sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: TestSegv failures with `schedule: holding locks`
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test ~ `TestSegv` && `schedule: holding locks`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/069d97366bbad27b6b822fa7885d11de72ecb539)):

    --- FAIL: TestSegv (0.00s)
        --- FAIL: TestSegv/SegvInCgo (0.01s)
            crash_cgo_test.go:656: /tmp/workdir/tmp/go-build2656727872/testprogcgo.exe SegvInCgo: exit status 2
            crash_cgo_test.go:657: fatal error: schedule: holding locks
                SIGSEGV: segmentation violation
                PC=0x3e4d5f m=4 sigcode=65537 addr=0x0
    
                goroutine 1 gp=0xc0000061c0 m=4 mp=0xc000088008 [syscall]:
                syscall.Syscall(0x25, 0x2af3, 0xb, 0x0)
                	/tmp/workdir/go/src/syscall/asm_unix_amd64.s:19 +0x9 fp=0xc000065e20 sp=0xc000065e10 pc=0x3e4d49
    ...
                r13    0x1
                r14    0xc0000061c0
                r15    0x3
                rip    0x3e4d5f
                rflags 0x206
                cs     0x43
                fs     0x13
                gs     0x1b
    
            crash_cgo_test.go:688: unexpectedly saw "fatal error: " in output


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: Cannot undo changes after opening an active file in Hex Editor
Labels: bug,confirmed,custom-editors

Type: Bug

The extension clears the undo history of a file open in the Hex Editor.

Steps to reproduce:
1. Open a file in VS Code with its default editor
2. Make some changes and save the file
3. Use the command palette to execute `Hex Editor: Open Active File in Hex Editor`
4. Close the newly opened Hex Editor window
5. Try to undo the changes you made in step 2 (using Ctrl/Cmd Z or the `Undo` menu or the `Undo` command in the command palette)

Expected behavior: It should undo the changes made in step 2 and keep the undo history if there are more changes
Actual behavior: I cannot undo anything past the moment the Hex Editor is open

See demonstration below (I used the command palette for `Save` and `Undo` to show the moment I performed each step, but I get the same result with the regular keyboard shortcuts)


https://user-images.githubusercontent.com/3692722/215325411-e18bc1b9-c294-48b5-b0b7-2c05b31f916f.mp4



Extension version: 1.19.11
VS Code Version : 1.74.2 (Universal) (e8a3071ea4344d9d48ef8a4df2c097372b0c5161,  2022-12-20T10:26:09.430Z)
OS Version: Darwin x64 22.2.0
Repository: flutter
Issue: [Docs] CustomScrollView's documentation should be more clear on its use case
Labels: framework,f: scrolling,d: api docs,c: proposal,P3,team-framework,triaged-framework

Related: https://github.com/flutter/flutter/issues/130360

Developers are using `shrinkWrap: true` on their Lists/ `SingleChildScrollView` s when they run into `vertical viewport was given unbounded height` which is not performant. See the above issue about deprecating `shrinkWrap`. Also note that the first result on google for 

>vertical viewport was given unbounded height

recommends using  `shrinkWrap: true`. I would add that the naming and documentation of  `CustomScrollView` adds to this issue. New developers often try not to use `CustomScrollView` because of the word "custom" which implies that it is meant for advanced use cases. But really almost every app should be using `CustomScrollView` at some point. The subtitle in the [documentation](https://api.flutter.dev/flutter/widgets/CustomScrollView-class.html) doesn't help much here:

>A ScrollView that creates custom scroll effects using slivers.

It's true that you can create custom effects with `CustomScrollView` via eg. `SliverAppBar` but the main use case for most uses of this API don't actually care about custom scroll effects. So developers just add `shrinkWrap: true` to avoid `CustomScrollView` which sounds scarier.  So we should at least change the documentation so  that developers know they should be using `CustomScrollView` whenever they want a List to scroll along with another Widget be that a `Text` or another sliver and remove the "custom scroll effects" line from the subtitle. 

Maybe something like 

>A ScrollView that allows arbitrary widgets to be scrolled together using slivers

would make it more clear when it should be used.

