sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/build: well-lit path for testing CLs with platform dependencies
Labels: Builders,NeedsInvestigation,FeatureRequest

Background: https://go.dev/cl/565255 introduced failures on a variety of ports (#65906, #65907), despite passing initial LUCI checks.

This is a CL that involves GOOS/GOARCH-specific networking behavior, so it isn't surprising the default LUCI configuration set wasn't sufficient to adequately test it.

There should be a well-lit path for testing weird CLs like this one. You can manually add additional configurations to LUCI, but this involves a lot of clicking around in the Gerrit UI and you need to manually decide which configurations to add. We don't need a single "test this harder" button (although it would be nice), but there should at least be a documented set of steps to take when presubmit-testing a CL that's more likely than the norm to have failure modes that don't show up in the default configurations.
Repository: godot
Issue: Godot error can’t open scene
Labels: topic:editor,needs testing

### Tested versions

version 3.5.1 stable

### System information

godot 3.5.1 stable

### Issue description

So im a new dev and i started developing a game at the godot game engine now day out of nowhere i opend my project and i could every script .gd and every tscn scene except form one my main one called level_1.tcsn. For one reason its blue and when i click it it says this message
scene/resources/resource_format_text.cpp:804 - res://level_1.tscn:1 - Parse Error:
Failed loading resource: res://level_1.tscn. Make sure resources have been imported by opening the project in the editor at least once.
editor/editor_data.cpp:531 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).

PLEASE I NEED HELP. i cant open the file
im at 70% on my project to complete and release it so it would be great if someone could help me
With a lot of appreciation vag attack.



### Steps to reproduce

i did use a notepad++ but the only thing i found was 1 line with many words NULL NULL NULL like that

### Minimal reproduction project (MRP)

![icon](https://github.com/godotengine/godot/assets/160927928/683a72e9-5104-4b04-8c8d-972e646527d3)
Repository: node
Issue: fs.readdirSync(recursive=true) should not follow follow symlinks by default
Labels: fs

### Version

v21.6.2

### Platform

Linux <machine> 6.5.0-15-generic #15~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC <time> x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

fs

### What steps will reproduce the bug?

- Ensure a directory tree with symlink, e.g. 

```
./
../
mylink -> ../other_dir/
```
- `fs.readdirSync('.', { recursive: true })`

### How often does it reproduce? Is there a required condition?

Always.

### What is the expected behavior? Why is that the expected behavior?

`[ './mylink' ]`

### What do you see instead?

All files under `../other_dir/` are listed.

### Additional information

This behavior is extremely surprising and error-prone, since common commands like `find` or `Get-ChildItem` does not follow symlink by default.  
In addition, it is not documented.
Repository: flutter
Issue: Cleanup individual steps of `run_android_tests.dart`
Labels: platform-android,engine,P3,team-engine,triaged-engine,e: scenario-app

The naming, logging, and comments are not consistent.

There is also the potential for very error prone code, for example we have `throw` statements inside a `finally { ... }` block, which is very confusing. The end result should be something easier to understand/read, and perhaps some testing.

Note I'd probably do this _after_ https://github.com/flutter/flutter/issues/144051 and https://github.com/flutter/flutter/issues/144052.
Repository: PowerToys
Issue: MegaBug: Sticky Keys Issues in KBM when remapping Alt/Ctrl/Win modifiers
Labels: Issue-Bug,Product-Keyboard Shortcut Manager

### Microsoft PowerToys version

0.78.0

### Installation method

WinGet

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

This is a mega thread that captures a number of issues related to sticky keys or sticky key-like behaviour preventing proper remapping of Ctrl/Alt/Win modifier keys. 

### ✔️ Expected Behavior

All remappings work as intended.

### ❌ Actual Behavior

Remapping shortcuts with Ctrl/Alt/Win often doesn't work and introduces sticky behaviour, requiring users to press the modifier after using a shortcut to "toggle off" the key as you would with Stick Keys. 

### Other Software

_No response_
Repository: TypeScript
Issue: Intl.NumberFormat does not model required properties when `style` is set to `currency`
Labels: Bug,Help Wanted,Domain: lib.d.ts

### ⚙ Compilation target

ESNext

### ⚙ Library

ESNext

### Missing / Incorrect Definition

According to the [MDN docs](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/NumberFormat/NumberFormat#style), when `style` is set to `currency`, then the `currency` property [must be provided](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/NumberFormat/NumberFormat#style).

