sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: JSX Linked Editing not working with Vim extension
Labels: bug,editor-synced-region

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- VS Code Version: 1.79.0
- OS Version: Windows 11 Pro 22621.1778

Steps to Reproduce:

1. Open a file that contains JSX elements
2. Navigate to an opening tag of JSX, e.g. the `<div>` in the example below
3. Place the Vim cursor over the "d" and press c + w (change word)
4. The closing tag is automatically deleted ✅
5. Update the tag to "section" and press Escape
-> The closing tag is not updated ❌

**Note:** The linked editing feature does appear to work on a single line `<div>`, but in the case below it fails.

Example source code:
```tsx
return (
    <div className={containerClasses}>
      <Spinner />
    </div>
  );
```

Example video showing the issue:

https://github.com/microsoft/vscode/assets/3640638/83b8cfdb-f872-4015-82b0-c4f034731bfa
Repository: excalidraw
Issue: Scroll to Content Off Centre - bug or expected behaviour?
Labels: More information needed / cannot reproduce

Hi,

When I extend the height of my drawing, scroll to content suddenly brings my drawing off centre horizontally. If you view the gif [here ](https://imgur.com/a/4zNJCT4)you'll see that at a shorter height, the scroll to content scrolls the drawing to the centre (desired result) but as as soon as I extend the height of the rectangle, scroll to content takes the drawing off to the right for some reason. Is this a bug or expected behaviour.
Repository: rust
Issue: `std::thread::JoinHandle::join` panics with seccomp-killed threads
Labels: O-linux,C-bug,T-libs,A-thread

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use libseccomp_sys::{seccomp_init, seccomp_load, SCMP_ACT_KILL};

fn main() {
    let _ = std::thread::spawn(|| {
        init_seccomp_deny_all();

        let _ = std::fs::read("foobar");
    })
    .join();
}

fn init_seccomp_deny_all() {
    // Kill thread on all syscalls
    let ctx = unsafe { seccomp_init(SCMP_ACT_KILL) };

    if ctx.is_null() {
        panic!("failed ot init seccomp");
    }

    if unsafe { seccomp_load(ctx) } != 0 {
        panic!("failed to load seccomp");
    }
}
```

I expected to see this happen: `join()` call return an error, gracefully reporting the killed thread

Instead, this happened: `join()` panics internally

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.70.0 (90c541806 2023-05-31)
binary: rustc
commit-hash: 90c541806f23a127002de5b4038be731ba1458ca
commit-date: 2023-05-31
host: aarch64-unknown-linux-gnu
release: 1.70.0
LLVM version: 16.0.2
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/std/src/thread/mod.rs:1426:40
stack backtrace:
   0: rust_begin_unwind
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/std/src/panicking.rs:578:5
   1: core::panicking::panic_fmt
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/panicking.rs:67:14
   2: core::panicking::panic
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/panicking.rs:117:5
   3: core::option::Option<T>::unwrap
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/option.rs:950:21
   4: std::thread::JoinInner<T>::join
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/std/src/thread/mod.rs:1426:40
   5: std::thread::JoinHandle<T>::join
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/std/src/thread/mod.rs:1558:9
   6: std_thread_bug::main
             at ./src/main.rs:4:13
   7: core::ops::function::FnOnce::call_once
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/ops/function.rs:250:5

```

</p>
</details>
Repository: go
Issue: crypto/x509: RevocationList.CheckSignatureFrom doesn't check Subject
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.5 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/thierry/Library/Caches/go-build"
GOENV="/Users/thierry/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/thierry/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/thierry/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.20.5"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/thierry/git/XXX/poc/go.mod"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/_d/zs7l5ldx1r94fn_qh1zvn1rw0000gn/T/go-build3292834562=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

I try to validate CRL files. I use three CA certificate:
 - The first one (ca.pem) is the legit certificate which sign the CRL
 - The second one (ca_very_wrong.pem) is wrong certificate with any key
 - The third one (ca_wrong.pem) is not the right CA certificate but it have the same private key than (ca.pem)

With openssl I observe this behaviour:

<pre>
$ openssl crl -in ca.crl -CAfile ca.pem -noout
verify OK

$ openssl crl -in ca.crl -CAfile ca_very_wrong.pem -noout
Error getting CRL issuer certificate

$ openssl crl -in ca.crl -CAfile ca_wrong.pem -noout
Error getting CRL issuer certificate
</pre>

It's the expected behaviour.

With Golang primitives, the last case is true. This behaviour is wrong.

I join zip file with a poc.