Perhaps another issue should be filed about potentially renaming `CustomScrollView`. (I think  `MultiChildScrollView` or `MultiSliverScrollView` might work)
Repository: godot
Issue: [Physics] RigidBody3D Friction has less effect on spheres
Labels: documentation,topic:physics,topic:3d

### Tested versions

- Reproducible in : **Godot v4.2.1.stable**, **Godot v4.2.1.stable Mono**, **Godot v4.3.dev2**

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.5123) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

I was doing an experiment with the physics to create some surface resistance to RigidBodies3D using `Physics Materials`, but it seems that the `friction` doesn't work pretty well with spheres. It seems that even with the higher friction, when the sphere RigidBody goes through a surface, its deacceleration is almost zero. 

I was hoping to have a the sphere being stopped the moment it touches the surface when `friction = 1` and being slippery as a ice when in a lower values, but maybe I am missing or misunderstood something?

I've tried meshes with bigger resolution both for the surface,the object mesh and collision and the behavior seems to be the same.

With boxes it works better, I think its because all 4 corners of the face are touching the surface?

An example below showing the reaction of the same box and sphere in 3 different friction levels. 

- The `0.1` seems to be correct, it's being blocked by the wall but I assume it would go even further.
- The `0.4` seems ok.
- The `1` acts almost the same as `0.4`,with small difference even being more than the double of it.

![sphere_physics](https://github.com/godotengine/godot/assets/54695645/eb130899-ebd9-44f3-9302-a2b314aaa938)

Thank you very much.

### Steps to reproduce

- Create a RigidBody3D with A sphere and a collision. You can add a little of angular and linear damping to help;
- Create a StaticBody with a mesh for the floor ,a collision and add a physics material with `friction=1`;
- Put the Sphere RigidBody3D on top of the floor and add a impulse to it;
- Possibly the sphere will run through the surface like it had almost no friction on it;

### Minimal reproduction project (MRP)

[SphereFriction.zip](https://github.com/godotengine/godot/files/14118995/SphereFriction.zip)
Repository: godot
Issue: Queue_free()'ing a BoneAttachment3D in an exported build throws a signal error
Labels: bug,needs testing,topic:export

### Tested versions

Tested in:
v4.1.1.stable.mono.official [bd6af8e0e]
v4.1.4.rc1.mono.official [b9008f3d5]
v4.2.stable.mono.official [46dc27791]
v4.2.1.stable.mono.official [b09f793f5]
v4.2.2.rc1.mono.official [c7fb0645a]
v4.3.dev2.mono.official [352434668]

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3598) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)

### Issue description

In version 4.1.1 and 4.1.4, no error appears. 

In version 4.2, 4.2.1, 4.2.2, and 4.3:
When a project is exported and a node containing a skeleton3D with a BoneAttachment3D is deleted from the tree with queue_free(), the following error consistently appears:

```
ERROR: Attempt to disconnect a nonexistent connection from 'Skeleton3D:<Skeleton3D#23722984641>'. Signal: 'bone_pose_changed', callable: ''. 
at: (core/object/object.cpp:1420)
```

This error does not occur in the editor.  Removing the BoneAttachment3D resolves the error.

### Steps to reproduce

1. Add a glb model containing a skeleton
2. Create an inherited scene from the imported model
3. Add a BoneAttachment3D node to the skeleton in that inherited scene
4. Instantiate the scene as a node
5. Queue_free() the node

### Minimal reproduction project (MRP)

[repro.zip](https://github.com/godotengine/godot/files/14119017/repro.zip)
Repository: TypeScript
Issue: moveToFile does not combine imports 
Labels: Bug

### 🔎 Search Terms

moveToFile, multiple auto imports, import order

### 🕗 Version & Regression Information

This is the behavior in every version I tried


### ⏯ Playground Link

No playground for moveToFile

### 💻 Code

```
// @Filename: /bar.ts
import { a, z } from './a';
const q = 0;
```
```
// @Filename: /a.ts
import { } from './other';
import type { } from './other';

export const p = 0;
export const b = 1;
export const a = 2;
export const z = 3;
[|const y = p + b;|]
```
Move the selection in `a.ts` to `bar.ts`