This could be achieved through a discriminating union on the `style` property e.g.

```ts
interface NumberFormatParamsStyleDecimal {
    style: "decimal"
}

interface NumberFormatParamsStyleCurrency {
    style: "currency"
    currency: string
}

type NumberFormatParams = NumberFormatParamsStyleDecimal | NumberFormatParamsStyleCurrency;

const numberFormat = (params: NumberFormatParams) => {};

numberFormat({
    style: "decimal",
})

numberFormat({
    style: "currency",
    currency: "USD"
})
```

### Sample Code

```TypeScript
This fails at runtime, but does not fail compilation:

new Intl.NumberFormat("en", {
    style: "currency",
    currency: undefined
});
```

```
VM159:1 Uncaught TypeError: Currency code is required with currency style.
    at new NumberFormat (<anonymous>)
    at <anonymous>:1:1
```


### Documentation Link

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/NumberFormat/NumberFormat#style
Repository: godot
Issue: version_get_shader(): Parameter "version" is null
Labels: needs testing,topic:shaders

### Tested versions

4.2.1 stable

### System information

Windows 10, Vulkan API 1.3.277 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti

### Issue description

![image](https://github.com/godotengine/godot/assets/127599132/0edf3526-4015-460e-b945-f4c01e7fd3a4)

spams it in console every second and troubles to debug code. reason is unknown but it happens only on Forward+ (vulkan), on other renderers like compatabilty everything is okay ( wasn't tested for mobile devices yet )

### Steps to reproduce

1. select forward+ as project renderer.
2. use any shader that was imported from 3.5
3. get the error E 0:00:10:0398   version_get_shader: Parameter "version" is null.
  <Исходный код C++>./servers/rendering/renderer_rd/shader_rd.h:165 @ version_get_shader()



### Minimal reproduction project (MRP)

https://drive.google.com/file/d/1r5Doi9etb_FWat617MlFil1pYrIs5LTj/view?usp=drive_link
there will be lots of errors because i tried to minify it, but the error still comes out (in output)
Repository: pytorch
Issue: FLOP Counter does not handle kwargs
Labels: triaged

### 🐛 Describe the bug

[Flop counter](https://github.com/pytorch/pytorch/blob/release/2.1/torch/utils/flop_counter.py) does not handle kwargs in the forward hooks (i.e. `with_kwargs=False` in `module.register_forward_pre_hook` call). As a result in `torch.autograd.Function.forward()` not all the args are cloned (due to missing kwargs), so `torch.autograd.Function.backward()` method sometimes is not called (it happens when `args` in `torch.autograd.Function.forward()` are empty or when every element in `args` has `required_grad=False`). Eventually `self.parents[-1] == name` assert is triggered which crashes flop counter.

There are ways to work around that assert, but it would be great to fix root cause by properly handling kwargs.

cc @Chillee @albanD 

### Versions

pytorch 2.1
Repository: vscode
Issue: [Testing API Feature] Add a new api in TestRun to reset test item to its initial state (unknown, not run)
Labels: feature-request,testing

<!-- ⚠️⚠️ 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. -->
Currently, there doesn't seem to be a way to "reset" a test item's state once it is set to something. 

I have tried deleting the child items then recreating them; marking the items with `TestController.invalidateTestResults()`. None of these methods seem to reset the test items to the initial state; they continue to display the last run states from the cache. 

I may be missing something. Otherwise, please consider adding an `unknown()` or `reset()` method to the `TestRun` class that reset the item to its initial state.
Repository: node
Issue: parallel/test-fs-read-stream-concurrent-reads is flaky
Labels: test,flaky-test


