sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compile: deduplicate alg and noalg type descriptors to allow binary space optimizations
Labels: NeedsDecision,binary-size,compiler/runtime

The compiler supports SetNoAlg on types. This brings binary space savings by not needing to generate equality functions for those types. Applying this setting to backing arrays of slices (#32595) and maps (#47068) has introduced bugs into go binaries in the past because values of types that should be equal didnt compare equal as internally they were different types.

The general fix and even better space saving impact would be to have the compiler/linker deduplicate noalg with alg type descriptors giving preference to alg descriptors that link algorithms. See discussion with @mdempsky https://github.com/golang/go/issues/47068#issuecomment-875859035

Alternatively the compiler and linker combination could be smart enough to understand if algs can ever be used because the type is never exposed directly to user code. While this is more general and automatic, it would be more complex and require more work during compilation/linking instead of annotating the places where it is the case manually using SetNoAlg in the compiler.

Once this is ready we can save binary space by:
- not storing type descriptors for alg and noalg types that are otherwise the same
- avoid backing array type algs of slice literals (https://github.com/golang/go/blob/457418b47556520d73148a9a5672ee380bd0b5a4/src/cmd/compile/internal/walk/complit.go#L306)
- avoid backing array type algs of slices used for map initialisation (https://github.com/golang/go/blob/457418b47556520d73148a9a5672ee380bd0b5a4/src/cmd/compile/internal/walk/complit.go#L443) 
- internally generated backing arrays of defer checks
- ... (more)

/cc @mdempsky @cherrymui @randall77
Repository: godot
Issue: `ScriptEditor` wrong context menu position when using `Menu` key
Labels: bug,topic:gdscript,topic:editor

### Godot version

3.3.2, 3.2.3

### System information

Windows

### Issue description

Context menu should apear at caret, but it appears at the end of line if the line consists of tabs.

### Steps to reproduce

1. Create a script with the line with many tabs like
```gdscript
											
```
2. Put the caret (edit cursor) at the start of that line
3. Press `Menu` key on the keyboard

As you can see, the context menu appeared in the end of the line

### Minimal reproduction project

_No response_
Repository: rust
Issue: Track stderr color in UI tests
Labels: A-testsuite,C-enhancement

**Disclaimer**: the whole idea comes from @estebank on twitter ([link][estebank-original-tweet]). I'm just summarizing it here.

Now that we can emit super-fancy colored suggestions (PR #86532), it would be a good idea to track the color of the messages we emit for some special cases in the ui tests.

A good way to track the color of each character would be to generate an HTML file per test. This would be both human-friendly (reviewers can open the resulting HTML file on their browser) and testing framework-friendly (as every character color is tracked, we can spot regressions).

As suggested in the original tweet, explicit coloring can be triggered with a `// generate-html` header command. We can also add a `-Z` flag so that users can use it outside of rustc tests.

As a new rust-lang/rust contributor, I'd love to work on that, but I need some ideas of how to track colors from experienced rustc developers first.

Edits:
  - 2021-08-25: after some discussions with @ estabank on twitter, it seems that we don't want to track the colors of every ui test, but rather the ones for some special cases.

[estebank-original-tweet]: https://twitter.com/ekuber/status/1428645095138598914
Repository: PowerToys
Issue: Fancy Zones - Snapping a Window to Two or More Zones - Doesn't Work
Labels: Product-FancyZones

### Provide a description of requested docs changes

I recently downloaded power toys, saw fancy zones, and hit win+ backtick (`) to open it.

I checked the documentation: https://docs.microsoft.com/en-us/windows/powertoys/fancyzones#snapping-a-window-to-two-or-more-zones

And checked the following under "Window Behavior":

![image](https://user-images.githubusercontent.com/30274440/130417335-d525b9cb-26d7-4167-8dd1-a23d94ae1ddc.png)

And yet hitting win+ctrl+alt+arrows moves the windows, same as win+arrows without ctrl+alt.
Repository: youtube-dl
Issue: [blog.naver.com] Requesting new site support
Labels: site-support-request

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## Checklist

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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
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- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2021.06.06**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://m.blog.naver.com/PostView.naver?isHttpsRedirect=true&blogId=nirbana54&logNo=150039616327
- Single video: https://serviceapi.nmv.naver.com/flash/convertIframeTag.nhn?vid=C5F23D42335288747912909DE1F3D56A1DE7&outKey=V1255b4c0d768ac8d5941f6cff91b91f7aaec107d03521d21a563f6cff91b91f7aaec&width=544&height=306



## Description

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Repository: flutter
Issue: Flutter driver uninstall app fails when using `applicationIdSuffix`
Labels: a: tests,framework,t: flutter driver,f: integration_test,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-framework,triaged-framework

