sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/text/encoding/simplifiedchinese: missing decoding data
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.2 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/mjc/Library/Caches/go-build"
GOENV="/Users/mjc/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/mjc/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/mjc/go"
GOPRIVATE=""
GOPROXY="https://goproxy.cn,direct"
GOROOT="/usr/local/Cellar/go/1.20.2/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.20.2/libexec/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.20.2"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="cc"
CXX="c++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/hd/v9qhg5rj04z7bp6wb5kpdc_m0000gn/T/go-build3435336719=/tmp/go-build -gno-record-gcc-switches -fno-common"

</pre></details>

### What did you do?
I encountered a problem in character set encoding conversion: 
when using the simplifiedchinese package to convert a GB18030-encoded character to UTF8, an error is reported.
But I can convert successfully when I use the mahonia package.
code link：https://go.dev/play/p/NhBp0JQ2RUp
<pre>
package main

import (
	"encoding/hex"
	"fmt"

	"github.com/axgle/mahonia"
	"golang.org/x/text/encoding/simplifiedchinese"
)

func main() {
	s := `FDD2`
	hd, _ := hex.DecodeString(s)
	r, _ := simplifiedchinese.GB18030.NewDecoder().Bytes(hd)
	he := hex.EncodeToString([]byte(r))
	fmt.Println(he) // efbfbd

	r2 := mahonia.NewDecoder("GB18030").ConvertString(string(hd))
	he2 := hex.EncodeToString([]byte(r2))
	fmt.Println(he2) // ee90bb
}

</pre>

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->



### What did you expect to see?
<pre>
ee90bb
</pre>

### What did you see instead?
<pre>
efbfbd
</pre>
Repository: TypeScript
Issue: Quick Info for `export { foo as default }` is displaying `export default` only
Labels: Suggestion,Help Wanted,Domain: Quick Info,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- export as default
- as default
- export default
- quickinfo
- quick info

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🔍 Details
Since [`export { foo as default }` is equivalent to `export default foo`](https://developer.mozilla.org/en-US/docs/web/javascript/reference/statements/export#description), the quick info display parts should be identical.

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
const foo = 'foo'

export { foo as /*here*/default }
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->

```ts
(alias) const foo: "foo"
export default
```

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->

```ts
(alias) const foo: "foo"
export default foo
```
Repository: node
Issue: AsyncLocalStorage is captured on the first console.log which prevents garbage collection of objects in the storage
Labels: async_hooks

### Version

v20.3.0

### Platform

Linux 5.19.0-46-generic #47~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Wed Jun 21 15:35:31 UTC 2 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

async_hooks

### What steps will reproduce the bug?

Run the following with `node --expose-gc`:

```js
import { AsyncLocalStorage } from "node:async_hooks";

const storage = new AsyncLocalStorage();

const finalizer = new FinalizationRegistry((token) => {
    console.log("COLLECTED", token);
});

const wr = new WeakRef({});
finalizer.register(wr.deref(), "obj");

// Whether COLLECTED is printed depends on whether this is present or not
// console.log("OUTER LOG");

storage.run({ obj: wr.deref() }, () => {
    console.log(storage.getStore()?.obj);
});

await new Promise((resolve) => setTimeout(resolve, 1000));

gc();
```



### How often does it reproduce? Is there a required condition?

This happens consistently.

### What is the expected behavior? Why is that the expected behavior?

The object stored in the `WeakRef` should be collected when `gc()` is hit, but whether this happens depends on whether the line:

```js
// console.log("OUTER LOG");
```

is commented or not.

### What do you see instead?

The object is not collected if the first `console.log` happens under the `storage.run` callback.

### Additional information

For whatever reason wherever *the first* `console.log` happens this is where the async resource for the TTY is made. This causes objects in the `AsyncLocalStorage` to be eternally referenced and never eligible for garbage collection.

To allow GC of values in `AsyncLocalStorage`, the fix here would be to simply create the TTY's async resource using the root's async scope rather than whatever happens to be active.

