sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ProjectSettings.SaveCustom doesn't write default values
Labels: bug,discussion,topic:core

### Godot version

4.2.beta1.mono

### System information

Godot v4.2.beta1.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3758) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

If when using ProjectSettings.SaveCustom() to write a value to a setting that is a default Godot Engine value, the line that would contain that setting and it's value is omitted from the file, even if the project.godot file has that setting at *not* a default value.

For example, the "display/window/size/mode" setting has a value of 0 by default in Godot.
If you attempt to set this value to 0 with `ProjectSettings.SetSetting("display/window/size/mode", 0);` and then use either `ProjectSettings.Save()` or `ProjectSettings.SaveCustom()` it won't be committed to the file and instead skipped, which makes sense to save on file size and all that.

The problem arises, if you change the value from the default 0 in `project.godot` (using `ProjectSettings.Save()`) to say: 1, then try to set it back to the default value of 0 in `override.cfg` (using `ProjectSettings.SaveCustom("override.cfg")`), that setting's line and associated value is then omitted from the file, thus not overwritten from the `project.godot` file setting, and therefore is not changed.

### Steps to reproduce

In Project Settings in the editor, change a setting to a non-default value, for example: Display/Window/Size/Mode to "Minimized" ("display/window/size/mode = 1").

In a C# script, use ProjectSettings.SetSetting() to change the value back to the editor's default, for example: `ProjectSettings.SetSetting("display/window/size/mode", 0);`
Then use ProjectSettings.SaveCustom() to attempt to save the value to a override.cfg file, for example:
`ProjectSettings.SaveCustom("override.cfg");`

Run the script, and open "override.cfg" and see that the line `window/size/mode=0` is missing from the [display] section and the program will start minimized, even after repeated restarts.

You can set "display/window/size/mode" to anything other than 0 and it will successfully override the project.godot setting, you can also manually add the line `window/size/mode=0` in the [display] section and it will work as intended and override the setting and the program will start in windowed mode.

### Minimal reproduction project

N/A
Repository: godot
Issue: Creating a PhysicsBody node with collision on a thread and adding it to the tree prints out an error
Labels: discussion,topic:core,documentation

### Godot version

4.1.2

### System information

MacOS Ventura 13.1 M1 with forward+

### Issue description

Say you want to generate a chunk with `area2D` on thread, you'll have to instance a chunk `node`and area2D scenes. ). And then add it to the chunk `node` with `add_child`. When you do that, you get this error message: 
`E 0:00:02:0812   get_transform: This function in this node (CollisionPolygon2D) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
  <Erreur C++>   Condition "!is_readable_from_caller_thread()" is true. Returning: (Transform2D())
  <Source C++>   scene/2d/node_2d.cpp:243 @ get_transform()
`
It doesn't keep my game from running though, just spams the error console.

I verified the first line, when postionning an added scene on a thread, using `area.position = Vector2(x,y)`works as expected, but `area.position += Vector2(x,0.0)`\n``area.position += Vector2(0,y)` because `+=` doesn't work on thread as position is only readable from main-thread. 


### Steps to reproduce

On a thread:
    -generate an area2D node with a collision node with a collision shape.
    -add to the tree it using `call-deferred("add_child",  node)`


### Minimal reproduction project

After hitting play, press up right and down arrow keys to generate different kinds of nodes displaying the bugs I talked about in issue description.


[thread.zip](https://github.com/godotengine/godot/files/12928718/thread.zip)
Repository: pytorch
Issue: nonnull error
Labels: needs reproduction,module: build,triaged