## Steps to Reproduce

1. Add
~~~~
debug {
    applicationIdSuffix ".debug"
}
~~~~
to `android/app/build.gradle`.

2. Run `flutter clean`
3. Run `flutter driver` using an android device

#### Expected result
The tests run and the (debug) app is uninstalled.

#### Actual result
Error output:
~~~~
adb uninstall failed: ProcessException: Process exited abnormally:
Failure [DELETE_FAILED_INTERNAL_ERROR]
  Command: /home/timo/Android/Sdk/platform-tools/adb -s WCR7N19312003606 uninstall my.app.name
Failed to uninstall app
~~~~

The app is still running on the device and showing the end of the last test.


#### Note
This will not happen if the app is already installed or if `flutter build apk --debug` was run before.

<details>
  <summary>Logs</summary>
<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
[✓] Flutter (Channel stable, 2.2.3, on Linux, locale en_US.UTF-8)
    • Flutter version 2.2.3 at /home/timo/development/flutter
    • Framework revision f4abaa0735 (8 weeks ago), 2021-07-01 12:46:11 -0700
    • Engine revision 241c87ad80
    • Dart version 2.13.4

[!] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at /home/timo/Android/Sdk
    • Platform android-31, build-tools 31.0.0
    • Java binary at: /snap/android-studio/114/android-studio/jre/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/linux#android-setup for more details.

[✗] Chrome - develop for the web (Cannot find Chrome executable at google-chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.

[✓] Android Studio (version 2020.3)
    • Android Studio at /snap/android-studio/114/android-studio
    • Flutter plugin version 59.0.2
    • Dart plugin version 203.8292
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)

[!] Connected device
    ! No devices available

! Doctor found issues in 3 categories.
```

</details>
Repository: vscode
Issue: [FR] Option to open the `settings.json` to the side when opening the settings UI editor
Labels: feature-request,settings-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Quote from Rob Lourens:

> [I know this isn't much, but I was wondering whether it would help with the search to be able to open a settings UI editor to the side. Then you'd be able to search there on the side while still keeping your focus on the setting.json text editor.](https://github.com/microsoft/vscode/issues/125952#issuecomment-881119108)

Since @roblourens [gutted the settings split JSON editor](https://github.com/microsoft/vscode/issues/125952#issuecomment-881134156), at least give us an option to open the `settings.json` at the right side of the UI editor automatically.

Requirements:

- An option to automatically open the `settings.json` at the right side of the UI editor.
- When the `settings.json` is opened, the focus should remain in the UI editor's search bar.
- When switching to workspace settings, switch the `settings.json` to the workspace one as well.
- When triggering the `workbench.action.openSettings` action multiple times, the right side `settings.json` should be replaced if needed instead of opening multiple `settings.json`.
- The UI editor and `settings.json` should remain two editors instead of combining them into one so that we could navigate between these two files using navigation shortcuts.
- The UI editor's table of contents should be allowed to hide at all times even when not searching.
- Closing either the UI editor or `settings.json` should close them both.

If there're any missing features, please comment below.

Demo:

![image](https://user-images.githubusercontent.com/28700378/130417158-6a24a215-50a5-4ee2-843c-837ad4e6879a.png)
Repository: kubernetes
Issue: Use Linux CFS burst to get rid of unnecessary CPU throttling
Labels: sig/node,kind/feature,needs-triage

<!-- Feature requests are unlikely to make progress as an issue.

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A proposal that works through the design along with the implications of the change can be opened as a KEP:
https://git.k8s.io/enhancements/keps#kubernetes-enhancement-proposals-keps
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#### What would you like to be added:
Add [CFS burst](https://lore.kernel.org/lkml/162452036714.395.9249272896491500398.tip-bot2@tip-bot2/) configuration for pods' CPU limits

#### Why is this needed:
CPU throttling has been a headache for a long time. Even when pods' CPU utilization is far below its CPU limit, many long-tail cases still exist. Thus it is difficult for developers to choose the appropriate hard-limits.

Recently, the [CPU Burst](https://lore.kernel.org/lkml/162452036714.395.9249272896491500398.tip-bot2@tip-bot2/)  feature merged into Linux 5.14 has become a new option to solve unnecessary CPU throttling completely. Noticing that CPU throttling is caused by bursty CPU usage at 100-millisecond level, the CPU Burst feature allow possible burst usage when the average CPU utilization is below CPU limits.  Basically, this allowed the CFS Bandwidth Controller to borrow time against past underrun, at the cost of increased interference against the other system users.

The [proof](https://lore.kernel.org/lkml/YKe89Uda+uJdx4X0@hirez.programming.kicks-ass.net/) for using CPU burst in Linux is well-discussed, and the [interference](https://lore.kernel.org/lkml/5371BD36-55AE-4F71-B9D7-B86DC32E3D2B@linux.alibaba.com/) is calculated too. The result shows that when there are many cgroups or CPU is under utilized, the interference is limited.
Repository: flutter
Issue: How to set the obfuscate dictionary
Labels: platform-android,tool,d: api docs,t: gradle,a: build,P2,team-android,triaged-android

How to set the obfuscate dictionary when build the release version, just like the setting in Android build.gradle:
    -proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'),'proguard-rules.pro'

I am using the following command, there is no way to set the dictionary:
    -flutter build apk --obfuscate --split-debug-info=/<project-name>/<directory>