(I can't see large reason why the current behaviour would be desirable as it just makes GC of values dependent on first `console.log`. If anyone needed such behaviour legitimately it'd make more sense to expose an `initTTY` function or similar that captures the async scope at that time).
Repository: godot
Issue: Rotating Generic6DOFJoint3D/SliderJoint3D do not work as expected when moving RigidBody3D with locked rotation
Labels: discussion,topic:physics,topic:3d

### Godot version

4.1.rc2

### System information

Windows 10

### Issue description

I'm using these joints to assist with custom-friction vehicle wheels. To avoid unnecessary simulation instability, I lock rotation on the wheel bodies.

However, when the vehicle body rotates, the slider joint axis does not appear to rotate.

![image](https://github.com/godotengine/godot/assets/6376721/7a01b6d2-a151-4f44-ab13-a8e6ad3779cb)


https://github.com/godotengine/godot/assets/6376721/6d14d947-8263-403b-83a7-160c911a5204



### Steps to reproduce

- Add two bodies to the scene
- Add joint
- Enable angular axis lock / lock rotation on one of the bodies
- Rotate the other body

### Minimal reproduction project

[jointrepr.zip](https://github.com/godotengine/godot/files/11949955/jointrepr.zip)
Repository: material-ui
Issue: [SwipeableDrawer] Passive events cancelable = true
Labels: support: question,component: SwipeableDrawer

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Repository with minimal code as an example: https://github.com/meelist/mui-swipeable-drawer-bug

Steps:

1. npm i
2. npm start
3. try to swipe the drawer open
4. observe errors in console


### Current behavior 😯

Touch events should be cancelable since there is a passive event listener when the drawer is closed. However if there is an overlapping (even underneath) event listener which is not passive, then all touch events become cancelable.

### Expected behavior 🤔

Additional check should be added when calling preventDefault in the SwipeableDrawer to check if the listener is passive or not.

### Context 🔦

I have a full screen Google Map and I want to overlay the SwipeableDrawer on top of it. Both of these elements have touch event listeners it seems, but Google Map has an active event listener where as the drawer has a passive one when the drawer is closed. This causes a flood of error messages when swiping open the drawer since all events have become cancelable due to this overlap, but the drawer listener was configured as passive. No issues when closing the drawer because the listener isn't passive then. I have reproduced the same issue by just creating a full screen div with a non-passive touch listener.

I think perhaps this issue could be resolved if there was an additional check to see if the listener was set as passive or not when trying to call preventDefault.

Here is where the passive behaviour was changed: https://github.com/mui/material-ui/issues/22493

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
  System:
    OS: macOS 13.4
  Binaries:
    Node: 20.2.0 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.6.6 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 114.0.5735.198
    Edge: Not Found
    Safari: 16.5
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1 
    @emotion/styled: ^11.11.0 => 11.11.0 
    @mui/base:  5.0.0-beta.6 
    @mui/core-downloads-tracker:  5.13.7 
    @mui/material: ^5.13.7 => 5.13.7 
    @mui/private-theming:  5.13.7 
    @mui/styled-engine:  5.13.2 
    @mui/system:  5.13.7 
    @mui/types:  7.2.4 
    @mui/utils:  5.13.7 
    @types/react: ^18.2.14 => 18.2.14 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^4.9.5 => 4.9.5 

Browser: Chrome Version 114.0.5735.198 (Official Build) (arm64)
</details>
Repository: pytorch
Issue: F.adaptive_avg_pool3d(input, 1) returns infinity in half precision
Labels: module: numerical-stability,module: nn,module: cpu,triaged

### 🐛 Describe the bug

When training a network using half precision, I experience a nan values.
When looking into the network I saw that F.adaptive_avg_pool3d(input, 1) outputs infinity on some inputs.
[bad_input.zip](https://github.com/pytorch/pytorch/files/11950096/bad_input.zip)

It reproduced using different pytorch versions - 1.10-1.12
Also reproduced in different cuda versions - 10-11.7.


code reproduce:
```
import torch
import torch.nn.functional as F

input = torch.load("bad_input.pt").half()
result = F.adaptive_avg_pool3d(bad_input, 1)
print(torch.max(result)) 
```
The print will output infinity.