### 🐛 Describe the bug

It is impossible to identify the error, it is only known that it is a very serious error that prevents compilation.

```
[ 95%] Building CXX object test_api/CMakeFiles/test_api.dir/dataloader.cpp.o
En el fichero incluido desde /usr/include/c++/12.1.0/memory:63,
                 desde $DIRTORCH/third_party/googletest/googletest/include/gtest/gtest.h:57,
                 desde $DIRTORCH/test/cpp/api/dataloader.cpp:1:
En la función miembro static ‘static _Tp* std::__copy_move<_IsMove, true, std::random_access_iterator_tag>::__copy_m(const _Tp*, const _Tp*, _Tp*) [with _Tp = unsigned int; bool _IsMove = false]’,
    incluido en línea de ‘_OI std::__copy_move_a2(_II, _II, _OI) [with bool _IsMove = false; _II = const unsigned int*; _OI = unsigned int*]’ en /usr/include/c++/12.1.0/bits/stl_algobase.h:495:30,
    incluido en línea de ‘_OI std::__copy_move_a1(_II, _II, _OI) [with bool _IsMove = false; _II = const unsigned int*; _OI = unsigned int*]’ en /usr/include/c++/12.1.0/bits/stl_algobase.h:522:42,
    incluido en línea de ‘_OI std::__copy_move_a(_II, _II, _OI) [with bool _IsMove = false; _II = __gnu_cxx::__normal_iterator<const unsigned int*, vector<unsigned int> >; _OI = __gnu_cxx::__normal_iterator<unsigned int*, vector<unsigned int> >]’ en /usr/include/c++/12.1.0/bits/stl_algobase.h:529:31,
    incluido en línea de ‘_OI std::copy(_II, _II, _OI) [with _II = __gnu_cxx::__normal_iterator<const unsigned int*, vector<unsigned int> >; _OI = __gnu_cxx::__normal_iterator<unsigned int*, vector<unsigned int> >]’ en /usr/include/c++/12.1.0/bits/stl_algobase.h:620:7,
    incluido en línea de ‘std::vector<_Tp, _Alloc>& std::vector<_Tp, _Alloc>::operator=(const std::vector<_Tp, _Alloc>&) [with _Tp = unsigned int; _Alloc = std::allocator<unsigned int>]’ en /usr/include/c++/12.1.0/bits/vector.tcc:244:21:
/usr/include/c++/12.1.0/bits/stl_algobase.h:431:30: error: argument 1 null where non-null expected [-Werror=nonnull]
  431 |             __builtin_memmove(__result, __first, sizeof(_Tp) * _Num);
      |             ~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/usr/include/c++/12.1.0/bits/stl_algobase.h:431:30: nota: en una llamada a la función interna ‘void* __builtin_memmove(void*, const void*, unsigned int)’
cc1plus: algunos avisos se tratan como errores
make[2]: *** [test_api/CMakeFiles/test_api.dir/build.make:118: test_api/CMakeFiles/test_api.dir/dataloader.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:8822: test_api/CMakeFiles/test_api.dir/all] Error 2
make: *** [Makefile:146: all] Error 2
```


### Versions

linux

cc @malfet @seemethere
Repository: next.js
Issue: Default locale without preffix - NEXT 13 APP ROUTER
Labels: bug

### Link to the code that reproduces this issue

https://github.com/mbaldas/default-locale-issue

### To Reproduce

1. Start the application - `npm run dev`
2. Go to http://localhost:3000/en/test-router/slugish-url and verify that runs fine
3. Go to http://localhost:3000/fr/test-router/slugish-url and verify that runs fine
4. Go to http://localhost:3000/test-router/slugish-url and verify that it redirects to a 404

### Current vs. Expected behavior

### Current

Default locale (`en`) works but within the need of the preffix

### Expected

Pages opened without the preffix should render the `en` version
/fr/test-router/slugish-url > /fr/test-router/slugish-url
/en/test-router/slugish-url > /test-router/slugish-url
Basically, I need my EN version which is the default locale configured on i18n.js to work without the need of a preffix


### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: MacOS
Binaries:
  Node: 18.13.0
  npm: 8.19.3
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: ^13.4.12,
  next-translate: ^2.5.3,
  next-translate-plugin: ^2.6.0,
Next.js Config:
  output: N/A
```


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

App Router

### Additional context

I have a running project with Next 12, but I was asked to refactor a module to app router
I have both pages and app router on my app - the pages that's under `pages` folder runs normal with the behavior I want (default locale set to EN and not need to pass the preffix) but the page that I built under app router doesn't work like that, I always need to pass a preffix even on my en version website.
Repository: next.js
Issue: renderErrorToHTML hangs forever in dev mode
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/mikknarusk/next-custom-server-error-demo

### To Reproduce

1. install deps with `yarn`
2. start custom server `yarn dev`
3. navigate to `http://localhost:3000/error`

### Current vs. Expected behavior

http://localhost:3000/error should be able to render the error specified in `server.js` but never responds. 

### 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: x64
  Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:56 PDT 2023; root:xnu-8796.141.3~6/RELEASE_X86_64
Binaries:
  Node: 16.15.1
  npm: 8.11.0
  Yarn: 1.22.15
  pnpm: 6.11.0
Relevant Packages:
  next: 13.5.5
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


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

Middleware / Edge (API routes, runtime)

### Additional context

Confirmed it is still working in 13.4.12 and doesn't work starting with 13.4.13
Repository: vscode
Issue: VS Code Crashes from attempts to sign in
Labels: bug,freeze-slow-crash-leak,linux,secret-storage,keychain

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No
Yes
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- VS Code Version: 1.83.1
- OS Version: Debian GNU/Linux 12 (bookworm) x86_64

Steps to Reproduce:

1. Open VS Code
2. Click `Backup and Settings Sync...` under gear
3. Click `Sign in` under new drop down menu
4. Application then errors with option to force quit

![image](https://github.com/microsoft/vscode/assets/118196285/16e54fa2-3f1d-431d-8235-9ee86bb426c9)
Repository: angular
Issue: Add `notificationCloses` to `SwPush`
Labels: area: service-worker

### Which @angular/* package(s) are relevant/related to the feature request?

service-worker

### Description

Angular official [documentation page](https://angular.io/guide/service-worker-notifications) says:
> When using the Angular service worker, push notification interactions are handled using the [SwPush](https://angular.io/api/service-worker/SwPush) service. To learn more about the browser APIs involved see [Push API](https://developer.mozilla.org/docs/Web/API/Push_API) and [Using the Notifications API](https://developer.mozilla.org/docs/Web/API/Notifications_API/Using_the_Notifications_API).

The SwPush service contains [notificationClicks](https://angular.io/guide/service-worker-notifications#notification-click-handling) property to handle [serviceWorkerGlobalScope.notificationclick](https://developer.mozilla.org/en-US/docs/Web/API/ServiceWorkerGlobalScope/notificationclick_event).

But `serviceWorkerGlobalScope` also emits [notificationclose](https://developer.mozilla.org/en-US/docs/Web/API/ServiceWorkerGlobalScope/notificationclose_event) event. 

### Proposed solution

Add `notificationCloses` property to `SwPush` service.

**Proposed steps:**
* Add `this.scope.addEventListener('notificationclose', (event) => this.onClose(event!));` (similar to already existed `notificationclick` event)
https://github.com/angular/angular/blob/634c5295045d66cf1e8be0e5f384a848b18cf0f8/packages/service-worker/worker/src/driver.ts#L172
* Add `this.notificationCloses = this.sw.eventsOfType('NOTIFICATION_CLOSE')`  (similar to already existed `NOTIFICATION_CLICK`)
https://github.com/angular/angular/blob/634c5295045d66cf1e8be0e5f384a848b18cf0f8/packages/service-worker/src/push.ts#L148-L149

### Alternatives considered

\-
Repository: godot
Issue: 2D Game freezes when `get_tree().quit()` is requested after exporting to android 11 (vivo Y12) with both Mobile and Compatibility renderer
Labels: bug,platform:android,topic:porting,needs testing

### Godot version

GODOT 4.2 BETA 1

### System information

Windows 10 , Exported to android 11 , with Both Mobile and Compatibility

### Issue description

Hi , 

 **About Devices and system:**
Godot 4.2 beta 1 on windows 10 ,  exported 2d game to android 11 , Tried with  Mobile and Compatibility both

**The issue**
Everything works fine when i run on windows in editor .
when i export game to android the game works fine until i press quit button (touch screen button)  after that the game just freezes , the particles stop on their places and game don't receive or react to any input .

**Points where it occur :**
Basically everytime i request for get_tree().quit() ( either via TOUCH SCREEN BUTTON or ANDROID_GO_BACK BUTTON)


https://github.com/godotengine/godot/assets/148219774/15a41ddc-9ebe-4755-8038-6d690097c894



