sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Only focused panel/editor should have solid border line for active item
Labels: accessibility,polish,layout

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This is an expansion for my previously reported issue (#145563). Sometimes it is really hard to determine which part of the program has focus. Let say that we have opened the primary side bar with Open Editors and Folders, two editors in two groups, the secondary side bar with Search and the bottom panel, like this:
![VSCode border issue](https://user-images.githubusercontent.com/97363660/161040343-cee9a6a4-5943-4347-bbee-a0e64af6d4f6.png)

There are several parts of the program in this screenshot that have solid border line for the active item: two editor tabs, one bottom panel tab and one item in the Search panel. Guess which one of them has focus?

I suggest that only focused one has solid border line, and for the others to have dotted border line.
Repository: godot
Issue: Color picker width doesn't play well with the editor's Display scale or Main font greater than defaults
Labels: bug,topic:editor

### Godot version

3.5.beta3

### System information

Windows10

### Issue description

On hi-res displays where one needs to see what's going on in the editor, either the Display scale is increased from the default of 100% to 125%, or to 150%+ in the editor settings, either the main font is increased from the default of 14 to 16+ points.

When that's that case the color picker becomes hard to use. The color hex value is truncated, especially if one adds some alpha. The usual value is #ffffff which almost always fits, but in the genal case of a "wider-letters" hex color like #8ba5a5a5 the value almost never fits the color field.

![color_picker](https://user-images.githubusercontent.com/40200623/161053204-be78aad3-c2bb-4a37-bca5-9ab61cbe99b3.png)



### Steps to reproduce

In the editor settings, increase the display scale or the main font by a factor of 1.5+

### Minimal reproduction project

_No response_
Repository: kubernetes
Issue: copylock vet errors in staging files
Labels: kind/bug,priority/important-soon,sig/instrumentation,priority/important-longterm,lifecycle/frozen,needs-triage

https://github.com/kubernetes/kubernetes/pull/109184 found that our vet checks are not running under the `/staging` dir.

Once it ran those checks, it revealed exposure to real issues in non-test files:

```
staging/src/k8s.io/apimachinery/pkg/util/managedfields/gvkparser.go:61:39: copylocks: literal copies lock value from *typeSchema: sigs.k8s.io/structured-merge-diff/v4/schema.Schema contains sync.Once contains sync.Mutex (govet)

staging/src/k8s.io/component-base/metrics/counter.go:215:15: copylocks: literal copies lock value from *v: k8s.io/component-base/metrics.CounterVec contains k8s.io/component-base/metrics.lazyMetric contains sync.RWMutex (govet)

staging/src/k8s.io/component-base/metrics/gauge.go:192:24: copylocks: newGaugeFunc passes lock by value: k8s.io/component-base/metrics.GaugeOpts contains sync.Once contains sync.Mutex (govet)
func newGaugeFunc(opts GaugeOpts, function func() float64, v semver.Version) GaugeFunc {
                       ^
staging/src/k8s.io/component-base/metrics/gauge.go:208:24: copylocks: NewGaugeFunc passes lock by value: k8s.io/component-base/metrics.GaugeOpts contains sync.Once contains sync.Mutex (govet)
func NewGaugeFunc(opts GaugeOpts, function func() float64) GaugeFunc {
                       ^
staging/src/k8s.io/component-base/metrics/gauge.go:211:22: copylocks: call of newGaugeFunc copies lock value: k8s.io/component-base/metrics.GaugeOpts contains sync.Once contains sync.Mutex (govet)

staging/src/k8s.io/component-base/metrics/gauge.go:218:13: copylocks: literal copies lock value from *v: k8s.io/component-base/metrics.GaugeVec contains k8s.io/component-base/metrics.lazyMetric contains sync.RWMutex (govet)

staging/src/k8s.io/component-base/metrics/histogram.go:202:17: copylocks: literal copies lock value from *v: k8s.io/component-base/metrics.HistogramVec contains k8s.io/component-base/metrics.lazyMetric contains sync.RWMutex (govet)

staging/src/k8s.io/component-base/metrics/metric.go:172:26: copylocks: assignment copies lock value to r.markDeprecationOnce: sync.Once contains sync.Mutex (govet)

staging/src/k8s.io/component-base/metrics/metric.go:173:17: copylocks: assignment copies lock value to r.createOnce: sync.Once contains sync.Mutex (govet)

staging/src/k8s.io/component-base/metrics/summary.go:196:15: copylocks: literal copies lock value from *v: k8s.io/component-base/metrics.SummaryVec contains k8s.io/component-base/metrics.lazyMetric contains sync.RWMutex (govet)
```

While it looks like many of these were present in previous releases, copying locks by value breaks them. These should be fixed to ensure we don't race/panic.

