sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Black screen with Godot logo and 100% CPU when trying to open an existing 3.5 project
Labels: bug,topic:editor,needs testing

### Godot version

3.5.1 RC1

### System information

Mac OS Monterey 12.5.1, AMD Radeon Pro 5000M 8GB, MacBook Pro 16" 2019

### Issue description

Started a GLES3, 2d project using Godot 3.5. Upgraded to 3.5.1 RC1 and opening that project hangs the editor with the beach ball cursor/100% CPU. 

<img width="2527" alt="Screen Shot 2022-09-06 at 6 56 36 PM" src="https://user-images.githubusercontent.com/5330520/188755267-d9a10b8c-d584-4739-b9af-4c9c52642dbb.png">

<img width="1113" alt="Screen Shot 2022-09-06 at 6 59 05 PM" src="https://user-images.githubusercontent.com/5330520/188755284-12cba488-ea8d-4e58-8f42-9d4cfc86be98.png">

After around 2-3 minutes, the project finally opens. If I create a new empty project, it opens quickly as expected.

I've attached the project.

### Steps to reproduce

Try to open the attached project.


### Minimal reproduction project

[2D Platformer Udemy.zip](https://github.com/godotengine/godot/files/9501421/2D.Platformer.Udemy.zip)
Repository: flutter
Issue: Hide right click menu when app loses focus
Labels: a: text input,c: proposal,a: desktop,P3,found in release: 3.3,found in release: 3.7,team-text-input,triaged-text-input

On desktop, when the app loses focus, any visible context menu should be hidden (tested on Mac, should verify on Linux and Windows).  Similarly, it shouldn't be possible to display the system context menu and Flutter's context menu at the same time.

### Steps to reproduce

  1. On desktop, run any app with editable or selectable text, such as the app below.
  2. Right click to show the context menu.
  3. Focus the desktop or another app.
  4. Return focus to the Flutter app.

Expected: The context menu hides itself at step 3.
Actual: The context menu remains visible through the final step.

<details>

<summary>Code</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatelessWidget {
  const MyHomePage({super.key, required this.title});

  final String title;

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(title),
      ),
      body: Center(
        child: SelectionArea(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            children: const <Widget>[
              TextField(),
            ],
          ),
        ),
      ),
    );
  }
}
```

</details>


### Related issues

This would depend on https://github.com/flutter/engine/pull/29288 being merged, which allows Flutter to know if the app has been backgrounded.

This was originally brought up in https://github.com/flutter/flutter/pull/107193#issuecomment-1196006207.
Repository: storybook
Issue: Rendering a story canvas is skipping false boolean props
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
When using `showCode` inside storybook canvas, the code section renders properly but currently skips false boolean prop. For example:

```
<AvatarGroup overlap={false}>...</AvatarGroup>
```

renders as:

```
<AvatarGroup>...</AvatarGroup>
```

**Describe the solution you'd like**
What would you like to see added to Storybook to solve problem?
Please keep the false boolean flags in the rendered code

**Describe alternatives you've considered**
Any alternative solutions or features you've considered.
I think at least having an option to enable this is desired

**Are you able to assist to bring the feature to reality?**
Yes, I would need some guidance given Im not really familiar with Storybook source

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: PowerToys
Issue: Adding new characters (Ğğ Üü Şş Iı Öö Çç Êê Ûû Îî Ẍẍ Ɫɫ Řř Ḧḧ)
Labels: Idea-Enhancement,Tracker,Product-Quick Accent

### Description of the new feature / enhancement

please add these characters we as Kurds and Turks need these (Ğğ Üü Şş Iı Öö Çç Êê Ûû Îî Ẍẍ Ɫɫ Řř Ḧḧ) to Quick Accent 



### Scenario when this would be used?

more than 70 millions Kurds and 100 millions Turks need these characters to Quick Accent 

### Supporting information

_No response_
Repository: godot
Issue: `get_current_script()` of ScriptEditor when used in a plugin, does not get source code correctly
Labels: bug,topic:editor,topic:plugin

### Godot version

3.5 RC 7

### System information

Mac OS X (Catalina) 10.15.7

### Issue description

 I have a use case for a plugin, where I want to read the currently edited plugin script and save it to a file. This could be any for any plugin in the addons folder in my project.

The demo plugin creates a "**Show**" plugin button on the top right toolbar of the editor. The button just reads any script file that is open in the editor view and displays it in the output using, `ScriptEditor.get_current_script().get_source_code() `. The problem is that it does not provide the latest source code with the changes made. This seems to be only an issue if the edited script is a `tool extend EditorPlugin` at the top but I have seen it not work with regular scripts.

If you double click to open another script and then come back to the edited one and press **Show** then it does show the latest. It's as if the `get_source_code()`  function needs to flush the buffer of the editor view before getting it.

Attached is a video showing the issue


### Steps to reproduce

- Enabled the Show Source plugin
- Select a testplugin.gd and press the Show button (top right)
- Notice source code in output matches, the one in the editor
- Make a change to the source code editor (E.g. the print statement)
- Press Show. notice the change does not appear in the source code output.
- Click back on the plugin.gd to open it up and then reopen the testplugin.gd
- Press Show. Notice how now it shows the source code correctly.
- Everything happens in the _show_script() function

![2022-09-06 17-17-08 2022-09-06 17_25_32](https://user-images.githubusercontent.com/930478/188764211-f9649c84-6ebe-448f-9532-6d61caf0b7c0.gif)


### Minimal reproduction project

To install/test the plugin. Create a simple node project, and then unzip this in the **res://addons**. Enable the show_source in **Project Settings > Plugins.**. Open the **testplugin.gd** and click **Show** button, make change to it and click **Show** button again. The source code in output will not be the same as in the editor view.

[show_source.zip](https://github.com/godotengine/godot/files/9501734/show_source.zip)
Repository: pytorch
Issue: Serialize the warmed up torchscript module
Labels: oncall: jit

### 🚀 The feature, motivation and pitch

- JIT and torchscript can provide a huge performance boost for models, but the long warm-up time for large models like stable diffusion unet(~90s) can be a huge blocker for production, even individual use
- If there could be a way of serializing the warmed-up module (even with limitation that needs to be run on specific hardware), would be super helpful

### Alternatives

- Tried to `torch._C._jit_set_profiling_executor(False) eliminates the extra recompilations` but this eliminates performance gain

### Additional context

_No response_
Repository: rust
Issue: Using a shebang-less script as a linker doesn't work anymore on Linux
Labels: P-low,T-compiler,relnotes,regression-from-stable-to-stable,C-bug

<!--
Thank you for filing a regression report! 🐛 A regression is something that changed between versions of Rust but was not supposed to.

Please provide a short summary of the regression, along with any information you feel is relevant to replicate it.
-->

STR:
- `cargo new foo`
- `cd foo`
- `echo exit 42 > linker`
- `chmod +x linker`
- `RUSTFLAGS="-Clinker=$PWD/linker" cargo +nightly build`

Actual result:
```
error: could not exec the linker `/tmp/foo/linker`
  |
  = note: Exec format error (os error 8)
```

With 1.63:
```
error: linking with `/tmp/foo/linker` failed: exit status: 42
```

This is a regression from #95026. What's going on is that before that merge, the linker was executed via `posix_spawnp@GLIBC_2.2.5`, and after, it's executed via `posix_spawnp@GLIBC_2.15`. The difference between the two is that the former retries executing through the shell when the execution first failed with ENOEXEC. This applies to anything the compiler or cargo would execute via `std::process::Command`. The change in `posix_spawnp` behavior in glibc comes from https://sourceware.org/bugzilla/show_bug.cgi?id=13134. It's probably for the better, but it should probably be highlighted in the release notes.
Repository: pytorch
Issue: Autogenerated out functions are missing at::cpu:: and co bindings
Labels: triaged,module: codegen,topic: build

### 🐛 Describe the bug

Example: look at `build/aten/src/ATen/ops/prod_cpu_dispatch.h`. On my build it looks like

