sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go: TestScript/generate_bad_imports failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/go" && test == "TestScript/generate_bad_imports"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8749581448114077601)):

    === RUN   TestScript/generate_bad_imports
    === PAUSE TestScript/generate_bad_imports
    === CONT  TestScript/generate_bad_imports
        script_test.go:136: 2024-04-26T15:55:11Z
        script_test.go:138: $WORK=/Users/swarming/.swarming/w/ir/x/t/cmd-go-test-1045322190/tmpdir956137043/generate_bad_imports2527064328
        script_test.go:160: 
            PATH=/Users/swarming/.swarming/w/ir/x/t/cmd-go-test-1045322190/tmpdir956137043/testbin:/Users/swarming/.swarming/w/ir/x/w/goroot/bin:/Users/swarming/.swarming/w/ir/x/w/goroot/bin:/Users/swarming/.swarming/w/ir/x/w/goroot/bin:/Users/swarming/.swarming/w/ir/cache/tools/bin:/Users/swarming/.swarming/w/ir/bbagent_utility_packages:/Users/swarming/.swarming/w/ir/bbagent_utility_packages/bin:/Users/swarming/.swarming/w/ir/cipd_bin_packages:/Users/swarming/.swarming/w/ir/cipd_bin_packages/bin:/Users/swarming/.swarming/w/ir/cipd_bin_packages/cpython3:/Users/swarming/.swarming/w/ir/cipd_bin_packages/cpython3/bin:/Users/swarming/.swarming/w/ir/cache/cipd_client:/Users/swarming/.swarming/w/ir/cache/cipd_client/bin:/Users/swarming/.swarming/cipd_cache/bin:/usr/local/bin:/usr/bin:/bin:/usr/local/sbin:/usr/sbin:/sbin
            HOME=/no-home
            CCACHE_DISABLE=1
            GOARCH=amd64
    ...
            GOPATH=/Users/swarming/.swarming/w/ir/x/t/cmd-go-test-1045322190/tmpdir956137043/generate_bad_imports2527064328/gopath
            PWD=/Users/swarming/.swarming/w/ir/x/t/cmd-go-test-1045322190/tmpdir956137043/generate_bad_imports2527064328/gopath/src
            
            > [GOOS:windows] skip # skip because windows has no echo command
            [condition not met]
            > go generate gencycle
            [stderr]
            gencycle.go:1: running "echo": fork/exec /bin/echo: exec format error
        script_test.go:160: FAIL: testdata/script/generate_bad_imports.txt:3: go generate gencycle: exit status 1
    --- FAIL: TestScript/generate_bad_imports (0.20s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: x/vulndb: TestLintReports/data/reports/GO-2024-2667.yaml failures
Labels: NeedsInvestigation,vulncheck or vulndb

```
#!watchflakes
default <- pkg == "golang.org/x/vulndb" && test == "TestLintReports/data/reports/GO-2024-2667.yaml"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8749564605453435169)):

    === RUN   TestLintReports/data/reports/GO-2024-2667.yaml
        all_test.go:106: modules[0] "github.com/argoproj/argo-cd/v2": version 2.8.14 does not exist
    --- FAIL: TestLintReports/data/reports/GO-2024-2667.yaml (0.09s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Manually closing a window during a breakpoint leaves a white screen behind
Labels: bug,topic:rendering,topic:porting

### Tested versions

Godot v4.2.2.stable
Godot v4.2.1.stable

### System information

Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 5700 XT () - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

If you manually close a game window using the windows titlebar while it's frozen due to a breakpoint, it will leave behind a white artifact that cannot be closed, moved, or interacted with in any way I'm aware of.

![image](https://github.com/godotengine/godot/assets/87352493/e957b851-bf1f-42c9-a0ac-695160244995)


Additional Notes:
This bug includes all windows opened by the game, and all windows maintain some flags. If a window has always_on_top checked, it's remaining artifact will be always on top.

The only way I've found to get rid of these windows is to restart my computer, or to replicate the bug and produce a new artifact, which seems to remove the previous artifacts