### Steps to reproduce


**The scene setup :**
I made a simple 2d scene with 4 nodes :

_( AUTO ACCEPT QUIT REQUEST is ENABLED)_

- Node 2d (root)
- touchscreen button ( quit button)
- CPU particles (emitting different colored Godot icons)
- label with fps count
![godot issue](https://github.com/godotengine/godot/assets/148219774/204949e3-4df4-4e5a-bff7-97889ab24223)

**Code in script attached to node 2d :**

`extends Node2D

var fps :float  = 90

func _on_quit_released():
	get_tree().quit()

func _physics_process(delta):
	fps = Engine.get_frames_per_second()
	$fps_counter.text = "FPS " + str(fps)
`


### Minimal reproduction project

The script given above
Repository: PowerToys
Issue: Num Lock(under Keyboard Management) is not working as expected for my Numpad Keyboard
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.74.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I use a numpad keyboard with 18 keys. I wanted to remap Num Lock as Right (Right Arrow keys). But it is just disabling or enabling my Numpad key with the Num lock key.  Additionally, after setting the Num Lock key as Right or any other keys, it is also disabling functions like Home, Ins, End etc., thus writing just numbers. Though I am aware that this is an extremely difficult  and challenging request, please try adding an option similar to **Using Num Keyboard (under Keyboard Manager options)**. It would be very helpful if you could do that. 
<img width="234" alt="Screenshot 2023-10-17 193504" src="https://github.com/microsoft/PowerToys/assets/148236701/b79a8b4c-b049-41bb-806b-350c0057e6f9">


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: PowerToys
Issue: Color picker by default on Windows?
Labels: Product-Color Picker

### Description of the new feature / enhancement

This suite of tools is very useful in a lot of cases.

We are nearly in 2024, but we still do not have a color picker by default on Windows by example...

It would totally make sense to include PowerToys by default on Windows - to avoid a custom install in a corporate environment.

### Scenario when this would be used?

To pick a color on the screen, to put a window at the forefront, ...

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui][ButtonGroup] Renders incorrectly when rendering conditionally from custom component.
Labels: component: ButtonGroup,ready to take,regression

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/hopeful-rubin-yskwss?file=/src/App.js

### Current behavior 😯

Single button rendered without right border.

### Expected behavior 🤔

Button should have all borders as it is a single visible children in ButtonGroup.

### Context 🔦

This issue is related to https://github.com/mui/material-ui/issues/38978
This behavior has been broken from version `5.14.9`, see [this comment](https://github.com/mui/material-ui/issues/38978#issuecomment-1766469170) for more info.

### Your environment 🌎

  System:
    OS: Windows 10 10.0.22621
  Binaries:
    Node: 18.12.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - C:\Program Files\nodejs\node_modules\corepack\shims\yarn.CMD
    npm: 8.19.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Chromium (118.0.2088.46)
Repository: kubernetes
Issue: Why eventf API of go-client requires polling
Labels: area/test,kind/feature,sig/testing,needs-triage

Hello All,

I am referring this code and line
https://github.com/kubernetes/kubernetes/blob/master/test/integration/events/events_test.go#L76

First I would like to thank to author for adding this example. This piece of code is really helpful to develop more complicated solution based on k8s `go-client`. But I have few questions, which arises when we go for the more complicated event posting mechanism.  

So, why polling? In a limited resource environment, when we try to send multiple events, and poll for every request, the static value 100 and 20 might not be effective, considering the load on api-server. Persistence of the sent event might take longer. Now we can argue some 99 percentile would follow this pattern, but that is not the answer. This is non-deterministic and theoretically the timeout can exceed whatever the value we set. 
So my question is, **Can we somehow modify the example so that instead of polling, some `interrupt` based mechanism would notify the caller that event has been handled to api-server for processing**.  I am not familiar with the `go-client` code that much, so I am not sure if there is any existing method/packages in `go-client` that can perform this for me. 

Thanks in advance.
Repository: react-native
Issue: Quickly scrolling to the top of ScrollViews on Android 14 can result in negative offsets
Labels: Issue: Author Provided Repro,Platform: Android,Component: ScrollView

### Description

On Android 14, quickly scrolling to the top of a ScrollView can result in a negative offset. See snack and attached video.

This bug is still present without the code to display the offset.

https://github.com/facebook/react-native/assets/25408153/2815525e-7bbe-46a1-8b16-ae6f28c74318

### React Native Version

0.72.6

### Output of `npx react-native info`

