sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Strange Window Behavoir C#
Labels: topic:editor,topic:plugin,needs testing

### Godot version

v4.0.stable.mono.official [92bee43ad]

### System information

Linux Opensuse Leap 

### Issue description

So I finally figured out all the things I need to interact with the editor, and have finally started to create a plugin, however I can't get a window to show properly.  

I created a window entirely in code.  I then created an object that inherits from Popup menu and was going to use it to to launch the window.  However upon launch the window content is entirely black.

I also had a test item in the tool menu so I tried launching it from there, and it worked fine.  To help clarify this is what I mean:

![Screenshot_2023-03-30_11-39-17](https://user-images.githubusercontent.com/13521146/228892722-6540b78d-585d-42df-8665-9ab86773a6eb.png)

When I click the Test item it works, when I click the sub menu item Generate Script it appears entirely black.

In the next image the window launched from Test is on the left, and the window from Generate Script is on the right.

![Screenshot_2023-03-30_11-37-39](https://user-images.githubusercontent.com/13521146/228893362-609e05f0-3f24-449a-9cf5-5ba06e280794.png)

Not sure if this is a bug or I am just missing something.


### Steps to reproduce

Create a tool sub menu item and launch a window from it.

### Minimal reproduction project

[Sharpener.zip](https://github.com/godotengine/godot/files/11113470/Sharpener.zip)
Repository: go
Issue: x/tools/cmd/signature-fuzzer/fuzz-driver: TestEndToEndIntegration failures
Labels: OS-Solaris,NeedsInvestigation,Tools,compiler/runtime

```
#!watchflakes
post <- pkg == "golang.org/x/tools/cmd/signature-fuzzer/fuzz-driver" && test == "TestEndToEndIntegration"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/355af54a4dde8eef85618c5cf8c4ba4ebe06a589)):

    --- FAIL: TestEndToEndIntegration (7.78s)
        drv_test.go:55: error invoking fuzz-driver: signal: segmentation Fault (core dumped)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: [pigeon] Warn if the input file is missing `@HostApi` or `@FlutterApi` annotation
Labels: package,c: proposal,team-ecosystem,p: pigeon,P3,triaged-ecosystem

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

If I want to just generate some classes without actual API methods, the class objects fail to generate. However, what is strange, that enums get generated.

I would expect some kind of warning when running flutter pub run pigeon that it needs to have some methods to generate the class object.

```dart
import 'package:pigeon/pigeon.dart';

@ConfigurePigeon(
  PigeonOptions(
    dartOut: 'lib/src/gen/pigeon_log.dart',
    objcHeaderOut: 'ios/Classes/Generated/PigeonLog.h',
    objcSourceOut: 'ios/Classes/Generated/PigeonLog.m',
  ),
)
enum LogLevel { trace, warning, error }

class AppLog {
  late final LogLevel level;
  late final String text;
  late final String? error;
}
```



### Actual results

```dart
// Autogenerated from Pigeon (v9.1.2), do not edit directly.
// See also: https://pub.dev/packages/pigeon
// ignore_for_file: public_member_api_docs, non_constant_identifier_names, avoid_as, unused_import, unnecessary_parenthesis, prefer_null_aware_operators, omit_local_variable_types, unused_shown_name, unnecessary_import

import 'dart:async';
import 'dart:typed_data' show Float64List, Int32List, Int64List, Uint8List;

import 'package:flutter/foundation.dart' show ReadBuffer, WriteBuffer;
import 'package:flutter/services.dart';

enum LogLevel {
  trace,
  warning,
  error,
}

```

### Logs

<details>
<summary>Logs</summary>

```console

<!-- Paste your logs here -->

```

</details>


### Flutter Doctor output

<details>
<summary>Pigeon version</summary>