Possible duplicate issue in https://github.com/pytorch/pytorch/issues/52719.
However, the workadound of x.mean(dim={2,3,4}) does not reproduce the same output as adaptive_avg_pool3d.



### Versions

pip3] numpy==1.22.1
[pip3] pytorch-ranger==0.1.1
[pip3] pytorchvideo==0.1.5
[pip3] torch==1.10.1+cu113
[pip3] torch-optimizer==0.3.0
[pip3] torchmetrics==0.9.3
[pip3] torchvision==0.11.2+cu113

And also here:
pip3] numpy==1.21.5
[pip3] pytorch-ranger==0.1.1
[pip3] pytorchvideo==0.1.5
[pip3] torch==1.13.1+cu117
[pip3] torch-optimizer==0.3.0
[pip3] torchaudio==0.13.1+cu117
[pip3] torchelastic==0.2.0
[pip3] torchmetrics==0.9.3
[pip3] torchtext==0.13.0
[pip3] torchvision==0.14.1+cu117


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: excalidraw
Issue: Enable SVG Editing in External Text Editor?
Labels: discussion

We have some SVGs in our codebase which have been exported from Excalidraw with the "Embed scene" option checked.

This seems to be great - the best of both worlds: creating the SVG files in Excalidraw and also viewing them in any software that supports SVG 🙌 🎉 Sounds really amazing!

However, there is a problem: making small edits of the SVG text or shapes in a text editor will cause the visible SVG and the Excalidraw scene data to get out of date 😱 Eg:

1. Create a diagram in Excalidraw and export to SVG with "Embed scene"
2. Make a small edit of the text in the SVG
3. Review the change in an SVG viewer like the browser, works ✅
4. Open the diagram in Excalidraw to make a bigger change - previous data displayed 💥

This is a bit of a hidden problem, because it appears to be working on first glance at the SVG, but then when it is opened again in Excalidraw, an old version of the diagram is shown (which may or may not be recognized by the person editing, if the text editor change was small).

It would be great if the SVG and Scene data could stay in sync somehow, allowing editing the plaintext SVG in a text editor.

Some ideas for implementation, ordered according to desirability in my opinion:

1. Derive scene data from SVG and remove duplicated scene data - most minimal data structure, if possible
2. Make scene data also human-readable and editable in a text editor - shows that further changes need to be made in text editor, but requires 2x the edits
3. Derive scene data from SVG only if there is a conflict, don't remove duplicated scene data - simplest implementation?
5. Make SVG data also non-human-readable and non-editable - least desirable, would be great to be able to use a text editor
Repository: godot
Issue: Instance uniforms not available for particle shaders
Labels: enhancement,topic:rendering,confirmed,topic:shaders

### Godot version

4.1rc2

### System information

Fedora, RX 590

### Issue description

instance uniforms are unavailable for particle process material (instance uniform as per-node, not per-particle).

**this is blocking particle improvement work on Godot. help :< **

### Steps to reproduce

convert a process shader to shader, add "instance" to any uniform, observe error

![image](https://github.com/godotengine/godot/assets/7917475/136404ab-d44c-4b72-898c-91eaa044cf4b)


### Minimal reproduction project

see above.
Repository: svelte
Issue: fix `::selection` in chrome
Labels: documentation

### Describe the bug

I'm tiered of re-writing and reporting the same issue to multiple services about the use of root variables inside of `::selection`
So i'm just going to link to same github issue that explains it:

https://github.com/primer/css/pull/2472
https://www.azabani.com/2022/09/01/meet-the-css-highlight-pseudos.html#accessing-global-constants

it's very annoying to not be able to select anything.

### Reproduction

always in chrome with exp flag.