### 🙁 Actual behavior

A separate import statement is generated.
```
//// @Filename: /bar.ts
import { p, b } from './a';
import { a, z } from './a';
const q = 0;
const y = p + b;
```

### 🙂 Expected behavior

The named imports should combine into one statement: 
```
// @Filename: /bar.ts
import { a, b, p, z } from './a';
const q = 0;
const y = p + b;
```

### Additional information about the issue

I found this while working with auto-imports and playing with actions that generate multiple imports. The ideal order of imports should be `a, b, p, z`, as the imports in the original file were sorted.  From https://github.com/microsoft/TypeScript/issues/33839#issuecomment-642294737, and the current behavior of the `add all missing imports` codefix, `p, b` should be generated only if the original imports are not sorted.
Repository: PowerToys
Issue: Automatic action with app when got/lost focus.
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I want to make a action ex: send hotkey or do something when the app got/lost focus.

### Scenario when this would be used?

The application got/lost focus.

### Supporting information

_No response_
Repository: ant-design
Issue: 请求Calendar组件的dateContent支持自定义height
Labels: Inactive,unconfirmed

### What problem does this feature solve?

目前，Calendar组件的dateContentHeight属性由全局token的fontSize, Margin, LineWidth计算而来。当content内容较多时，无法通过自定义高度使cell在不滚动的情况下显示更多内容。希望可以支持自定义传入dateContentHeight这个token。

https://github.com/ant-design/ant-design/blob/3365a84db1ddc99fb352e4a72a76825a91fce469/components/calendar/style/index.ts#L237-L241

### What does the proposed API look like?

把dateContentHeight作为一个可以从ConfigProvider传入的token，当传入的时候，可以覆盖根据fontSize, Margin, LineWidth计算出来的结果。
```
<ConfigProvider
    theme={{
        token: {
            // ...
        },
        components: {
            Calendar : {
                dateContentHeight: 500
            }
        },
    }}
>
<ConfigProvider/>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: 资源管理器新功能建议
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

建议添加“在资源管理器空白处双击时会返回上一级目录”的功能

### Scenario when this would be used?

可以很大程度上提高目录的跳转效率，方便使用

### Supporting information

_No response_
Repository: pytorch
Issue: [DTensor] Local tensor stride incorrect for uneven case
Labels: oncall: distributed,triaged,module: dtensor

For uneven sharding case, the local tensor on rank that does not have the full shard can be wrong, using the full shard's stride instead of accounting for the local tensor missing some elements from the unevenness.


```
import torch
import torch.distributed as dist

from torch.distributed._tensor import init_device_mesh
from torch.distributed.tensor.parallel import parallelize_module, RowwiseParallel


mesh = init_device_mesh(device_type="cuda", mesh_shape=(2,))
lin = torch.nn.Linear(9, 3, device="cuda")
parallelize_module(lin, mesh, RowwiseParallel())
rank = dist.get_rank()
print(
    f"[Rank {rank}] placements={lin.weight._spec.placements} | global shape={lin.weight.shape}\n"
    f"{lin.weight._local_tensor.shape} | {lin.weight._local_tensor.stride()}"
)
```