```yaml

  pigeon: ^9.0.5

```

</details>
Repository: pytorch
Issue: Relax version dependencies on CUDA pip wheels?
Labels: module: binaries,module: cuda,triaged

### 🐛 Describe the bug

A JAX user noted that `torch` and `jax` have conflicting requirements for NVIDIA's CUDA pip wheels.

Torch specifies exact version pins in its wheels:
```
Requires-Dist: nvidia-cuda-nvrtc-cu11 (==11.7.99) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cuda-runtime-cu11 (==11.7.99) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cuda-cupti-cu11 (==11.7.101) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cudnn-cu11 (==8.5.0.96) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cublas-cu11 (==11.10.3.66) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cufft-cu11 (==10.9.0.58) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-curand-cu11 (==10.2.10.91) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cusolver-cu11 (==11.4.0.1) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-cusparse-cu11 (==11.7.4.91) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-nccl-cu11 (==2.14.3) ; platform_system == "Linux" and platform_machine == "x86_64"
Requires-Dist: nvidia-nvtx-cu11 (==11.7.91) ; platform_system == "Linux" and platform_machine == "x86_64"
```

These are non-overlapping with some of JAX's dependencies. JAX currently ships wheels that require:
* CUDA 11.8+ and cudnn 8.6+, or
* CUDA 12.0+ and cudnn 8.8+.

For CUDA 11 wheels, JAX requires:
```
          "nvidia-cublas-cu11>=11.11",
          "nvidia-cuda-nvcc-cu11>=11.8",
          "nvidia-cuda-runtime-cu11>=11.8",
          "nvidia-cudnn-cu11>=8.6",
          "nvidia-cufft-cu11>=10.9",
          "nvidia-cusolver-cu11>=11.4",
          "nvidia-cusparse-cu11>=11.7",
```

I'm wondering if you would be open to relaxing some or all of the CUDA version pins in `torch` to be `>=` constraints. NVIDIA promise backward compatibility for CUDA and CUDNN minor releases, so in theory this is safe. Theory and practice may differ, however.

My fall back is to tell users to do the following, which works because `pip` doesn't actually enforce the version constraints:
```
pip install torch
pip install --upgrade nvidia-cublas-cu11 nvidia-cuda-runtime-cu11 # ... etc.  
# then install JAX
```
but it's not optimal: it means one cannot really release a package that depends on both `jax` and `torch`.



### Versions

2.0

cc @seemethere @malfet @osalpekar @atalman @ptrblck @ngimel
Repository: pytorch
Issue: functional collective should respect the whole mesh
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

See discussion of this PR, when passing the whole mesh to the functional collective (without meshdim), it should be able to see the whole mesh ranks and run collective on all the ranks, instead of only 0 mesh dim.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: Models rigged in and exported from Blender have corrupted limb bones in 4.0.1
Labels: discussion,documentation,topic:import,topic:3d

### Godot version

4.0.1-stable-win64

### System information

Windows 10 and 11, Vulkan

### Issue description

Regardless of export format, armatures from Blender inport improperly to Godot 4.0.1. The same armature iimports fine in 3.5.2

Imported into 3.5.2 it appears as follows.
![image](https://user-images.githubusercontent.com/66033120/228911447-71bd1e65-d0b7-466d-8344-01c6b5029525.png)

The same file in 4.0.1, no changes:
![image](https://user-images.githubusercontent.com/66033120/228912058-01ad2aef-c0b6-470c-941d-3cfc296de629.png)


Exporting the tscn from 3.5.2 still produces the same results. Please let me know if I can help in any way.

Edit: Had attatched incorrect image for 4.0.1 example

### Steps to reproduce

Please see included tscn or glb. 

### Minimal reproduction project

[Broken bones if not 'spine'.zip](https://github.com/godotengine/godot/files/11114045/Broken.bones.if.not.spine.zip)
Repository: vscode
Issue: workbench.action.toggleSidebarVisibility forgets selected file
Labels: bug,file-explorer

<!-- ⚠️⚠️ 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. -->