### What did you expect to see?

I Expect the function `CheckSignatureFrom()` with certificate `ca_wrong.pem` return an error

### What did you see instead?

Function `CheckSignatureFrom()` with certificate `ca_wrong.pem` end with success

[poc.zip](https://github.com/golang/go/files/11714377/poc.zip)
Repository: rust
Issue: OOM while printing `query stack during panic` after ICE
Labels: I-crash,I-ICE,T-compiler,I-compilemem,C-bug,requires-debug-assertions

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a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
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### Code

You need debug assertions to trigger the original ice, I think

```Rust
#![warn(unused_lifetimes)]

fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
    s
}

fn main() {}

```


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
788c98df5995c9fe360ba9ba5efb103ee69d05c4
```

### Error output

```
error: function pointer types may not have generic parameters
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:3:27
  |
3 | fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
  |                           ^^^^
  |
help: consider moving the lifetime parameter to a `for` parameter list
  |
3 - fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
3 + fn november<'a, 'b>(f: &for<'a> fn(x: &'a i32) -> R) -> &'a str {
  |

error[E0496]: lifetime name `'a` shadows a lifetime name that is already in scope
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:3:28
  |
3 | fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
  |             --             ^^ lifetime `'a` already in scope
  |             |
  |             first declared here

error[E0412]: cannot find type `R` in this scope
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:3:47
  |
3 | fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
  |                                               ^ not found in this scope
  |
help: you might be missing a type parameter
  |
3 | fn november<'a, 'b, R>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
  |                   +++

error[E0425]: cannot find value `s` in this scope
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:4:5
  |
4 |     s
  |     ^ help: a local variable with a similar name exists: `f`

warning: lifetime parameter `'b` never used
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:3:17
  |
3 | fn november<'a, 'b>(f: &fn<'a>(x: &'a i32) -> R) -> &'a str {
  |               --^^
  |               |
  |               help: elide the unused lifetime
  |
note: the lint level is defined here
 --> 05DD2C37BBA733B3F6B0EB64115884B7807B8E04CE5AC7C775132DBCBC88E72F.rs:1:9
  |
1 | #![warn(unused_lifetimes)]
  |         ^^^^^^^^^^^^^^^^
```
Repository: rust
Issue: `N: const usize` gives a lot of unhelpful error messages instead of suggesting `const N: usize`
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn uwu<N: const usize>() {}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error: const bounds must start with `~`
 --> src/lib.rs:1:11
  |
1 | fn uwu<N: const usize>() {}
  |           -^^^^
  |           |
  |           help: add `~`: `~`

error: `~const` is not allowed here
 --> src/lib.rs:1:11
  |
1 | fn uwu<N: const usize>() {}
  |           ^^^^^^^^^^^
  |
note: this function is not `const`, so it cannot have `~const` trait bounds
 --> src/lib.rs:1:4
  |
1 | fn uwu<N: const usize>() {}
  |    ^^^

error[E0404]: expected trait, found builtin type `usize`
 --> src/lib.rs:1:17
  |
1 | fn uwu<N: const usize>() {}
  |                 ^^^^^ not a trait

error[E0658]: const trait impls are experimental
 --> src/lib.rs:1:11
  |
1 | fn uwu<N: const usize>() {}
  |           ^^^^^
  |
  = note: see issue #67792 <https://github.com/rust-lang/rust/issues/67792> for more information
  = help: add `#![feature(const_trait_impl)]` to the crate attributes to enable

Some errors have detailed explanations: E0404, E0658.
For more information about an error, try `rustc --explain E0404`.
error: could not compile `playground` (lib) due to 4 previous errors
```


### Desired output

```Shell
error: const generics are written `const` before parameter name
 --> src/lib.rs:1:11
  |
1 | fn uwu<N: const usize>() {}
  |        ^^^^^^^^
  |        |
  |        help: replace with `const N:`
```
Repository: next.js
Issue: Hot Reload Not Working in Safari
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:53:19 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T6020
    Binaries:
      Node: 20.2.0
      npm: 9.6.7
      Yarn: N/A
      pnpm: 8.6.0
    Relevant packages:
      next: 13.4.5
      eslint-config-next: 13.4.4
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

N/A

### To Reproduce

Hot reload only works with this (in any browser) due to having tens of thousands of modules. However, it won't work at all in Safari.

```
webpack: (config) => {
		if (process.env.NODE_ENV === 'development') {
			config.watchOptions = {
				poll: 10000
			};
		}

		return config;
	}
```

### Describe the Bug

Hot reload not working in Safari. 

Demo: https://share.abruptive.com/QwuwQvPJ

### Expected Behavior

Should work just in like in Chrome.