```
torchrun --standalone --nproc_per_node=2 repro.py
```

```
[Rank 0] placements=(Shard(dim=1),) | global shape=torch.Size([3, 9])
torch.Size([3, 5]) | (5, 1)
[Rank 1] placements=(Shard(dim=1),) | global shape=torch.Size([3, 9])
torch.Size([3, 4]) | (5, 1)
```

On Rank 1, contiguous strides would be `(4 ,1)` instead of `(5, 1)`. For `DTensor`'s user-facing API, this may not matter since the `_local_tensor` is not exposed. However, because in per-parameter FSDP, we were directly using the `_local_tensor` and sharding it further on dim-0 ourselves and using the stride info, we hit a correctness error.

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: ollama
Issue: NVIDIA repository 404
Labels: gpu

When I tried to install on my ubuntu machine

> $ uname -a
Linux todd-aosp-machine 6.5.0-14-generic #14-Ubuntu SMP PREEMPT_DYNAMIC Tue Nov 14 14:59:49 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux

with a GeForce GTX 1660:
> 01:00.0 VGA compatible controller: NVIDIA Corporation TU116 [GeForce GTX 1660] (rev a1)

I get a 404:
> $ curl https://ollama.ai/install.sh | sh
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
                                 Dload  Upload   Total   Spent    Left  Speed
  0     0    0     0    0     0      0      0 --:--:-- --:--:-- --:--:--     0>>> Downloading ollama...
100  8422    0  8422    0     0  41689      0 --:--:-- --:--:-- --:--:-- 41900
######################################################################## 100.0%######################################################################### 100.0%
 Installing ollama to /usr/local/bin...
 Adding ollama user to render group...
 Adding current user to ollama group...
 Creating ollama systemd service...
 Enabling and starting ollama service...
 Installing NVIDIA repository...
curl: (22) The requested URL returned error: 404
Repository: godot
Issue: Can't compile C# files without an (initial) internet access
Labels: confirmed,needs testing,topic:dotnet

### Tested versions

its tested on all versions yea c# doesn't work offline even in godot 3

### System information

linux godot 4.3 glcompatibility

### Issue description

+the issue:
c# doesn't work offline in godot mono
i have to connect to the internet atleast once per project to be able to code 
thats without mentioning the exporting it also fails if im not connected the internet

+how i expect it to be:
being able to use godot without internet just like gdscipt godot and also just like unity since it uses c# and it works offline

+possible solution?:
this error sounds like a missing c# package that godot downloads every project so the solution could be adding a fallback to an offline package included in mono godot?

+error screenshot:

![٢٠٢٤٠١٣١_١٠٣١٠١](https://github.com/godotengine/godot/assets/79656085/2d617c00-3f7a-4178-b1b7-c4ceb12cefe5)

i would love some help if possible 

### Steps to reproduce

just open mono godot while completely offline then create a new empty project then make any c# code and build it and you will get that error

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: System Restore Points
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Option to delete individual System Restore Points.  Remedy right now is to use Power Shell, find the long name of the restore point and eliminate it there.  CCleaner has had this as an option on their cleaner where you could eliminate individual specific restore points.

### Scenario when this would be used?

Let's say I want to create a Restore Point every time I update TurboTax.  Sometimes early in tax season, updates happen every other day.  Should you have to do a System Restore prior to a TurboTax update, you have to reinstall TurboTax if the restore point is prior to a TurboTax update.  It would be helpful if you could create a new restore point but eliminate the most recent one.

### Supporting information

_No response_
Repository: PowerToys
Issue: auto navigating to recently visited fold path in a browsing window & copy current path
Labels: Needs-Triage

### Description of the new feature / enhancement

The first one is a function from "Listary" software. When I want to save a file/picture/pdf downloaded from a website, or I want save a word/ppt/excel file, I need to browse to the fold path. If the path is too deep, then every time I need much time to open the folds one by one. Using the Listary, it seem that the recently visited fold path will be recorded and automatically modify the path in the browsing window, then I just need to click the "save" botton. You can see that in the attached gif_1.

The second one is a function from "Total Commander" software. It can copy the path of a file or fold by shortcuts. In the early version, it is F12 and now is Ctrl+3 for file path and ctrl+4 for fold path. You can see taht in the attached gif_2.

They are usefull functions and I hope you can add them into the PowerToys, then I do not need to install the two software.
![catch path](https://github.com/microsoft/PowerToys/assets/45627234/ae5d85dc-334e-42af-8fd2-2b57c4864883)
![copy path](https://github.com/microsoft/PowerToys/assets/45627234/8411c441-c62c-41db-a71c-bc8ad16c16bf)