```
TORCH_API at::Tensor prod(const at::Tensor & self, c10::optional<at::ScalarType> dtype=c10::nullopt);
TORCH_API at::Tensor prod(const at::Tensor & self, int64_t dim, bool keepdim=false, c10::optional<at::ScalarType> dtype=c10::nullopt);
TORCH_API at::Tensor & prod_out(at::Tensor & out, const at::Tensor & self, int64_t dim, bool keepdim=false, c10::optional<at::ScalarType> dtype=c10::nullopt);
TORCH_API at::Tensor & prod_outf(const at::Tensor & self, int64_t dim, bool keepdim, c10::optional<at::ScalarType> dtype, at::Tensor & out);
```

However, notice that there are two functional overloads, but only one `prod_out` overload. We're missing the Tensor, ScalarType overload for out.

This is affecting static runtime.

cc @bhosmer @bdhirsh @d1jang @tenpercent 

### Versions

master
Repository: rust
Issue: Spans for nested macro invocations are lacking
Labels: A-diagnostics,T-compiler

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=58e18e1a59570b289fca4a2b015cf638

```rust
macro_rules! rustc_cached_queries {
    ($macro:ident!) => {
        $macro!(A B C D);
    }
}

macro_rules! define_dep_nodes {
    ( $($name:ident)* ) => {
        $( #[allow(dead_code)] fn $name() {} )*
    }
}
        
rustc_cached_queries!(define_dep_nodes!);
```

The current output is:

```
warning: function `A` should have a snake case name
  --> tmp.rs:3:17
   |
1  | / macro_rules! rustc_cached_queries {
2  | |     ($macro:ident!) => {
3  | |         $macro!(A B C D);
   | |                 ^ help: convert the identifier to snake case: `a`
4  | |     }
5  | | }
   | |_- in this expansion of `rustc_cached_queries!`
...
13 |   rustc_cached_queries!(define_dep_nodes!);
   |   ---------------------------------------- in this macro invocation
   |
   = note: `#[warn(non_snake_case)]` on by default
```
<!-- The following is not always necessary. -->
Ideally the output should look like:

```
warning: function `A` should have a snake case name
  --> tmp.rs:3:17
   |
1  | / macro_rules! rustc_cached_queries {
2  | |     ($macro:ident!) => {
3  | |         $macro!(A B C D);
   | |                 ^ help: convert the identifier to snake case: `a`
4  | |     }
5  | | }
   | |_- in this expansion of `rustc_cached_queries!`
...
9       $( #[allow(dead_code)] fn $name() {} )*
                                   ^^^^ in this expansion of `define_dep_nodes`
...
13 |   rustc_cached_queries!(define_dep_nodes!);
   |   ---------------------------------------- in this macro invocation
   |
   = note: `#[warn(non_snake_case)]` on by default
```

In this small macro, the problem isn't too hard to figure out, but I gave up on figuring it out for the original code before the minimization: https://github.com/rust-lang/rust/blob/7b8e2a52ff29d400b4d869fad1d917ffa9bdce59/compiler/rustc_middle/src/ty/query.rs#L175-L321
Repository: flutter
Issue: [camera] Camera preview does not keep the same orientation as the app
Labels: platform-ios,p: camera,package,a: layout,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-ios,triaged-ios

1. Have the app's orientation programatically locked in
<img width="250" alt="截屏2022-09-07 11 08 56" src="https://user-images.githubusercontent.com/106209730/188780057-ff80cdd8-f692-4a60-89e1-b8807eb9f80a.png">
2. Make sure that device orientation is not locked in Control Centre
3. Start the app with device in portrait orientation
4. Begin camera preview
5. Turn the device in landscape orientation

Expected results:
Camera Preview keep the same orientation as the app and not the device's orientation.

https://user-images.githubusercontent.com/106209730/188781824-6fcd7d6f-e85a-43b7-9291-a168e983dc14.MP4



Actual results:
Camera Preview keep the same orientation as the device's orientation.

https://user-images.githubusercontent.com/106209730/188782091-406b4b50-881a-4ac4-90a2-d48beefcb366.MP4
Repository: PowerToys
Issue: Quick Accent: Releasing Shift key before inputting activation key display lowercase characters
Labels: Issue-Bug,Priority-2,Needs-Team-Response,Product-Quick Accent

### Microsoft PowerToys version

0.62.0

### Running as admin

- [X] Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

1. Hold `Shift` Key
2. Hold `a`
3. Release `Shift` Key
4. Enter **Activation Key**

### ✔️ Expected Behavior

Quick Accent remembers the last typed character was uppercase `a` and displays uppercase `a` accents in the toolbar.

### ❌ Actual Behavior

Quick Accent displays lowercase `a` accents.

### Other Software

_No response_
Repository: PowerToys
Issue: resolution scaling for Fancy Zones
Labels: Needs-Triage

### Description of the new feature / enhancement

Could you please add the option to disable/enable the autoscale function you added in version 0.58 for the zone when the resolution scale changes?

### Scenario when this would be used?

I use apps that change the width of my screen resolution depending on my working scheme, so I don't want my Zones to change automatically when my screen's resolution change as well.

### Supporting information

_No response_
Repository: flutter
Issue: Framework's layer tree could more aggressively cull layers that fall way outside the viewport
Labels: framework,f: scrolling,perf: speed,P3,team-framework,triaged-framework

Quick and dirty patch that does this:

https://github.com/flutter/flutter/compare/master...dnfield:flutter:layer_short

The idea here is that if an offset or transform layer falls outside the viewport, don't send it to the engine for rasterization.

This may be extensible to render objects when painting so that we avoid creating entire branches of the tree, although I'm not sure at what point that would degrade performance for pictures that fall off screen currently but will be on screen soon/eventually. I'm also quite sure my patch has problems.
Repository: ant-design
Issue: Input doesn't respond to w3c standard interaction for element clear
Labels: help wanted,Inactive

### Reproduction link

[https://codesandbox.io/s/antd-reproduction-template-forked-n98f62](https://codesandbox.io/s/antd-reproduction-template-forked-n98f62)

### Steps to reproduce

As this needs a browser test using webdriver, I have set up a Laravel Dusk repo. Dusk uses PHP Webdriver initially created by facebook. https://github.com/php-webdriver/php-webdriver. 

The below test code could be implemented in any language that uses the w3c webdriver standard to the same result.

The browser test will test the site at https://n98f62.csb.app/

The following steps should reproduce the issue, although the php/composer install can be different depending on your system.

* `git clone https://github.com/patrickomeara/antd-w3c-driver-clear && cd antd-w3c-driver-clear`
* `brew install php composer`
* `composer install`
* `php artisan dusk:chrome-driver`
* `php artisan dusk`

The final command should fail and create a screenshot in `./tests/Browser/screenshots` (embedded below)

### What is expected?

The following code is ran in the test
```php
$this->browse(function (Browser $browser) {
    $browser->visit('https://n98f62.csb.app/')
        ->waitFor('input[name=input]', 15)
        ->type('input', 'This clears the input')
        ->type('ant-input', 'This adds to the existing text')
        ->assertInputValue('input', 'This clears the input')
        ->assertInputValue('ant-input', 'This adds to the existing text');
});
```

The [w3c webdriver spec](https://w3c.github.io/webdriver/#element-clear) states that calling `POST /session/{session id}/element/{element id}/clear` should clear the element. The `Input` component doesn't follow this standard.

### What is actually happening?

The `type()` method calls `clear()` but only the html input element is cleared, the ant design Input is not.

Screenshot

![failure-Tests_Browser_AntDesignClearElementTest_testExample-0](https://user-images.githubusercontent.com/571773/188792687-afd0d18b-2ba4-4bac-ae54-02310b64f8e7.png)


| Environment | Info |
| --- | --- |
| antd | 4.23.0 |
| React | 18.2.0 |
| System | MacOS 12.5.1 |
| Browser | Firefox 105/Chrome 104 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: electron
Issue: [Feature Request]: Improve `preloadRequire` error handling
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Electron 20 comes with sandboxed preload by default and issues keep coming in and will accumulate as adoption rises.

### Proposed Solution

Instead of a generic "module not found" error the `preloadRequire` should educate the user about the changes with relevant links to the docs. Just like the other yellow warnings we have (e.g. "pls use CSP").

https://github.com/electron/electron/blob/dfb3b24de185f9c545f56f206c69a5b772da5853/lib/sandboxed_renderer/init.ts#L97

### Alternatives Considered

Triage duplicates all day

https://github.com/electron/electron/issues/35587
https://github.com/electron/electron/issues/35584
https://github.com/electron/electron/issues/35387
https://github.com/electron/electron/issues/35713
https://github.com/electron/electron/issues/36012

### Additional Information

_No response_
Repository: vscode
Issue: Handle rate limits on docker.io
Labels: vscode-build,engineering

https://dev.azure.com/monacotools/Monaco/_build/results?buildId=184471&view=logs&j=6a65f8f4-21da-51ca-da91-da60daaf8135&s=1c7a7fe5-ffd7-549f-45f3-b89897171bb9&t=96fdc2f5-28d6-54be-5d76-3a611de11de7&l=17