/milestone v1.24


_Originally posted by @liggitt in https://github.com/kubernetes/kubernetes/issues/109184#issuecomment-1084528954_
Repository: react
Issue: Server-side rendering performance degradation with renderToPipeableStream
Labels: Status: Unconfirmed,Type: Discussion,React 18

Hello!

When switching from `renderToString` to `renderToPipeableStream`, I run load tests on the application, and found a decrease in server throughput, from 50 to 15 RPS, and an increase in response timings.
When profiling the CPU, I see a large overhead on the internal work of the stream, specifically the methods `Writable.write` and `Writable.uncork`. 
All these method calls together take more than twice as much CPU time (about 50-60ms) as rendering my test page (about 15-20ms)

Also, I don't want to give the HTML to the client in the stream, this approach has some disadvantages.
So I have to buffer the data, and it slows down the application a bit more.

CPU profiler in production mode:
- [CPU-react-18-prod.cpuprofile.zip](https://github.com/facebook/react/files/8389879/CPU-react-18-prod.cpuprofile.zip)
<img width="1792" alt="Снимок экрана 2022-03-31 в 16 21 00" src="https://user-images.githubusercontent.com/15360667/161067856-6f3a2573-d49a-4f9b-ab8c-732f1f2f5afe.png">

CPU profiler in development mode:
- [CPU-react-18-dev.cpuprofile.zip](https://github.com/facebook/react/files/8389878/CPU-react-18-dev.cpuprofile.zip)
<img width="1789" alt="Снимок экрана 2022-03-31 в 16 21 36" src="https://user-images.githubusercontent.com/15360667/161067867-fb934850-5267-4b67-8c3b-1a407de7a004.png">

My custom Writable stream with buffering:

```js
class HtmlWritable extends Writable {
  chunks = [];
  html = '';

  getHtml() {
    return this.html;
  }

  _write(chunk, encoding, callback) {
    this.chunks.push(chunk);
    callback();
  }

  _final(callback) {
    this.html = Buffer.concat(this.chunks).toString();
    callback();
  }
}
```

And rendering flow:

```js
import { renderToPipeableStream } from 'react-dom/server';
 
new Promise((resolve, reject) => {
  const htmlWritable = new HtmlWritable();

  const { pipe, abort } = renderToPipeableStream(renderResult, {
    onAllReady() {
      pipe(htmlWritable);
    },
    onError(error) {
      reject(error);
    },
  });

  htmlWritable.on('finish', () => {
    resolve(htmlWritable.getHtml());
  });
});
```
Repository: rust
Issue: debuginfo: identify awaitee (via special name or other solution)
Labels: A-async-await,AsyncAwait-Triaged

Spawned off of https://github.com/rust-lang/rust/issues/73524#issuecomment-770118855

For debugging async crash dumps (and async stack traces in general, I think), the debugger needs to identify the awaitee field in some manner.

There have been various suggestions here, such as changing the await desugaring to move the awaitee to a temporary with a special name like `$awaitee` that one cannot write in normal rust code. But there may be "gotchas" here; @tmandry [noted that](https://zulip-archive.rust-lang.org/stream/187312-wg-async/topic/sprint.20planning.202022-03-03.html#274012228) "for combinators and such you'll have to do something special".
Repository: rust
Issue: Calculation of values passed by value no longer optimzed
Labels: P-low,T-compiler,regression-from-stable-to-stable,C-bug,I-heavy

### Code

The expression
```rust
if some_boolean { 1 } else { 0 }
```
is usually optimized to a single machine instruction, without branching. But when passing the result by value to some non-trivial function, such as
```rust
fn white_box(i: usize) {
    println!("{}", i)
}
```
the expression is not optimized and branches with 1 and 0 constants are written out. It used to be optimized up to Rust version 1.24, and it is still optimized when passing by reference. [This Godbolt setup](https://rust.godbolt.org/z/GhavcxhTG) compares passing by value and by reference, and shows the lack of optimization if you bump the Rust versions to something modern.

Another example of a function thwarting optimization of its argument appears to be `std::hint::black_box`.

### Version it worked on

It most recently worked on: Rust 1.24 (also tried 1.22, 1.20, 1.16).