### Which browser are you using? (if relevant)

Safari [macOS 13.4 (22F66)]

### How are you deploying your application? (if relevant)

"doppler run --command 'next dev -p 3000'"
Repository: PowerToys
Issue: I can't update to the latest version, error message.
Labels: Issue-Bug,Area-Setup/Install,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.63.0.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Installer

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/38050315/3fd8982e-e847-434c-b6bc-bfc1dbc37a71)
Use source: C:\ProgramData\Package Cache\{6CC5B8AF-74EB-4F0C-840D-45D8B0D6B587}v0.62.0\

### ✔️ Expected Behavior

I expected you to update to the latest version

### ❌ Actual Behavior

When I accept the message to update, it opens the progress window until the capture screen opens, indicating that a file is missing and providing a path for reference, which I have no idea what it is. When I click OK, it returns to the same window, and if I click Cancel, the process closes and simply does nothing. My PowerToys remains in the old version.

![image](https://github.com/microsoft/PowerToys/assets/38050315/f7954161-dfc9-40d8-ad9f-1b1d48f0fa95)


### Other Software

nao tenho
Repository: flutter
Issue: DataRow onHover callback
Labels: c: new feature,framework,f: material design,c: proposal,a: mouse,P2,team-design,triaged-design

### 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)

### Use case

I need to trigger a callback when a `DataRow` is hovered. I cannot wrap the entire `DataRow` with a `MouseRegion` because `DataTable` will complain if I do. It only accepts `DataRow` as it's children. 

### I've tried defining an extension on the `DataRow`
```dart
extension DataRowExtensions on DataRow {
  Widget wrapWithMouseRegion({
    required VoidCallback onEnter,
    required VoidCallback onExit,
  }) {
    return MouseRegion(
      onEnter: (event) => onEnter(),
      onExit: (event) => onExit(),
      child: Container(
        child: this as Widget,
      ),
    );
  }
}
```

### and then invoking it on the `DataRow`
```dart
DataRow(
  ...,
).wrapWithMouseRegion(
  onEnter: (_) {
    setState(() {
      _hoveredRowIndex = idx;
    });
  },
  onExit: (_) {
    setState(() {
      _hoveredRowIndex = -1;
    });
  },
),
```

I've also tried wrapping `DataCell` with `MouseRegion` but the behavior leaves something to be desired.

### Proposal

> Define a parameter on `DataRow` or `DataTable` called `onHover` or `onHoverRow` respectively which is passed a callback and fires it when the row is hovered.

I've looked through the documentation of [DataRow](https://api.flutter.dev/flutter/material/DataRow-class.html) and [DataTable](https://api.flutter.dev/flutter/material/DataTable-class.html) and neither of them has a one that behaves this way.

The idea is so that we can know which row is hovered and then trigger behavior elsewhere on the UI without having to hover over the very limited size of the cell content(which can be wrapped with a MouseRegion).

![demo](https://github.com/flutter/flutter/assets/16382165/8aee73ff-6413-4558-8614-489e50d18099)

It sucks having to hover over the small space of the `DataCell` in order to trigger a callback.
Repository: PowerToys
Issue: Color Picker FancyZones compatibility
Labels: Idea-Enhancement,Product-Color Picker

### Description of the new feature / enhancement

I would love to see PowerToys windows like "Color Picker editor window" to be compatible with FancyZones so I can snap the Color Picker Window in one of the zones. Also it would be nice to be able to resize the Color Picker Editor window's height.

### Scenario when this would be used?

While working in Photoshop in one FancyZone and in other FancyZone there would be snapped Color Picker Editor window. That way I could easily color pick colors from a running video on either third FancyZone or on other monitor.

### Supporting information

_No response_
Repository: godot
Issue: Game process STDOUT is not captured and printed properly on Godot console
Labels: topic:editor

### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

macOS 13.4 Ventura

### Issue description

Hi,

When Godot 4 editor spawns the game process, the STDOUT of it is not captured and printed on editor console by Godot process.

We need this feature because we don't even have debugging support for threads and at least we could see error messages if we had this feature.

### Steps to reproduce

This is a very important need when you do multi-threading...

For example:

* Have an errored thing in your thread
* Run your game
* You will not see any error message from your thread and debugger will not interrupt on an error inside the thread and you are not able to use breakpoints too for threads

### Minimal reproduction project

Meow
Repository: PowerToys
Issue: Powertoys / Fancyzones
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Add a feature to PowerToys that allows users to prevent windows from restoring to their original size when unsnapping, by holding **CTRL** while unsnapping, if the option “Restore the original size of windows when unsnapping” is enabled. 