| Reason | <code>parallel/test-fs-read-stream-concurrent-reads</code> |
| - | :- |
| Type | JS_TEST_FAILURE |
| Failed PR | 3 ([https://github.com/nodejs/node/pull/51687/](https://ci.nodejs.org/job/node-test-pull-request/57233/), [https://github.com/nodejs/node/pull/51810/](https://ci.nodejs.org/job/node-test-pull-request/57276/), [https://github.com/nodejs/node/pull/51623/](https://ci.nodejs.org/job/node-test-pull-request/57292/)) |
| Appeared | [test-digitalocean-fedora38-x64-2](https://ci.nodejs.org/job/node-test-commit-linux/nodes=fedora-latest-x64/56265/console), [test-digitalocean-fedora38-x64-1](https://ci.nodejs.org/job/node-test-commit-linux/nodes=fedora-latest-x64/56257/console), [test-osuosl-debian11_container-armv7l-1](https://ci.nodejs.org/job/node-test-binary-armv7l/RUN_SUBSET=js,nodes=debian11-armv7l/10068/console) |
| First CI | https://ci.nodejs.org/job/node-test-pull-request/57233/ |
| Last CI | https://ci.nodejs.org/job/node-test-pull-request/57292/ |

<details>
<summary><a href="https://ci.nodejs.org/job/node-test-commit-linux/nodes=fedora-latest-x64/56265/console">Example</a></summary>

```
not ok 1433 parallel/test-fs-read-stream-concurrent-reads
  ---
  duration_ms: 120105.09600
  severity: fail
  exitcode: -15
  stack: |-
    timeout
  ...

```
</details>


Refs: https://github.com/nodejs/reliability/issues/791
Repository: next.js
Issue: Dynamic server usage Error in build output is misleading when caught inside of a try/catch block
Labels: bug

### Link to the code that reproduces this issue

https://github.com/ppiwo/reproduction-next-app

### To Reproduce

1. Clone repo
2. Run `npm i`
3. Run `npm run build`

### Current vs. Expected behavior

## Current
- Page is correctly rendered as dynamic ✅
- The error is printed to stdout ❌
```
CAUGHT:  n [Error]: Dynamic server usage: Route / couldn't be rendered statically because it used headers. See more info here: https://nextjs.org/docs/messages/dynamic-server-error
    at c (/git/reproduction-app/.next/server/chunks/next-runtime.js:6:156144)
    at d (/git/reproduction-app/.next/server/chunks/next-runtime.js:6:111686)
    at i (/git/reproduction-app/.next/server/app/page.js:1:2373)
    at ep (/git/reproduction-app/node_modules/next/dist/compiled/next-server/app-page.runtime.prod.js:12:134542)
```

## Expected
- The error (meant to be caught by next.js) is not emitted in the build logs

Although this bug doesn't affect the render of the page (static vs dynamic is still inferred correctly) it's difficult to debug unless you dig into implementation details of the framework itself.

1. The source of the error is difficult to pinpoint from the stack trace
2. The documentation that is linked in the error message is misleading.

> [Why This Message Occurred](https://nextjs.org/docs/messages/dynamic-server-error#why-this-message-occurred)
You attempted to use a Next.js function that depends on Async Context (such as headers or cookies from next/headers) but it was not bound to the same call stack as the function that ran it (e.g., calling cookies() inside of a setTimeout or setInterval).


Based off of this explanation I believe that this exception was only meant to be seen by the user if it was not caught by the framework (probably because it was thrown outside of the callstack of the function that ran it (e.g., calling cookies() inside of a setTimeout or setInterval).

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 3.5.0
  pnpm: 8.6.12
Relevant Packages:
  next: 14.1.1-canary.70 // Latest available version is detected (14.1.1-canary.70).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

_No response_
Repository: pytorch
Issue: [c10d] distributed.breakpoint fallback when pg is not inited
Labels: triaged

### 🚀 The feature, motivation and pitch

some unit tests in distributed folder did not create pg. would love torch.distributed.breakpoint fall back to breakpoint 

### Alternatives

_No response_

### Additional context

_No response_
Repository: flutter
Issue: GN rules can become out of date with virtually no notice
Labels: engine,P3,c: tech-debt,team-engine,triaged-engine

In https://github.com/flutter/engine/pull/50933 @dnfield and I found a `BUILD.gn` rule where inputs were missing. In practical terms, that means a target was considered cached even when sources have changed. This can effect hermeticness, local development, and potentially CI (depending how much caching is done).

I don't know if its possible to enforce this (looking in https://fuchsia.dev/fuchsia-src/development/build/build_system/best_practices_templates and https://fuchsia.dev/fuchsia-src/development/build/build_system/intro), or if it's worth doing so, but this seems like a general repository health issue.