### Steps to reproduce

- Create an empty project
- Create any scene
- Add a script to the scene, and put any code in the "_ready" function.
- Add a breakpoint to this code, so the window will enter a breakpoint when run
- During the breakpoint, close the window using the windows close button found in the windows title bar. Using task manager does not reproduce this bug.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Switching focus between two godot windows causes mouse input to get discarded
Labels: bug,topic:input

### Tested versions

- Reproducible in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 5700 XT () - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Whenever you switch focus between two windows using left flick, it will release left click input earlier than it was actually released. This causes left click input to be released twice in a row, without it seen as "pressed". This only happens when a window is initially focused. 

![image](https://github.com/godotengine/godot/assets/87352493/3a7728d7-9700-4057-b99a-732b86136d59)

As shown by the print statement, when a window is focused with left click and then left click is held, "Input.is_action_pressed" only registers for two or three frames before left click is released prematurely and "Input.is_action_just_released" registers. "Input.is_action_just_released" registers again when left click is ACTUALLY released.

After a window has been focused, it register mouse inputs the same (shown in the 3rd section of the print statement)

This has proven to be very problematic in my project as it allows left click to be released without first being pressed, which breaks some of my game logic.

Edit 5/4/2024: This bug only happens when switching between two Godot windows. When switching between an external window and godot window, input is registered just fine

### Steps to reproduce

- Create a new project 
- Create a new scene with any node as the scene root
- Turn off "embed subwindows" in project settings
- Add a window node to the scene tree
- Add left mouse button in the InputMap
- Bug will occur when checking left_click input when switching window focus

### Minimal reproduction project (MRP)

Project used for visualization

[Input Discard Bug.zip](https://github.com/godotengine/godot/files/15139702/Input.Discard.Bug.zip)
Repository: godot
Issue: Scanline-like artifacts in 3d scenes
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,topic:3d

### Tested versions

Reproducible in 4.2 stable & 4.1 stable.

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 (Advanced Micro Devices, Inc.; 31.0.24027.1012) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

Strange scan-line like visual artifacts occur randomly depending on visual settings and camera setup.

### Steps to reproduce

This occurs in the official godot 3d settings demo (copy attached in MRP) 
1. Open project
2. Run project in editor or as exported build
3. Enable 'ultra' settings

The issue can be temporarily remedied by disabling MSAA, but still can occur with it off.
Attached is an image with an example of how it looks.
![image](https://github.com/godotengine/godot/assets/78510667/c1070a93-f707-41c8-a949-5937fb49929f)


### Minimal reproduction project (MRP)

[graphics_settings.zip](https://github.com/godotengine/godot/files/15139981/graphics_settings.zip)
Repository: rust
Issue: cargo check --all --all-targets --all-features fails on project (cleaning target dir fixes it)
Labels: I-ICE,T-compiler,A-incr-comp,C-bug

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

<https://github.com/plabayo/rama/tree/115d853871bc4a3a90bfdee65ca5a53cf3b38bde>


### Meta

hard to know for certain as it seems it happens when there is already some stuff in the compiler cache dirs