Trying to toggle sidebar with:
```jsonc
{
        "key": "ctrl+\\",
        "command": "workbench.files.action.focusFilesExplorer",
        // "command": "workbench.explorer.fileView.focus",
        "when": "!explorerViewletVisible"
    },
    {
        "key": "ctrl+\\",
        "command": "workbench.action.toggleSidebarVisibility",
        // "command": "workbench.action.closeSidebar",
        "when": "sideBarVisible"
    },
```

But on invisible sidebar `workbench.files.action.focusFilesExplorer` just focuses whole list while on visible sidebar it focuses last selected item in list
Repository: godot
Issue: Godot crashing (stopped working), followed by krita. Then the godot project manager when opened stops working.
Labels: topic:editor,needs testing,crash

### Godot version

4.0.1 stable

### System information

Windows 11

### Issue description

![image](https://user-images.githubusercontent.com/51789223/228916269-c77298da-47e4-4eb0-9dd1-e1b7ed67280a.png)
Like the title, it stops working, crashes, and then godot and things like krita doesn't work anymore.
It requires me to restart the pc for it to return to normal.

Im using animated sprites, sprites, 2d gpu particles, pointlight, camera, characterbody2d

my buddy who also uses gpu particle nodes had the same happening with him, thinks its related to vulkan


### Steps to reproduce

Theres really no straight forward way of reproducing it, it just happens while normaly using the engine, it happened twice at any random moment.

### Minimal reproduction project

N/A
Repository: flutter
Issue: [embedder] potentially DlOpSpy evaluates if the draw shape is valid.
Labels: engine,P3,team-engine,triaged-engine

Currently, DlOpSpy only checks if the color is transparent. As long as there is a non-transparent color set, any draw methods will determine did_draw to be true.
However, it might be the case that the rect, line, circle etc being drawn is invalid and nothing is drawn even with a non-transparent color. In those cases, did_draw should also be false.

There can be 3 solutions:
1. At least something is drawn combined with a stroke even if the the shape is invalid.  If this is the case, we can leave the current solution as it and we don't need to check the validity of the shape. 
2. DL checks invalid shape and bail. In this case, we can also leave the current solution as it.
3. An invalid shape is allowed but draws nothing. In this case, the DlOpSpy draw methods will need to be updated to handle this case by case.
Repository: vscode
Issue: Cannot save untitled notebook file with `notebook.formatOnSave.enabled` = true
Labels: bug,mitigated,notebook-format

1. set `notebook.formatOnSave.enabled` = true
2. Create a new notebook add some text to the cell
3. save the file `saved.ipynb`
:bug: a blank notebook file `saved.ipynb` is created and the untitled notebook remains open
expected: the saved notebook should be open with correct contents.
Repository: flutter
Issue: [fuchsia] flatland_external_view_embedder and gfx_external_view_embedder adopts EmbedderViewSlice
Labels: engine,P3,team-engine,triaged-engine

[flatland_external_view_embedder](https://github.com/flutter/engine/blob/main/shell/platform/fuchsia/flutter/flatland_external_view_embedder.h) and [gfx_external_view_embedder](https://github.com/flutter/engine/blob/main/shell/platform/fuchsia/flutter/gfx_external_view_embedder.h) uses `CanvasSpy` to determine if any pixels are drawn on the surface. The usage of `CanvasSpy` is deprecated and should be replaced by `DlOpSpy` instead.
Repository: nvm
Issue: NodeJS installation giving "curl: (92) HTTP/2 stream 1 was not closed cleanly: INTERNAL_ERROR (err 2)" when running from fixed IP address multiple times
Labels: installing node,feature requests

<!-- Thank you for being interested in nvm! Please help us by filling out the following form if you‘re having trouble. If you have a feature request, or some other question, please feel free to clear out the form. Thanks! -->

#### Operating system and version:
Multiple AWS Services (like AWS Device Farm and AWS Code Deploy) which use hosts that exist in a highly-limited IP space