This came up, with diagnostic detail, in [a URO quest](https://users.rust-lang.org/t/matching-vs-if-else/73564).
Repository: godot
Issue: Collisions between a simple convex collision shape and a CharacterBody3D decrease FPS 
Labels: bug,topic:physics,regression,topic:3d,performance

### Godot version

v4.0.alpha.custom_build [b0df742cb]

### System information

Windows 11, Vulkan Clustered, Nvidia 1650

### Issue description

When a `CharacterBody3D` moves over a simple convex collision shape the FPS dips a lot. The second platform in the video has box colliders instead. ~~This bug isn't present in alpha 5~~.

https://user-images.githubusercontent.com/18116695/161069866-9e1e78b1-d102-40e7-8bdc-5423ee289d8e.mp4


### Steps to reproduce

- Run `main.tscn`
- Move the character
- Observe FPS
- Jumping over to the second platform makes the FPS stable 

### Minimal reproduction project

[single_convex_slowdown.zip](https://github.com/godotengine/godot/files/8398317/single_convex_slowdown.zip)

Assets are from the [Kaykit mini game variety pack](https://kaylousberg.itch.io/kay-kit-mini-game-variety-pack).
Repository: godot
Issue: macOS shows scene prematurely when changing fullscreen with code
Labels: bug,platform:macos,topic:porting,needs testing

### Godot version

3.3.4-stable, 3.4.4.stable

### System information

MacOS Monetary 12.3, GLES3, Apple M1

### Issue description

This is possibly not actually a bug and might just be an unfortunate consequence of systems working as intended. If that is the case, apologies.

This happens when making a project that has an option to change your fullscreen state in-game, meaning you need to adjust fullscreen with code, from my knowledge requiring an autoload. (Mine reads/writes to a custom user settings file in user://)

If you launch a scene on MacOS and the project is set to adjust fullscreen in this way it doesn't do any updates before finishing the "enter fullscreen" animation, during which it shows the scene prior to any scripts running. This problem does not happen under any other circumstances I can find on MacOS. Uncertain about Windows or Linux.

I know using an Autoload means the code should execute with first priority, but I'm unsure if it should be this extreme. It is possible that the splash screen is technically being hidden prematurely, but I am unsure on that regard.

https://user-images.githubusercontent.com/28269330/161080636-2b1879e7-a204-4ad3-b131-4fcff094b3a0.mp4


### Steps to reproduce

Make an autoload that sets the window to fullscreen mode on boot.

In the main scene, make a ColorRect and give it a script to make it free itself during _ready(). Launch the project.

### Minimal reproduction project

[MacOS_FS_Ready.zip](https://github.com/godotengine/godot/files/8390411/MacOS_FS_Ready.zip)
Repository: go
Issue: cmd/go: add a flag to set (or exclude) release tags
Labels: NeedsDecision,GoCommand

In #50825, we want to allow developers to build gopls with a recent version of Go while still developing for older versions of Go.  One blocker to doing this properly is that the set of release tags used in `go list` is not configurable: they are implied by the version of cmd/go.

We had speculated that #42504 (ignore all build constraints) could help here, but the amount of post-processing required by gopls in that case is prohibitive.

Can we add a flag to cmd/go that allows us to mutate the set of release tags? For example, could we:
- add a `-release` flag (`-release=1.16`)?
- overload the `-compat` flag (`-compat=1.16`)?
- add a `-notags` flag (`-notags=go1.17,go1.18`)?

I defer entirely to the cmd/go team for flag design, but it would be great to have some way to achieve this.

CC @bcmills @matloob
Repository: ant-design
Issue: Table EXPAND_COLUMN does not work for JSX style.
Labels: help wanted,Inactive

### What problem does this feature solve?

Currently, it is possible to set the expanded column position with the `Table.EXPAND_COLUMN` element in the columns list.

This, however, is not possible when the JSX style column definition is used (that is because the `convertChildrenToColumns` function from rc-table is used and this one just copies over the properties).

### What does the proposed API look like?

To solve the issue, the easiest way would be to create a new expand-column component that could be used in the JSX API to set the position of the expand column.