```
System:
  OS: macOS 14.0
  CPU: (8) arm64 Apple M1
  Memory: 271.27 MB / 16.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.5.1
    path: /opt/homebrew/bin/node
  Yarn:
    version: 1.22.19
    path: /opt/homebrew/bin/yarn
  npm:
    version: 9.8.0
    path: /opt/homebrew/bin/npm
  Watchman:
    version: 2023.08.14.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.1
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.0
      - iOS 17.0
      - macOS 14.0
      - tvOS 17.0
      - watchOS 10.0
  Android SDK:
    API Levels:
      - "26"
      - "30"
      - "31"
      - "33"
    Build Tools:
      - 29.0.2
      - 29.0.3
      - 30.0.2
      - 30.0.3
      - 31.0.0
      - 33.0.0
      - 34.0.0
    System Images:
      - android-26 | Google APIs ARM 64 v8a
      - android-27 | Google APIs ARM 64 v8a
      - android-28 | Google APIs ARM 64 v8a
      - android-31 | Google APIs ARM 64 v8a
      - android-34 | Google APIs ARM 64 v8a
    Android NDK: Not Found
IDEs:
  Android Studio: Not Found
  Xcode:
    version: 15.0/15A240d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.11
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.6
    wanted: 0.72.6
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```

### Steps to reproduce

1. Create a scroll view with enough content for it to scroll
2. Scroll down a bit and then scroll quickly to the top

### Snack, screenshot, or link to a repository

https://snack.expo.dev/@evanb/android-scroll-view-bug

https://github.com/facebook/react-native/assets/25408153/2815525e-7bbe-46a1-8b16-ae6f28c74318
Repository: rust
Issue: SLS support in `rustc` (target features or dedicated flags)
Labels: A-codegen,T-compiler,C-feature-request,PG-exploit-mitigations

Currently:

```sh
-Ctarget-feature="+harden-sls-ijmp"
-Ctarget-feature="+harden-sls-ret"
```

seems to work as expected, but the features are unknown, and so since 1.61 they emit a warning:

```txt
warning: unknown feature specified for `-Ctarget-feature`: `harden-sls-ijmp`
  |
  = note: it is still passed through to the codegen backend
  = help: consider filing a feature request

warning: unknown feature specified for `-Ctarget-feature`: `harden-sls-ret`
  |
  = note: it is still passed through to the codegen backend
  = help: consider filing a feature request
```

Could/should these be added as known features to avoid using the target specification file? Or perhaps as dedicated flags like GCC & Clang's `-mharden-sls=all`?
Repository: rust
Issue: Retpoline support in `rustc` (target features or dedicated flags)
Labels: A-codegen,T-compiler,C-feature-request,PG-exploit-mitigations

Currently:

```sh
-Ctarget-feature="+retpoline-external-thunk"
-Ctarget-feature="+retpoline-indirect-branches"
-Ctarget-feature="+retpoline-indirect-calls"
```

seems to work as expected, but the features are unknown, and so since 1.61 they emit a warning:

```txt
warning: unknown feature specified for `-Ctarget-feature`: `retpoline-external-thunk`
  |
  = note: it is still passed through to the codegen backend
  = help: consider filing a feature request

warning: unknown feature specified for `-Ctarget-feature`: `retpoline-indirect-branches`
  |
  = note: it is still passed through to the codegen backend
  = help: consider filing a feature request

warning: unknown feature specified for `-Ctarget-feature`: `retpoline-indirect-calls`
  |
  = note: it is still passed through to the codegen backend
  = help: consider filing a feature request
```

Could/should these be added as known features to avoid using the target specification file?

In an old issue at https://github.com/rust-lang/rust/issues/54637 it seems that back then dedicated flags were not intended (like Clang's `-mretpoline-external-thunk` and GCC's `-mindirect-branch=thunk-extern -mindirect-branch-register`), which perhaps make a bit more sense.