```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 2.2.3, on Microsoft Windows [Version 10.0.19042.1165], locale zh-CN)
[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[√] Chrome - develop for the web
[√] Android Studio (version 4.1.0)
[√] IntelliJ IDEA Ultimate Edition (version 2020.3)
[√] Connected device (2 available)
```
Repository: godot
Issue: Low Processor Mode -> missing screen update on NotificationWmFocusIn 
Labels: bug,platform:ios,topic:rendering,topic:porting

### Godot version

3.3.2

### System information

IOS

### Issue description

When turning on Low Processor Mode, returning to app, does not refresh the screen, resulting in a black screen, until you interact with the app.

Users will likely assume the app has crashed.

A workaround is to play a small animation on MainLoop.NotificationWmFocusIn like so ( ResumeLabel has a tween that displays it, then fades out)

```
public override void _Notification(int what)
    {
        base._Notification(what);
           if (what == MainLoop.NotificationWmFocusIn  )
            {
              var reslab = (ResumeLabel)FindNode("ResumeLabel");
               reslab.Play();
            }

            if (what == MainLoop.NotificationWmFocusOut )
            {
            var reslab = (ResumeLabel)FindNode("ResumeLabel");
            reslab.Visible = false;
            }    
    }

```




### Steps to reproduce

Turn on Low Processor Mode , run on IOS device, and let device goto sleep ( or maybe just not have focus) until low processor mode kicks in.
Return to app, to see a blank/black screen.
Interact with app, to see screen turn on.

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Quake command palette entry doesn't work
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-2,Area-Remoting

### Windows Terminal version (or Windows build number)

1.9.1942.0

### Other Software

_No response_

### Steps to reproduce

- press `ctrl+shift+p` and type `quake`
- select `invoquer la fenêtre quake [win+ctrl+alt+7]` and press `enter`

### Expected Behavior

The quake console window should be opened.

### Actual Behavior

Nothing happens.

Note that using the ` [win+ctrl+alt+7]` keyboard shortcut works as expected.
Repository: godot
Issue: [TRACKER] New commands to add to the editor command palette
Labels: enhancement,topic:editor,usability,tracker

### Godot version

master

### System information

Any OS

### Issue description

Godot now has a Command Palette. But only all the commands are not added to the palette. 

Below are some commands that are currently in the Command Palette. Feel free to report which Commands(mostly shortcuts) you think should be added to the command palette. 

### Editor
- [ ] `editor/reload_current_project`
- [ ] `editor/reopen_closed_scene`
- [ ] `editor/unlock_selected_nodes`
- [ ] `editor/ungroup_selected_nodes`
### Script Editor
- [ ] `script_editor/new`
- [ ] `script_editor/open`
- [ ] `script_editor/reset_zoom`
- [ ] `script_edior/next_script`
- [ ] `script_ediot/find_in_files`
- [ ] `script_editor/previous_script`

### Steps to reproduce

look for Editor Settings > Shortcuts that need to be added into the command palette.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Setting AudioStreamPlayer's stream causes crash in HTML5 threads build
Labels: bug,platform:web,topic:porting,topic:audio,crash

### Godot version

3.3.stable, 3.3.3.stable

### System information

Windows 10, Chrome 92.0.4515.159

### Issue description

When setting the stream of an AudioStreamPlayer in a threads build in HTML5, the game *sometimes* crashes.

The crash happens in both debug and release. It does not happen when running the game natively.

It looks like a race condition. I've attached a reproduction project that resets the stream every frame to trigger the crash.

Here's an example error stacktrace:
![image](https://user-images.githubusercontent.com/7115142/130434550-34a82f7f-c3ef-4d9a-a1a9-a213504a3351.png)



### Steps to reproduce

(Tested with 3.3.3 and 3.3.0)
1. Run the exported reproduction project in the browser with threads enabled.
2. Within a few seconds the game crashes. See the web console for errors.



### Minimal reproduction project

[audio_sample_thread_crash.zip](https://github.com/godotengine/godot/files/7031179/audio_sample_thread_crash.zip)
Repository: godot
Issue: `makerst.py` does not generate docs for custom modules that override `config.py::get_doc_path()`
Labels: bug,topic:buildsystem,documentation

### Godot version

3.x

### System information

Windows 10

### Issue description

I need to generate documentation for my custom module to publish online with `makerst.py` tool https://github.com/goostengine/goost-docs, which provides online documentation for [Goost](https://goostengine.github.io/).

The problem is that when you override `config::get_doc_path()` in one of the nested modules in Goost, `makerst.py` is no longer able to generate RST documentation.

It looks to me that `"doc_classes"` is simply hardcoded, and does not take into account doc paths that could be overridden in `config.py`:

https://github.com/godotengine/godot/blob/2370fe5c26085a90ca17544ce5912e6b648971a5/doc/tools/makerst.py#L325-L330

I can fix this myself. I asked about this at Godot contributors chat prior to making this bug report, but I haven't received a definitive response regarding whether a pull request that aims to fix this would be welcomed (regardless of concerns surrounding this issue, I'm talking primarily from the standpoint that solutions must be local according to Godot's best practices for engine contributors), so I decided to make a bug report to keep track of this issue instead of a pull request, at least.

### Steps to reproduce

With `makerst`, it's possible to provide several search paths, and in order to generate docs for custom modules, I do something like this:

```python
# goost.py

        subprocess.run([sys.executable,
            "godot/doc/tools/makerst.py",
            "godot/doc/classes", # Godot's own classes, need to specify to do type checks against Goost classes.
            "godot/modules", # Godot's own built-in modules.
            "doc", # Goost's own doc path, for some reason this works, perhaps because Godot also has this.
            "modules", # Goost has nested modules. DOES NOT GENERATE DOCS HERE.
            "--output", output_path,
            "--filter", "^(?!.*godot)", # Prevent writing out Godot classes.
        ])
```

You can also reproduce this issue by overriding one of the Godot's modules `config.py::get_doc_path()` to anything else but `"doc_classes"`, and don't forget to rename the actual `"doc_classes"` folder in a module to the previously overridden value.

For example, you can go to `modules/csg` and rename `doc_classes/` to `doc/`, and make `config.py::get_doc_path()` return `"doc"` value. Then:

```
PS D:\usr\src\godotengine\godot\gd3> python doc/tools/makerst.py doc/classes modules
Checking for errors in the XML class reference...
ERROR: Unresolved type 'CSGShape', file: NavigationMesh
Errors were found in the class reference XML. Please check the messages above.
```

As you see above, `CSGShape` is missing as a dependency for `NavigationMesh`, because `makerst` failed to collect the `CSGShape.xml` in the first place, and others.

### Minimal reproduction project

_No response_
Repository: go
Issue: runtime/cgo: Assign a thread name for C-created threads
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.13 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

yes


### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
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Profiling an embedding Go program. That is, calling go functions from C++ environment through cgo. 

However, when I tried to profile my program with perf (since pprof cannot provide as much info about C++ as perf), I found that some of the executions of Go worker pool were laid on a C++ thread, as shown in the left part of the screenshot. It confused me why those worker pool codes ran on my C++ thread and did waste a lot of time. 

Finally, I found that the newly created thread shares the same thread name as its father, i.e., the C++ worker thread, which causes the perf to draw the Go part on C++ worker thread.

![image](https://user-images.githubusercontent.com/52443884/130440819-7e9659a7-70ff-4e7f-a6a0-c73ef93c88da.png)

The execution path is:
```
runtime.main 
-> startTemplateThread 
-> newm
-> newm1 
-> _cgo_thread_start 
-> x_cgo_thread_start 
-> _cgo_sys_thread_start 
-> _cgo_try_pthread_create 
-> pthread_create
```

And the newly created thread inherits the thread name from its parent thread, and that causes the flame graph to misbehave as shown above. The solution to this problem is also simple: call _pthread_setname_np_ just after the creation of new thread.


### What did you expect to see?

The newly created cgo template thread should use a different thread name from its parent.

### What did you see instead?

cgo template thread uses the same thread name as its parent, which causes misleading when perf-ing the program.
Repository: go
Issue: math/big: Support precision of -1 in Rat.FloatString
Labels: NeedsDecision

The `strconv.FormatFloat` function accepts a special precision of `-1` to mean to use the smallest number of digits necessary such that `ParseFloat` will return float exactly. This is a feature request to accept the same for `math/big.Rat.FloatString`.