`<Table.Column.EXPAND_COLUMN />`

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: torch.cuda.init() unstacks existing CUDA contexts
Labels: module: cuda,triaged

### 🐛 Describe the bug


I am using the Nvidia's 'cuda-python' bindings, and I have discovered that torch expects to be the only CUDA resident in a given program.  In my code I was doing something as follows:

```
import torch
from cuda import cuda #nvidia package
device_num = 5
err, = cuda.cuInit(0)
err, device = cuda.cuGetDevice(device_num)
err, cuda_context = cuda.cuCtxCreate(device)
...
#some stuff with the current active context which works fine
err, = some_func_with_my(cuda_context)
err, cuda_context = cuda.cuCtxPopCurrent() #remove my context from the stack so its clean for PyTorch's turn
...
#Then I need to do some pytorch stuff
torch_dev = torch.device("cuda:"+str(device_num))
torch.cuda.init() #Or any torch.function which initializes CUDA

...
#Then later I go to use my cuda context
err, = cuda.cuCtxPushCurrent(cuda_context) #push my context back on the stack, since other programs need not be aware of my program
err, = some_other_func_which_uses_my(cuda_context) #Crashes with cuda error Context Destroyed
```

As far as I can tell, there is only one programming paradigm which Nvidia/CUDA makes safe for having multiple residents within a single process both able to use CUDA, as described here:
https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#context

Under the hood, torch.cuda.init() must be calling something like cuDeviceReset() or doing something otherwise funky, but the point is after calling torch.cuda.init(), ~~the context I created was destroyed.~~  The workaround to this is to call torch.cuda.init() BEFORE I create my context - but it would be nice if torch could adhere to the Nvidia provided paradigm and "play nice in the sandbox" with others, ~~instead of destroying things.~~ 

Update:  As per example below, context is not destroyed, just removed from the CUDA stack.

At minimum, this behavior should be explicitly documented in torch.cuda.init() (though that wouldn't be playing nicely in the sandbox).  The current documentation notes "Does nothing if the CUDA state is already initialized." which is quite false.

### Versions

python 3.8
pytorch 1.10.1
cuda_toolkit 11.2
cuda-python 11.6.1

cc @ngimel
Repository: go
Issue: go/types, types2: error reported for valid shifts
Labels: NeedsInvestigation

Extracted `from test/shift1.go` which is currently not passing (excluded) in 1.18:
```Go
package p

func _(x int, s uint) {
	x = (1. << s) << (1 << s)
	x = (1. << s) << (1. << s)
}
```
reports
```
x.go:4:6: invalid operation: shifted operand (1. << s) (untyped float value) must be integer
x.go:5:6: invalid operation: shifted operand (1. << s) (untyped float value) must be integer
```
These should probably be valid. Regression.

cc @findleyr
Repository: PowerToys
Issue: FancyZones layout editing improvements
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

1. I need to be able to select any zone that may be behind other zones without resizing them to grab the one on the back.
2. I need to reorder the numbers of the zones. Maybe a draggable sortable list in the little window that appears while editing the layout.
3. Easy access to edit a layout (only one at a time) would be great and could reduce the need for 1 and 2.

### Scenario when this would be used?

Creating complicated FancyZone layouts

One scenario
1. Create a layout with 7 zones. 4 as quarters, 2 as halves and 1 as full screen.
2. Try to reorder them because I started with halves

Or
1. Try to set the exact positioning with the mouse (yuk)

### Supporting information

_No response_
Repository: vscode
Issue: Enable bracket colorization within Strings
Labels: feature-request,bracket-pair-colorization

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<!-- Describe the feature you'd like. -->
Bracket colorization is great, it's clearly a must! It's great that VSCode decided to make that feature implemented by default. Only thing is, the extension i used to do this applied bracket colorization within Strings, which the now default bracket colorization of VSCode doesn't. It would be really great to at least have an option to turn it on within Strings, for example i'm making complex snippets and it would really help me to visually better for ${*:} imbricated within others  ${*:}.
Repository: godot
Issue: 4.0.alpha5 Tilemap Editor: when using a pattern, only one tile is erased when right clicking as opposed erasing based on the pattern
Labels: enhancement,topic:editor,topic:2d

### Godot version

4.0.alpha5

### System information

Windows 10

### Issue description

![gd_7](https://user-images.githubusercontent.com/30502195/161112358-1714b089-701a-420a-bb1d-cbe68325cd57.gif)

As seen in the gif above, I'm trying to erase while using a pattern/having multiple tiles selected and it only erased one tile where the mouse is. What I was expecting was to see all the tiles in the pattern act as erase points.