(/cc @johnmccutchan @zanderso, but happy for this to go through normal triage)
Repository: godot
Issue: Random swap chain errors
Labels: bug,topic:rendering,needs testing,regression

### Tested versions

Godot 4.3.dev https://github.com/godotengine/godot/commit/2e7fc81315bfa8d0a15f60adff2a12b6f3104236
Forward+ Renderer

### System information

Godot v4.3.dev - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
Newest AMD drivers (24.1.1)

### Issue description

Not sure why, but I get a lot of swapchain errors with the current master.
May or may not be one time error, I still thought it might be worth reporting.
```
- Unable to resize the new swap chain.
- A swap chain was not created for the screen.
- Screen was never created.
```

![image](https://github.com/godotengine/godot/assets/66004280/bea0aa03-e2b4-4e6f-a23a-25c9e1ac0535)

### Steps to reproduce

Open/Use Godot.

### Minimal reproduction project (MRP)

Just create a fresh project.
Repository: godot
Issue: `GPUParticles2D` with `Trails` enabled are not rendered on Web without any further notice
Labels: discussion,topic:export

### Tested versions

- Godot 4.2.1
- Godot v4.3.dev3

Single Threaded Web Export does not fix the problem.

### System information

Godot v4.3.dev3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

A `GPUParticles2D` node with `Trails` enabled is not rendered in the Web.
![image](https://github.com/godotengine/godot/assets/66004280/13a30c13-87d4-4e97-b442-e1645ad6d33f)

There still is a short stutter when the particle should be played the very first time, but it will not appear on the screen.

### Steps to reproduce

1. Create a `GPUParticles2D` node with `Trails` enabled.
2. Remote Debug the project or perform a Web export
3. Particle is not visible


### Minimal reproduction project (MRP)

[ParticleBug.zip](https://github.com/godotengine/godot/files/14391291/ParticleBug.zip)
Repository: godot
Issue: `Tree` focus `StyleBox` is drawn outside of bounds
Labels: bug,topic:editor,topic:gui

### Tested versions

- Godot 4.2.1
- Godot v4.3.dev3 

### System information

Godot v4.3.dev3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When exploring the `Theme` and clicking inside the `Tree` node, the focus `StyleBox` is drawn outside of the bounds, overlapping with the Godot editor.

![image](https://github.com/godotengine/godot/assets/66004280/c34f1a54-2750-4847-816c-dbdfff61c50d)


### Steps to reproduce

1. Create a new theme
2. Click inside the `Tree` node
3. Verify the focus `StyleBox`

### Minimal reproduction project (MRP)

[theme.zip](https://github.com/godotengine/godot/files/14391320/theme.zip)
Repository: flutter
Issue: Predictive back handling of multiple `PopScope` in the same `ModalRoute`
Labels: framework,f: routes,P2,team-framework,triaged-framework

I have multiple widgets which may want to handle the back button by popping their own navigator-like things instead of popping the current route. I noticed when migrating from `WillPopScope` to `PopScope`, if there's more than one within the same `ModalRoute`, it causes a bit of a problem. Since if at least one has `canPop: false`, they will all receive `onPopInvoked(false)`. Therefore firstly, I need to be careful to recheck state in my `onPopInvoked`, I can't assume a state which caused `canPop: false`. And more importantly, if two Widgets both want to handle the back press, they will both do their actions, instead of just the first one.

For now I have corrected it locally by changing the default implementation of `ModalRoute.onPopInvoked to the below`. But I'm not sure about all the use cases (I don't really know the purpose of listening for successful pop).

```dart
  @override
  void onPopInvoked(bool didPop) {
    for (final PopEntry popEntry in _popEntries) {
      if (!didPop && !popEntry.canPopNotifier.value) {
        // Only the first entry which doesn't want to pop gets the no-pop notification
        popEntry.onPopInvoked?.call(didPop);
        break;
      }
      else if (didPop) {
        // Everyone gets the successful-pop notification
        popEntry.onPopInvoked?.call(didPop);
      }
    }
  }
```

What do you think @justinmc ?
Repository: PowerToys
Issue: Automation to disable specific powertoys when a certain application is open 
Labels: Idea-Enhancement,Area-Runner,Needs-Triage

### Description of the new feature / enhancement

This is my best guess at how one might solve my problem, but wildly open to any options.  

