch pad and possibly limited to Windows.
Repository: pytorch
Issue: libtorch create a tensor is very slow, who can tell me why
Labels: module: performance,module: cpp,triaged

I use libtorch create a tensor,but the time consume too long,
why create a tensor will consume such long time

#include <iostream>
#include <torch/torch.h>

int main() {
	auto start = std::chrono::system_clock::now();

	auto ccc = torch::zeros({ 100, 100, 1000 });

	auto end = std::chrono::system_clock::now();
	auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
	std::cout << "using time: " << duration.count() << " ms" << std::endl;

	return 0;
}

using time: 23 ms



Thanks

cc @VitalyFedyunin @ngimel @jbschlosser