### Logs

_No response_

### System Info

```shell
chrome
```


### Severity

annoyance
Repository: vscode
Issue: Show Visual Keyboard For Shortcuts
Labels: feature-request,editor-core

It would be interesting to have a visual keyboard embedded in VS Code. Users could trigger it via help -> shortcuts or pressing Shift twice to learn about all shortcuts available in the current context.

Prototype as standalone website:
https://hediet.github.io/visual-keyboard/?physicalLayout=ANSI&functionalLayout=German&app=VS+Code-win

![chrome_IRozxzGfA1](https://github.com/microsoft/vscode/assets/2931520/3778ad5b-afa5-4e8d-8b30-3a51d09d4ec0)


In VS Code it could look like this:

![chrome_gB5LOBkvgG](https://github.com/microsoft/vscode/assets/2931520/c3a20b92-2fbb-426a-97f9-bba07b738899)

It could also be used to define new shortcuts.
Repository: godot
Issue: ColorPickerButton.text not visible?
Labels: documentation,topic:gui

### Godot version

v3.x +

### System information

Windows 11, Core i5-12400F, RX 6600

### Issue description

![Untitled](https://github.com/godotengine/godot/assets/962340/97438158-fbac-4f61-8438-6593e5037aff)

Is there some way to make the text property of a ColorPickerButton show?
The text seems to always be beneath. No matter size or min size etc...
You can see a couple of pixels of text poking out here at default size is the most I can see.
Thanks.

### Steps to reproduce

- make a color picker with text

### Minimal reproduction project

n/a
Repository: godot
Issue: `print()` from `_exit_tree` when engine is closing not working?
Labels: bug,topic:core

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 11, Core i5-12400F, RX 6600

### Issue description

	extends Control

	func _enter_tree() -> void:
		print("enter")

	func _exit_tree() -> void:
		print("exit2")

	func _notification(what: int) -> void:
		if what == NOTIFICATION_EXIT_TREE:
			print("exit1")

i am having trouble seeing output from `_exit_tree` when i close my app in godot4... I see enter but can't see exit unless I put breakpoint on second `print("exit1")`? then I see `exit2`?

I have tried changing the flush settings and using `print_debug` but still happens.

Works in 3.5...

Thanks.

### Steps to reproduce

- `print_debug` from `exit_tree`
- quit
- no output


### Minimal reproduction project

n/a
Repository: electron
Issue: [Feature Request]: Migrating to StoreKit v2
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

We've been experiencing issues with StoreKit 1, where the receipt generated by the App Store for a specific app purchase often comes up empty. This creates problems when verifying user subscriptions — specifically, users have reported instances where they pay for a subscription but their account isn't upgraded because the receipt we receive doesn't contain the necessary information for verification.

This has been reported previously in https://github.com/electron/electron/issues/21435

### Proposed Solution

We suggest migrating from StoreKit v1 to StoreKit v2. StoreKit 2 provides a more reliable mechanism for tracking purchases, and since dropping the receipt model.

### Alternatives Considered

To solve this, we are using StoreKit v2 through a native Swift integration that implements IAP. But we would prefer to make use of Electron's API to implement IAP.

### Additional Information

There are any plans for this migration?
Repository: godot
Issue: Node position in tree affects physics collisions!
Labels: discussion,topic:physics

### Godot version

4.1 rc3

### System information

windows 10

### Issue description

When a physics object is positioned below other physics objects, the collisions of that object become less predictable and more buggy.
If the object is position above the other nodes in the tree, then the collisions become less buggy.

Here is how it looks when one cylinder is positioned below the static body node and one cylinder is positioned above the static node. Notice how one gets stuck on the static body and the other doesn't.
![stuckmeshbug](https://github.com/godotengine/godot/assets/10412778/2602978b-9bad-47ab-b50a-afafb3a3b847)

And here is how it looks when both cylinders are positioned above the static body node.
![stuckmeshbug2](https://github.com/godotengine/godot/assets/10412778/19eecab0-6c16-4288-8407-7865bba3f2a5)


### Steps to reproduce

Run the scene and move the characters around on the surfaces.