When a specific application is open I'd like to disable certain powertoys to avoid conflicts with that application. 

### Scenario when this would be used?

When I attempt to play this game that my buddy wants to get me into, Helldivers 2, I think has some god-awful anti-cheat thing running which prevents capturing keystrokes that I have set via keyboard manager, but also doesn't recognize the original keystroke either.  

Bonus problem is that once keyboard manager is disabled, a keystroke in the game keeps opening Powertoys Run, so I figure I could use the same mechanic to disable that.  

### Supporting information

this isn't really supporting information, but I haven't had to open Powertoys in like a year.  i.e. a testament to how much of it Just Works™.  there's so many things now.  great work.
Repository: go
Issue: cmd/compile: loop inversion does not support unsigned numbers
Labels: Performance,compiler/runtime

This is duplicate of #61629 but for:
```go
for range uint(x) {
 // ...
}
```
---
I didn't implemented it back then since I reused existing scanning code (`findIndVar`) which only supported signed ops:

https://github.com/golang/go/blob/ef84d62cfc358ff62c60da9ceec754e7a389b5d5/src/cmd/compile/internal/ssa/loopbce.go#L99
---
I'll submit a patch.
Repository: godot
Issue: Running project after opening .gd file in VSCode crashes Godot.app when located in /Applications/
Labels: bug,platform:macos,topic:editor

### Tested versions

Reproducible in: v4.2.1.stable.official [b09f793f5], 4.2.stable.official, v4.1.3.stable.official.f06b6836a, v3.5.3.stable.official [6c814135b]

### System information

Godot v4.2.1.stable - macOS 14.2.0 - Vulkan (Forward+) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

<img width="612" alt="Screenshot 2024-02-23 at 9 28 08 PM" src="https://github.com/godotengine/godot/assets/5958957/a05434c8-1e35-4134-8d2b-04e3adeffbb2">

macOS alert: "The application "Godot" can't be opened."
Godot alert: "Could not start subprocess(es)!"
Godot output: "editor/editor_run.cpp:325 - Condition "err" is true. Returning: err"

### Steps to reproduce

1. Ensure Godot.app is located in your Mac's /Applications/ directory.
1. Configure Godot's Text Editor > External > Exec Path (I'm using `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`).
1. Create a new project, add a Sprite2D (`icon.svg` is fine), and attach a script.
1. Run the project and everything should work.
1. Now open the created .gd file listed in FileSystem in your external editor (VSCode).
1. No need to do anything else except run the project again and now the issue occurs.

Observe that if you close Godot, move the .app to your e.g. `$HOME/Applications/` folder and follow the above steps again, the issue disappears.

VSCode version: 1.86.2 [903b1e9d8990623e3d7da1df3d33db3e42d80eda]

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: When Camera is  enabled, the ParallaxLayer/Tilemap Physics Layer is calculated inaccurately using is_on_floor()
Labels: bug,topic:physics,needs testing,topic:2d

### Tested versions

v4.3.dev3.official [36e943b6b]


### System information

Linux Kubuntu 23.04 KDE Plasma Version: 5.27.4 KDE Frameworks Version: 5.104.0 Qt Version: 5.15.8

### Issue description

The `is_floor()` function reports incorrectly (or is off) when being applied to a ParallaxLayer Tilemap and a Player with Camera enabled. If camera is disabled, then is_floor() works correctly.

### Steps to reproduce

Create a CharacterBody2D Player with a camera. Also create a ParallaxLayer and a TileMap floor with a physics layer collider.  When the Player drops to the floor it will not stop at the floor but somewhere else depending on the ParalaxLayers position. 

Project
![project](https://github.com/godotengine/godot/assets/930478/97b82af4-4ad7-41d5-ba6a-504806cf023f)

Camera Enabled
![TilemapCamEnabled](https://github.com/godotengine/godot/assets/930478/46533874-05e5-4bde-babc-7f4aa49cc746)

Camera Disabled
![TilemapCamDisabled](https://github.com/godotengine/godot/assets/930478/0c551fe5-6612-4de8-a15e-58e0306d2636)


### Minimal reproduction project (MRP)

[Archive.zip](https://github.com/godotengine/godot/files/14391638/Archive.zip)