### Steps to reproduce

Select a pattern or select multiple tiles and use the right mouse click to erase.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Disabling the Script tab in editor features breaks script features such as external editor integration
Labels: bug,topic:editor,confirmed

### Godot version

3.4.4

### System information

Windows 10

### Issue description

![gd_10](https://user-images.githubusercontent.com/30502195/161116161-26bb9424-bd7b-4946-80cf-4956437798c8.gif)

I'm using Vs Code as an external editor and I thought I'd hide the Script tab at the top by disabling the "Script Editor" in "Manage Editor Features". But this looks like it breaks the "new script" wizard and any other action that would open the external editor.

### Steps to reproduce

Disable "Script Editor" in "Manage Editor Features".

### Minimal reproduction project

_No response_
Repository: next.js
Issue: Providing "search" key in URL objects for Next links drops parameter interpolation
Labels: Navigation

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 20.6.0: Wed Jan 12 22:22:42 PST 2022; root:xnu-7195.141.19~2/RELEASE_X86_64
    Binaries:
      Node: 16.14.0
      npm: 8.3.1
      Yarn: 1.22.18
      pnpm: N/A
    Relevant packages:
      next: 12.1.1
      react: 17.0.2
      react-dom: 17.0.2


### What browser are you using? (if relevant)

N/A

### How are you deploying your application? (if relevant)

N/A

### Describe the Bug

Providing a `search` key in URL objects passed to Nextjs links drops parameter interpolation.

Eg the following:

```
      <Link
        href={{
          pathname: "/days/[day]",
          query: { day: "foo" },
          search: "foo=bar"
        }}
      >
        Day
      </Link>
```

Will render a link to `/days/[day]?foo=bar`.

### Expected Behavior

From the [next/link documentation](https://nextjs.org/docs/api-reference/next/link):

> You can use every property as defined in the Node.js URL module documentation.

```
      <Link
        href={{
          pathname: "/days/[day]",
          query: { day: "foo" },
          search: "foo=bar"
        }}
      >
        Day
      </Link>
```

Should render a link to `/days/foo?foo=bar`.

### To Reproduce

Provide a `search` key in a URL objects passed to a Link.

https://codesandbox.io/s/relaxed-germain-eupjpe
Repository: PowerToys
Issue: Remember window placement when monitor configurations change
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

As a user, I would like a powertoy setting to remember where my windows are placed when my monitor configuration changes.

If I change my monitor setup in any way (different monitor(s), with or without the laptop screen active, etc), it would remember where my windows are placed upon monitor change.

### Scenario when this would be used?

As we are starting to return to office, I have a different setup at home and at the office. At home, I have one ultra-wide at home, and use two monitors at the office...so I need to have my windows setup in different places (even with a different set of virtual desktops), because how I use the computer differs based on the differences in my monitors.

This even includes a situation like...working at my desk, and then taking my laptop to a meeting. It would be great if I could "save"

### Supporting information

On my OSX computer, there is a tool called [stay](https://cordlessdog.com/stay/) which accomplishes this exact thing. I haven't quite found a similar tool to work on windows.
Repository: go
Issue: cmd/go: go.work outside `/src` directory is not respected in `/src`
Labels: NeedsInvestigation,GoCommand,modules

### What version of Go are you using (`go version`)?

<pre>
$ pwd
/Users/hakim/go_tip/go/src 
$ ../bin/go version
go version devel go1.19-fd653913be Thu Mar 31 13:59:09 2022 -0400 darwin/amd64
</pre>

### What did you do?

```
$  cat ../go.work
go 1.18

use (
	./src
	./src/cmd
)
$ ../bin/go env GOWORK GOROOT

/Users/hakim/go_tip/go
$ ../bin/go list -m
std
```

### What did you expect to see?

`go.work` is respected.

### What did you see instead?

`go.work` outside `std` is not respected.

cc @matloob @bcmills
Repository: animate.css
Issue: The license on NPM is still listed as MIT
Labels: v5

**Describe the bug** 
I was going to use this library but I'm restricted to choosing MIT licensed products. I integrated it based on the license specificed in the NPM package and found the repo transitioned to a Hippocratic License.

**To Reproduce**
1. Go to [the NPM package](https://www.npmjs.com/package/animate.css/v/4.1.1?activeTab=readme)
2. Look at the license listed
3. Go to [this Repo](https://www.npmjs.com/package/animate.css/v/4.1.1?activeTab=readme)](https://github.com/animate-css/animate.css)
4. Look at the license listed

**Expected behavior**
It's the same license :)