```
cargo version
cargo 1.77.1 (e52e36006 2024-03-26)
```

### Error output

<https://app.warp.dev/block/zVUUzjPkNqQmb9UrqCKlpM>
Repository: yt-dlp
Issue: Provide a Flatpak/Submit to Flathub
Labels: docs/meta/cleanup,question

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

First off, thank you for this great project!

Atomic systems like Fedora Silverblue are commonly designed around using flatpaks as the primary, if not only, way of installing software, leaving users unable to use yt-dlp. There are some graphical programs available on Flathub that use yt-dlp, but they are limited in how much you can do compared to the command line. I believe the project should either build a flatpak or make a submission request to Flathub to allow affected users the ability to use this software.
Flatpak also helps provide a standardized environment for users; what works on one system should work exactly the same on another. This might help weed out issues that are from distros/users rather than the project.

I have written a preliminary manifest that someone can use as a start if there is interest:
[downloaders.yaml.txt](https://github.com/yt-dlp/yt-dlp/files/15140259/downloaders.yaml.txt)
[org.yt_dlp.yt_dlp.yaml.txt](https://github.com/yt-dlp/yt-dlp/files/15140260/org.yt_dlp.yt_dlp.yaml.txt)
[python3-modules.yaml.txt](https://github.com/yt-dlp/yt-dlp/files/15140261/python3-modules.yaml.txt)
I am willing to answer any questions about this to the best of my ability.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: godot
Issue: Exported resources in inspector not finding superclass property descriptions on hover
Labels: bug,topic:editor

### Tested versions

- Tested in 4.2.1, 4.2.2, 4.3-dev5

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5123) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

Properties in the inspector should always provide a description on hover, even for inherited properties.  This should also apply to exported resources instantiated in-editor, but for inherited properties it instead displays "No description available."

![image](https://github.com/godotengine/godot/assets/87910222/de5ca866-cbfc-4741-967d-353e18137973)
![image](https://github.com/godotengine/godot/assets/87910222/9d999e09-ef33-4e31-b438-43776586c9cd)
![image](https://github.com/godotengine/godot/assets/87910222/a6e3a0d6-2974-4083-965c-e0a41e859853)

In the screenshots above, I am setting CollisionShape3D's exported property Shape to a new SphereShape3D.  Hovering over the "Radius" property correctly displays SphereShape3D's description of the radius property.  However, hovering over the property "Custom Solver Bias" displays "No description available."  Note that if you save the resource, then hover over its inherited properties in the .tres inspector, the correct description is displayed.

The intended behavior should be that for inherited properties, documentation from the superclass is loaded.

### Steps to reproduce

1. In the inspector, find any instance in a scene with an exported resource that has exported properties and has subclasses.  For instance, CollisionShape3D has an exported property Shape which is a Shape3D (a Resource with various shape subclasses).
2. Create a new resource of any subclass.
3. Click on the new resource in inspector to display its properties, then hover over any inherited property.  If you are following the example from step 1, hover over the "Custom Solver Bias" or "Margin" properties.

Note that this should apply to most superclass resources.  I first found it with SphereShape3D but also with CapsuleMesh and CameraAttributesPractical, just inside my own project.

### Minimal reproduction project (MRP)

N/A
Repository: excalidraw
Issue: FR: Detect Apple Pencil's double tap on iPad
Labels: tablet

Having to toggle between pen and eraser tools in iPad is a little frustrating, I wish it could follow the feature of other drawing apps that switch tools with the double tap gesture on the 2nd gen Apple Pencil. It would make working on iPad faster 😃
Repository: PowerToys
Issue: F2 for switching between filename and filename with extension
Labels: Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Actual behavior:
When file was selected, F2 enters filename edit mode and by default the filename is selected. 

Suggested behavior:
Once I used an Explorer extension or substitute that had this feature and it was great: in the filename edit mode, pressing F2 toggled selection between *filename only* and *filename and extension*.

### Scenario when this would be used?

When changing filename with extension.

### Supporting information

(It must've been either Clover or just an Explorer plugin).
Repository: PowerToys
Issue: Provides toast hints for shortcut mappings that have been configured for the current application
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Keyboard management allows you to configure different shortcut mappings for each application.
Is it possible to provide such a function that when I press a shortcut key, it will prompt the shortcut map configured for the current application in the lower right corner of the screen? I find this feature very useful

### Scenario when this would be used?

Provides toast hints for shortcut mappings that have been configured for the current application


### Supporting information

 f
Repository: ollama
Issue: Please add this model
Labels: model request

https://huggingface.co/mradermacher/DevsDoCode-LLama-3-8b-Uncensored-GGUF
Repository: next.js
Issue: Failed to load plugin '@next/next declared in '--config >> eslint-config-next/core-web-vitals
Labels: bug,Linting

### Link to the code that reproduces this issue

https://github.com/EvgeniyBudaev/base-docker-go-next/tree/main/web

### To Reproduce

1) npx create-next-app@latest
2) go to page.tsx
![Screenshot209](https://github.com/vercel/next.js/assets/49036840/73d808c0-8037-404c-a200-5f47fef9d0c0)


### Current vs. Expected behavior

Current behavior: eslint error
Expected behavior: No eslint error

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #29~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Apr  4 14:39:20 UTC 2
  Available memory (MB): 31375
  Available CPU cores: 16
Binaries:
  Node: 21.7.3
  npm: 10.5.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Linting

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: angular
Issue: View provider/provider info that's logged in the console is incorrect
Labels: area: core,core: di

### Is this a bug report or a feature request?

- [X] Bug Report
- [ ] Feature Request

### Please provide the steps to reproduce the issue [Bug Report only]

- Create a component with both `providers` and `viewProviders`
- Inspect the DI information in the "Injector Tree" tab in Angular DevTools
- Log different providers to the console
- The `value` entry is incorrect

### Please provide the expected behavior vs the actual behavior you encountered [Bug Report only]

Should log different providers accurately.

### Please provide a screenshot if possible [Bug Report only]

`BComponent`:

```ts
@Component({
  selector: 'app-b',
  standalone: true,
  imports: [CComponent],
  providers: [
    {
      provide: Flower,
      useValue: new Flower('🌺'),
    },
  ],
  viewProviders: [
    {
      provide: Flower,
      useValue: new Flower('🌻'),
    },
  ],
  template: `
    B (<code>&#64;SkipSelf</code>): {{ flower.name }}
    <br />
    <app-c [prefix]="prefix" />
    <ng-content></ng-content>
  `,
})
export class BComponent {
  // ...
}
```

![Screenshot 2024-04-28 121505](https://github.com/angular/angular/assets/26806995/916e29ff-f4a9-432d-9d9c-3436b1ec6396)
![Screenshot 2024-04-28 121546](https://github.com/angular/angular/assets/26806995/4101c5c9-59d0-48be-a656-d8ef9953aedf)

Notice how the second log has a discrepancy between `provider.useValue` and `value:`

### Please provide the exception or error you saw [Bug Report only]

_No response_

### Is this a browser-specific issue? If so, please specify the device, browser, and version. [Bug Report only]

```true
No, I can reproduce it on both Firefox and Chrome.
```


### Description [Feature Request only]

_No response_

### Proposed solution [Feature Request only]

_No response_

### Alternatives considered [Feature Request only]

_No response_
Repository: kubernetes
Issue: Restarted kubelet should not evict pods due to the node affinity
Labels: kind/bug,sig/node,triage/accepted

### What happened?

Currently, a running pod is being evicted if the assigned node, which does not meet the pod's node affinity requirements anymore, restarts its kubelet.

xref: https://github.com/kubernetes/kubernetes/issues/123980#issuecomment-2071554998

### What did you expect to happen?

https://kubernetes.io/docs/concepts/scheduling-eviction/assign-pod-node/#node-affinity

![Screenshot 2024-04-23 at 3 51 20 PM](https://github.com/kubernetes/kubernetes/assets/19814047/5b15fcd0-3601-4b77-b863-6ca0970b107b)

According to the documentation, node affinity should only affect the scheduling phase. Therefore, the running pod should continue to run without interruption.

### How can we reproduce it (as minimally and precisely as possible)?

1. Create a deployment with node affinity.
```yaml
apiVersion: apps/v1
kind: Deployment
metadata:
  labels:
    app: test
  name: test
spec:
  replicas: 1
  selector:
    matchLabels:
      app: test
  template:
    metadata:
      labels:
        app: test
    spec:
      affinity:
        nodeAffinity:
          requiredDuringSchedulingIgnoredDuringExecution:
            nodeSelectorTerms:
            - matchExpressions:
              - key: foo
                operator: In
                values:
                - bar
      containers:
      - image: nginx
        imagePullPolicy: Always
        name: nginx
        resources: {}
        terminationMessagePath: /dev/termination-log
        terminationMessagePolicy: File
      dnsPolicy: ClusterFirst
      restartPolicy: Always
      schedulerName: default-scheduler
      securityContext: {}
      terminationGracePeriodSeconds: 30
```
2. `kubectl label node TARGET_NODE foo=bar --overwrite` so that the pod is scheduled in the TARGET_NODE.
3. Waiting for the pod to be scheduled and running.
4. `kubectl label node TARGET_NODE foo=nonbar --overwrite`
5. Restart the kubelet of the TARGET_NODE.


### Anything else we need to know?

previous discussion: https://github.com/kubernetes/kubernetes/pull/101218#discussion_r627495203

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
Client Version: v1.28.2
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.31.0-alpha.0.470+7d880fd489d1e5-dirty
```

</details>


### Cloud provider

<details>
kind cluster
</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: pytorch
Issue: Does torch.nn.Linear check the weights shape before assignment?
Labels: module: nn,triaged

### 🐛 Describe the bug

Recently, l found that when l directly attribute weights to torch.nn.Linear, the shape of weights dismatch the in_features and out_features, but it still works.
~~~
import torch

linear1 = torch.nn.Linear(in_features=70, out_features=100, bias=False)
custom_weights = torch.ones((56, 90))
linear1.weight = torch.nn.Parameter(custom_weights)
print(linear1.weight.shape) 
# torch.Size([56, 90])

input = torch.ones((16, 90))
output = linear1(input)
print(output.shape)
# torch.Size([16, 56])
~~~
However, when l set the output shape to [100, 70] which is the original shape l want. Errors come.
**So, l want to know whether the Linear check the weights shape before assignment?** Or, there is a more correct way to attribute weights?

### Versions

[pip3] numpy==1.24.4
[pip3] torch==2.0.1
[pip3] torchvision==0.15.2
[pip3] triton==2.0.0
[conda] numpy                     1.24.4                   pypi_0    pypi
[conda] torch                     2.0.1                    pypi_0    pypi
[conda] torchvision               0.15.2                   pypi_0    pypi
[conda] triton                    2.0.0                    pypi_0    pypi


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: deno
Issue: 🐛Unable to connect sub-process standard input/output to a terminal with `Deno.Command`
Labels: feat,public API,runtime

Version: Deno 1.40.0

With `Deno.run()`, the subprocess could be connected to a terminal (or any file) with this code...

```typescript
const isWinOS = Deno.build.os === 'windows';
const devTTY = Deno.openSync(isWinOS ? 'CONIN$' : '/dev/tty');
const process = Deno.run({
    cmd: ['stty', 'size'],
    stdin: devTTY.rid,
    stderr: 'piped',
    stdout: 'piped',
});
//...
```

With the deprecation of `Deno.run()` and `rid`s (replaced with `Deno.Command`), this doesn't seem possible anymore.

NodeJS allows more flexibility, allowing the use of `Stream` objects and connection of extra streams beyond the basic three (STDIN, STDERR, and STDOUT), opaquely using their underlying file descriptors.

Could `Deno.Command` have more flexibility to use `FsFile`s in a similar manner (while keeping `rid`s internal and opaque)?