### Scenario when this would be used?

The first one is used when I browse a path to save some file.
The seconde is used when I write code and want to read a file by its path.

### Supporting information

_No response_
Repository: godot
Issue: Connot run own compiled godot-mono 
Labels: needs testing,topic:dotnet

### Tested versions

3.5stable

### System information

Debian12-arm64, godot3.5-stable-mono, virgl

### Issue description

After I ran the compiled binary, the window disappeared in less than a second, followed by an error:
`
Mono: Log file is: '/home/lerio/.local/share/godot/mono/mono_logs/2024-02-01_03.25.47_15817.log'
ERROR: Failed to load one of the prebuilt API assemblies.
   at: _load_api_assemblies (modules/mono/mono_gd/gd_mono.cpp:932)
`
I looked at the log, and the log said it was missing a file, I found it in my mono/lib directory and copied it to try it. Run it again, it's still this error, but the log shows a new result, saying that there is a problem with my mono version (the specific log is attached), and the version number of the mono I compiled myself is 6.12.0.199 (tarball... (compilation time)...)

### Steps to reproduce

pyston-scons platform=x11 tools=yes module_mono_enabled=yes mono_glue=no mono_prefix=/opt/mono_6.12/ -j8
...
./bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
...
pyston-scons platform=x11 tools=yes target=release_debug module_mono_enabled=yes mono_glue=yes mono_prefix=/opt/mono_6.12/ -j8
`<the error>`

### Minimal reproduction project (MRP)

here is the log
[2024-02-01_03.25.47_15817.log](https://github.com/godotengine/godot/files/14120163/2024-02-01_03.25.47_15817.log)
[2024-02-01_03.42.38_20195.log](https://github.com/godotengine/godot/files/14120170/2024-02-01_03.42.38_20195.log)
Repository: flutter
Issue: Change build language of Android plugin template from Groovy to Kotlin
Labels: platform-android,tool,t: gradle,c: proposal,P2,a: plugins,team-android,triaged-android

### Use case

Flutter 3.16 introduced a new way to apply Gradle plugins using new Plugin DSL (as described [here](https://docs.flutter.dev/release/breaking-changes/flutter-gradle-plugin-apply)). New apps generated using `flutter create` use this approach.

I expected this change to affect Android plugins created using `flutter create --template=plugin --platforms=android`, but it seems like it's not the case. I am missing explanation as to why. Is it intentional or just an oversight?

Tested on latest master.

### Proposal

Either include a description as to why Plugin DSL is not (yet?) available for plugins or add implementation to `flutter create --template=plugin --platforms=android` and a migration guide.
Repository: flutter
Issue: 10 second hot reloads on Windows?
Labels: platform-windows,P2,team-windows,triaged-windows

SkiaPerf is reporting some very large (>10s) hot reload times on Windows.

https://flutter-flutter-perf.skia.org/e/?begin=1706305274&end=1706324363&keys=X7e6e76e9f3acf36dd7ac45b5bdb2741b&num_commits=50&request_type=1&xbaroffset=39021
Repository: godot
Issue: Godot script editor does not recognize variable updates from parent class
Labels: bug,topic:gdscript,topic:editor

### Tested versions

I am on v4.2.stable.mono.official [46dc27791]

### System information

Windows 10

### Issue description

The editor will spit out an error such as "The member 'X' already exists/does not exist in parent class". 
The game still builds and runs fine. But the classes associated with that particular parent bug will all display an error and the autocomplete feature stops working.
Reloading the project fixes the issue.

### Steps to reproduce

1. Create a class A with variable var test.
2. Reload the project.
3. Create a child class of A called B and move the variable test to class B
4. profit!

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Godot ENetConnection.service() doesn't work with multiplayer.multiplayer_peer.host
Labels: documentation

### Tested versions

- Reproducible in 4.2.stable

### System information

MacOS 12.5 - Godot v4.2.stable.official

### Issue description

The `service()` function should return an `EVENT_CONNECT` when a new player connects. This works if I simply create an `ENetMultiplayerPeer` and `create_server` or `create_client`, however, as soon as I set the `multiplayer.multiplayer_peer` variable to this newly created `ENetMultiplayerPeer`, the `service()` function no longer returns any non-zero events.

### Steps to reproduce

Open the MRP. Set the project to open two instances (Debug -> Run Multiple Instances -> Run 2 Instances). Run the project. Click the host button on one instance and then join on the other. You would expect some prints (two since there's two connections), but nothing happens.

I also have some commented lines to show that it does work as long as I don't set the `multiplayer.multiplayer_peer` variable. Uncomment line 12. Comment lines 13, 22, and 30. Again, run project and click host and join. You should see some printouts from the non-zero event (print on line 16).

### Minimal reproduction project (MRP)

[demo.zip](https://github.com/godotengine/godot/files/14120779/demo.zip)