This feature could be called “Override restore window size” and put under “Restore the original size of windows when unsnapping”. The option is available when the main feature is enabled, otherwise it is greyed out.



### Scenario when this would be used?

When users want an quick way to resize windows to a specific size but they also have "restore original size" enabled. 

### Supporting information

_No response_
Repository: godot
Issue: Texture render error on Android
Labels: bug,platform:android,topic:rendering,needs testing

### Godot version

v4.1.dev2.official [668cf3c66]

### System information

window10 64bit

### Issue description

Texture render error on Android but all right on PC.
![1803005947](https://github.com/godotengine/godot/assets/35988767/86a5fa73-c4b1-45e7-96ed-5934c8d9a720)

NOTE: The project was convert from Godot3. 

### Steps to reproduce

Please export the reproduction project to Android and look the the Texture.

### Minimal reproduction project

[TTT.zip](https://github.com/godotengine/godot/files/11714751/TTT.zip)


ADD:
Device: MI8 
OS: MIUI 12.5.2
Repository: godot
Issue: Clicking at LightOccluder2D created from sprite killing my windows, so I need to reboot PC 
Labels: bug,topic:editor,crash

### Godot version

4.0.3, 4.0.2

### System information

Windows 10, Vega 8, but bug reproducing in 4.0.2 at some PC of Telegram chat user, so not user specific I guess

### Issue description

I just created some LightOccluders2D from my level sprite, and when I click at these occluders my windows just dying
Here I give you project with that occluders but ready to give more stuff if you ask

Logs in user dir I got:

Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
Vulkan API 1.3.246 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon(TM) Vega 8 Graphics
 
USER WARNING: 10 RIDs of type "IndexArray" were leaked.
   at: _free_rids (drivers/vulkan/rendering_device_vulkan.cpp:8965)
USER WARNING: 10 RIDs of type "IndexBuffer" were leaked.
   at: _free_rids (drivers/vulkan/rendering_device_vulkan.cpp:8965)
USER WARNING: 10 RIDs of type "VertexArray" were leaked.
   at: _free_rids (drivers/vulkan/rendering_device_vulkan.cpp:8965)
USER WARNING: 10 RIDs of type "VertexBuffer" were leaked.
   at: _free_rids (drivers/vulkan/rendering_device_vulkan.cpp:8965)

### Steps to reproduce

Idk, seems like it works not with every sprite, but do u rly need my sprite? Cause that is private, you know? xd
If you rly need that, ill give, but for now its just these occluders in my  minimal reproduction project

### Minimal reproduction project

[the-bug.zip](https://github.com/godotengine/godot/files/11715046/the-bug.zip)
Repository: pytorch
Issue: Typing missing on arithmetic ops on `Tensor`
Labels: module: typing,triaged

### 🐛 Describe the bug

This is related to #103375 and #103376, but I assume it's better to split into smaller fixes.

Some of the dunder ops are not defined in `_C._TensorBase` but directly in `Tensor`:
https://github.com/pytorch/pytorch/blob/03101a227f6639d5a9ad628d1dc300f9f99a8812/torch/_tensor.py#L850-L902
However, as seen, there's no typing for these methods.

### Versions

master

cc @ezyang @malfet @rgommers @xuzhao9 @gramster
Repository: godot
Issue: MacOS Script editor loses default OS level Emacs keybindings
Labels: enhancement,platform:macos,topic:input,topic:gui

### Godot version

4.0.3.stable.official

### System information

macOS Monterey version 12.4

### Issue description

MacOS has default key bindings for all OS level text fields. These key bindings are usually available on every MacOS text input. These keybindings match default Emacs key bindings. I'm using these key bindings on this Github Issue input right now. 

These keybindings are not available in the Godot script editor input. In particular I've noticed that:

Ctrl+P. - line up
Ctrl+N - line down
Alt+Forward - forward line
Alt+Back - Backward line

Are not working in the script editor and probably some others. Inversely the key bindings

Ctrl+A - move to start of line
Ctrl+E - move to end of line

Are working in the script editor.




### Steps to reproduce

Try to use the script editor on Godot MacOS and use keybindings

Ctrl+P. - line up
Ctrl+N - line down
Alt+Forward - forward line
Alt+Back - Backward line

Go any where else to edit text on MacOS and use those key bindings

### Minimal reproduction project

Try to use the script editor on Godot MacOS and use keybindings

Ctrl+P. - line up
Ctrl+N - line down
Alt+Forward - forward line
Alt+Back - Backward line

Go any where else to edit text on MacOS and use those key bindings