#### What steps did you perform?

`nvm install some_version_number`

#### What happened?

In a small percentage of cases, the download of Node from nodejs.org slows to a crawl before failing. The AWS service teams believe the root cause to be throttling from nodejs.org against the highly-limited IP space used by the hosts running the NVM installation commands. 

Exact output:
```
nvm install 14.17.1
...
############                                                              17.8%
##############                                                            19.5%curl: (92) HTTP/2 stream 0 was not closed cleanly: INTERNAL_ERROR (err 2)
```

#### What did you expect to happen?

nvm install should install the version of node. A reasonable mitigation for this type of problem would be to have the download command (https://github.com/nvm-sh/nvm/blob/master/nvm.sh#L124) use exponential backoffs (https://everything.curl.dev/usingcurl/downloads/retry). Can this be made into a feature-flag (or default behavior) of NVM?
Repository: pytorch
Issue: Create a plan on removing conda dependency from CI/CD
Labels: oncall: releng,triaged

Try POC having single conda env but all dependencies come from pypi
Wheel builds
Try starting change in Nova

Provide design document
Mostly wheel related
Repository: godot
Issue: .wav File Format Corrupted on Import
Labels: bug,needs testing,topic:audio,topic:import

### Godot version

4.0.1

### System information

Windows 10

### Issue description

This was noticed on Sonniss's GDC assets that they're offering for free.

After importing a .wav file that was offered by Sonniss's GDC kit for this year, each file (attached) was corrupt (screenshot of file in dir explorer attached).

As per rights granted, the sound effect is mine to freely distribute how I see fit.  See license [here](https://sonniss.com/gdc-bundle-license/).

[UIMisc_User Interface Vocalisation, Robotic, Futuristic,_344 Audio_Organic User Interface_12.zip](https://github.com/godotengine/godot/files/11115356/UIMisc_User.Interface.Vocalisation.Robotic.Futuristic._344.Audio_Organic.User.Interface_12.zip)

![wav Error in Div Explorer](https://user-images.githubusercontent.com/5756256/228943502-951ad3ef-f7a4-4e58-bc81-36cdc9c12439.PNG)


### Steps to reproduce

1. Download attached WAV
2. Extract into any directory
3. Copy file in to any project's directory

### Minimal reproduction project

In my main project, this was an issue; as you can see with my screenshot.  However, in the minimal reproduction project (attached) it imported just fine.

[Wav Issue.zip](https://github.com/godotengine/godot/files/11115380/Wav.Issue.zip)
Repository: terminal
Issue: Italian translation tutte/tutto mismatch when closing all tabs
Labels: Issue-Bug,Product-Terminal,Area-Localization

### Windows Terminal version

1.17.1023

### Windows build number

10.0.19045.2728

### Other Software

_No response_

### Steps to reproduce

1. Configure Windows Terminal to display in Italian.
2. Start Windows Terminal and open a second tab.
3. Click the close button of the window.
4. A prompt appears asking whether you want to close all tabs.

### Expected Behavior

Matching number and gender.

### Actual Behavior

The question is "Vuoi chiudere tutte le schede?", and below that, there are two buttons "Chiudi tutto" and "Annulla".
The word "tutte" in the question is feminine plural, but the word "tutto" in the button is masculine singular.
It seems strange that these do not match.

![screen shot](https://user-images.githubusercontent.com/46201428/228949442-509230af-7502-42a1-a0d2-dec7f054c9ec.png)
Repository: deno
Issue: Piping file stream triggers spurious uncaught exception in debugger
Labels: bug,debugger

The following code runs fine without a debugger attached, but if the Node debugger is attached (via either VSCode or Google Chrome), and "pause on uncaught exceptions" is enabled, then the debugger trips with the error message "TypeError: The writer has already been released."

`deno run --inspect-wait --allow-all ./repro.ts`