### Minimal reproduction project

[collisionIssue.zip](https://github.com/godotengine/godot/files/11951234/collisionIssue.zip)
Repository: godot
Issue: Scene tree filtering by type and group does not work in a running scene (Remote)
Labels: bug,topic:editor

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 11

### Issue description

Scene tree filtering by type and group doest not work in a running scene (Remote). Filtering by name in remote works fine, and filtering by type/group in the local scene works fine also.



### Steps to reproduce

1. Run any scene
2. Сlick Pause Running Project (F7)
3. Switch to the Scene/Remote tab
4. Cliсk ⋮ button to the right of the "Filter Nodes" field
5. Select Filter by Type or Filter by Group
6. Try to type something into the field -> nothing will be displayed

![godot_filter_local_ok](https://github.com/godotengine/godot/assets/3617863/45806376-16e6-4c50-aa39-1df040bb4d31) ![godot_filter_remote_name](https://github.com/godotengine/godot/assets/3617863/ae6901ff-167e-4152-9808-f2eb5970618c)
![godot_remote_filter_error](https://github.com/godotengine/godot/assets/3617863/0ce3806c-97f1-46ca-92c5-0826be51bff3) 

Possibly related issues: #22949


### Minimal reproduction project

Not needed
Repository: pytorch
Issue: Failure in optimize_for_mobile when using conv1d(..., padding='same')
Labels: triaged,oncall: mobile

### 🐛 Describe the bug

If a module uses `torch.nn.functional.conv1d` with the argument `padding='same'`, `optimize_for_mobile` fails. If an integral padding argument is provided, it works as expected.

**Example:**
```python
import torch
from torch.utils.mobile_optimizer import optimize_for_mobile


class TestModule(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, input: torch.Tensor, weight: torch.Tensor) -> torch.Tensor:
        return torch.nn.functional.conv1d(input, weight, padding='same')


module = TestModule()
module.eval()
scripted_module = torch.jit.script(module)
mobile_module = optimize_for_mobile(scripted_module)
```

**Output:**
```
Traceback (most recent call last):
  File "/Users/gtyukasz/TorchFail/torch_fail.py", line 16, in <module>
    mobile_module = optimize_for_mobile(scripted_module)
  File "/Users/gtyukasz/TorchFail/venv/lib/python3.10/site-packages/torch/utils/mobile_optimizer.py", line 62, in optimize_for_mobile
    optimized_cpp_module = torch._C._jit_pass_optimize_for_mobile(
RuntimeError: isList() INTERNAL ASSERT FAILED at "/Users/runner/work/pytorch/pytorch/pytorch/aten/src/ATen/core/ivalue_inl.h":2034, please report a bug to PyTorch. Expected GenericList but got String
```

### Versions

```
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.4.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.12 (main, Jun 20 2023, 19:43:52) [Clang 14.0.3 (clang-1403.0.22.14.1)] (64-bit runtime)
Python platform: macOS-13.4.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
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

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] torch==2.0.1
[conda] Could not collect
```
Repository: ant-design
Issue: Render delay in Tabs
Labels: Inactive,improvement

### Reproduction link

[https://ant.design/components/tabs#components-tabs-demo-disabled](https://ant.design/components/tabs#components-tabs-demo-disabled)

### Steps to reproduce

Reload the page

[Tabs](https://ant.design/components/tabs):

https://github.com/ant-design/ant-design/assets/803674/0462b271-ebaf-4c31-b594-e75275864277

My demo project:

https://github.com/ant-design/ant-design/assets/803674/3d3b5315-3119-40d8-8fd0-2cfc1b8b5413


### What is expected?

The styles should be applied instantly, without any delay.

### What is actually happening?

Styles for tabs take more than a second to load, and even more time is required to load the static content (`items`).
It's evident that this is causing the page to flicker

| Environment | Info |
| --- | --- |
| antd | 5.6.4 |
| React | 18.2.0 |
| System | macOS |
| Browser | Chrome, Safari |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->