```
/bin/bash --noprofile --norc /mnt/vss/_work/_temp/39ae6e08-7a30-435c-bae0-4421f7ced93b.sh
Unable to find image 'multiarch/qemu-user-static:latest' locally
docker: Error response from daemon: Get "[https://registry-1.docker.io/v2/"](https://registry-1.docker.io/v2/%22): net/http: request canceled while waiting for connection (Client.Timeout exceeded while awaiting headers).
See 'docker run --help'.
##[error]Bash exited with code '125'.
Finishing: Register Docker QEMU
```
Repository: PowerToys
Issue: Text Extractor not working when Windows Magnifier is active
Labels: Issue-Bug,Needs-Triage,Area-App Compat,Product-Text Extractor

### Microsoft PowerToys version

"0.62.0"

### Running as admin

- [ ] Yes

### Area(s) with issue?

TextExtractor

### Steps to reproduce

1) enable Windows Magnifier, in full-screen mode.  For example, press Windows Key + '+', ensure the magnify view is set to "Full Screen" (Ctrl + Alt + f).

2) with the screen magnified, try to use Text Extractor.  Unexpected things happen, the screen changes magnification and becomes fixed.  The text erxtraction function appears not to work.

The new Text Extractor tool is an excellent accessibulity tooll for visually impaired people.  That user group often require Windsows MAgnifier to be enable in order to be able to use their computer. 

### ✔️ Expected Behavior

That Text Extractor would function the same as when the screen is notr magnified.

### ❌ Actual Behavior

With the screen magnified, try to use Text Extractor.  Unexpected things happen, the screen changes magnification and becomes fixed.  The text erxtraction function appears not to work.

### Other Software

_No response_
Repository: vscode
Issue: Merge editor dev commands should only be in insiders
Labels: feature-request,merge-editor

I understand the usefulness of Dev merge editor commands. But I am thinking about how to reduce the complexity for users that are figuring out how to use the merge editor.
So I suggest that we contribute this commands only in the VS Code Insiders version. That way the majority of our stable users will not see this, and if they want to report a bug you will have to ask them to use insiders (that is the only downside).

Let me know what you think

![Screenshot 2022-09-07 at 09 09 11](https://user-images.githubusercontent.com/1926584/188812278-9e59b47e-686e-4df6-affb-01d2dfd21793.png)
Repository: vscode
Issue: Structural diff that understands syntax
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Diff that "understands" code and highlights relevant code changes and hides "formatting" like changes might be a great win for developers. Is that something that could be integrated in the standard diff?

See https://github.com/Wilfred/difftastic
Repository: PowerToys
Issue: Quick Accent other keys
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Quick Accent is a very interesting feature! I would like to ask just another key which is missing on my (IT) keyboard, a mess for programmers. 
Is that possible to add the ` backtick key and the ~ tilde key, somewhere?

My only solution for now is using the shortcut codes (Alt + 96 and Alt + 126) , which are useful but not for anyone.



### Scenario when this would be used?

Probably on keyboards which do not have some special characters. As I said, the Italian Keyboard has not backtick and tilde.

### Supporting information

_No response_