```javascript
const DEMO_FILE = await Deno.makeTempFile()
const file = await Deno.open(DEMO_FILE, { read: true, write: false })
await file.readable.pipeTo(new WritableStream())
```

> reject (ext:deno_web/06_streams.js:109)
> writableStreamDefaultWriterEnsureReadyPromiseRejected (ext:deno_web/06_streams.js:4165)
> writableStreamDefaultWriterRelease (ext:deno_web/06_streams.js:4194)
> finalize (ext:deno_web/06_streams.js:2544)
> (anonymous) (ext:deno_web/06_streams.js:2532)
> Promise.then (async)
> uponPromise (ext:deno_web/06_streams.js:192)
> uponFulfillment (ext:deno_web/06_streams.js:167)
> shutdown (ext:deno_web/06_streams.js:2530)
> (anonymous) (ext:deno_web/06_streams.js:2426)
> Promise.then (async)
> uponPromise (ext:deno_web/06_streams.js:192)
> uponFulfillment (ext:deno_web/06_streams.js:167)
> isOrBecomesClosed (ext:deno_web/06_streams.js:2484)
> readableStreamPipeTo (ext:deno_web/06_streams.js:2420)
> pipeTo (ext:deno_web/06_streams.js:4857)
> (anonymous) (repro.ts:19)

<img width="961" alt="Screenshot 2023-03-30 at 15 28 47" src="https://user-images.githubusercontent.com/119948/228956811-d40dcad1-e247-46d4-9562-8fe8a29940b1.png">

deno --version
deno 1.32.1 (release, aarch64-apple-darwin)
v8 11.2.214.9
typescript 5.0.2
Repository: go
Issue: x/build: UI improvements for subrepo benchmarks
Labels: Builders,NeedsFix

This issue tracks UI improvements following up on #53538. That issue reached a natural stopping point, as the benchmarks at perf.golang.org/dashboard are useful for the tools team but there is more lower priority UI work that could be done.

Specifically: 

- [x] Links to commits are be broken (they go to the Go repo). Fix those.
- [ ] We probably also want some UI distinction that these are x/tools benchmarks and thus the x axis and baseline is completely unrelated to other benchmarks.
- [ ] Because runs will trigger on changes to the Go repo, we will end up with duplicate points at the same experiment commit date (overlapping on the x axis). We should visually deduplicate these somehow (perhaps only render the first one we find).
- [ ] Most links drop query parameters, making it painful to navigate around when the tools repo is selected.

CC @prattmic
Repository: godot
Issue: Clicking on a Control Node in the editor will always open the 2D view, even on a subviewport texture on a 3D mesh
Labels: enhancement,topic:editor,confirmed,usability,topic:3d

### Godot version

4.0.1.stable

### System information

Windows 10

### Issue description

This is less of a bug and more of an oversight, but when clicking on a control node, the editor will always open the 2D view, without checking if the control is actually part of main viewport or if it's visible. This quickly becomes annoying when working with UI on subviewport textures, because everytime you click on any of the node it will open the 2D window, making you having to switch back to the 3D window to see what you are  doing.

![](https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExY2M0ZGMxNmZmZDg5NDg1NmQ1MTQzMzI4MmNjM2QyNmYzMjViZDBmZiZjdD1n/kz4y0XnmV0zmwQWcX4/giphy.gif)

### Steps to reproduce

1. Create a 3D Mesh, with has a material which has a subviewport texture and assign it to a subviewport you created
2. Add any control node to the subviewport
3. Click on the control node 

### Minimal reproduction project

[Project.zip](https://github.com/godotengine/godot/files/11116429/Project.zip)
Repository: ant-design
Issue: Horizontal scroll issue with Antd Tabs component using centered property.
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/centered-antd-5-3-3-forked-gy66hg?file=/demo.tsx)

### Steps to reproduce

Try to create a `Tabs` component with the `centered` property, and then attempt to scroll horizontally.


### What is expected?

We expect the horizontal scroll for navigating between tabs to work properly even when using the `centered` property to center the Tabs Nav List.

Here is, what I expect:
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/centered-antd-5-3-3-forked-ee2u8u?file=/demo.tsx)

### What is actually happening?

Our website uses the Antd Tabs component with the `centered` property to center the Tabs Nav List on our page. However, we've noticed that the horizontal scroll for navigating between tabs is not working as expected. This is likely because the centered property centers the content using `justify-content: center`, while the scroll to navigate between tabs is implemented using transform: translate(Xpx, Xpx). This is causing issues, since both `justify-content: center` and `transform: translate` are likely conflicting with each other.

| Environment | Info |
| --- | --- |
| antd | 5.3.3 |
| React | 17.0.2 |
| System | Ubuntu 22.04.2 |
| Browser | Google Chrome 111.0.5563.64 |

---
Using `margin: 0 auto` instead of `justify-content: center` to center the Tabs Nav List can potentially resolve the issue with the scroll.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: API list files 
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

- Expose an API endpoint that can return a list of (output) files in given path.

### Proposed workflow

Add endpoints to the API. 

For listing files, perhaps this should include controlled paging.
End result - produce an array of objects;

```
[
{
  path:'<full path>/txt2img',
  files: ['filename'...]
},
{
  path:'<full path>/img2img',
  files: ['filename'...]
}
...

```

### Additional information

_No response_
Repository: vscode
Issue: [Metaissue] Migrate to MSAL
Labels: feature-request,on-testplan,microsoft-authentication

AAD Admins have the power to enforce logins of a certain kind that make our current OAuth flow insufficient for users to log in (it blocks it) and instead they _have_ to log in using something like MSAL.js or msal-node.

Because of this, we should move to MSAL... but this is a challenge because:
* We have code that runs in node and on the web (so we need some combo of MSAL.js and msal-node without bloating VS Code too much)
* We have a model of the Microsoft auth extension running in one place (be it, in a local extension host or an extension host on the remote attached) and the fact that the token is minted here vs there should not affect the user
* On the web, we proxy the code exchanging and delegate that to vscode.dev's server... due to CORS issues with identity with how the VS Code app is configured. It's unclear what app configuration would need to be done to allow MSAL to do what it needs to do