sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter_tools] dart binary not found in cache during flutter pub get
Labels: c: crash,tool,P2,team-tool,triaged-tool

On beta/3.6.0-0.1.pre
Command `flutter pub get` (per pub environment, looks like via VS Code)
Occurs on both macOS and Windows

```
ProcessException:

ProcessException: Failed to find "/Users/username/flutter/bin/cache/dart-sdk/bin/dart" in the search path.
Working directory: "/Users/username/app-name" (exists)
pub env: {  "FLUTTER_ROOT": "/Users/username/flutter",  "PUB_ENVIRONMENT": "vscode.dart-code:flutter_cli:get",  "PUB_CACHE": "/Users/username/.pub-cache",} 
Command: /Users/username/flutter/bin/cache/dart-sdk/bin/dart
at _DefaultPub._runWithRetries(pub.dart:427)
at <asynchronous gap>(async)
at _DefaultPub.get(pub.dart:318)
at <asynchronous gap>(async)
at PackagesGetCommand._runPubGet(packages.dart:140)
at <asynchronous gap>(async)
at PackagesGetCommand.runCommand(packages.dart:175)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1257)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:209)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:283)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:229)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:64)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at main(executable.dart:91)
at <asynchronous gap>(async)
```
Repository: go
Issue: x/build: add longtest builder for linux-arm
Labels: Builders,NeedsInvestigation,new-builder

Forking this from #49649

According to https://golang.org/wiki/PortingPolicy#first-class-ports, linux/arm is currently a “first class ports”.

However, we have no longtest builder coverage whatsoever for this architecture. We  ought to have builders running the tests at the same level of depth as linux-386, linux-amd64 and linux-arm64.

cc @golang/release @bcmills @cherrymui
Repository: node
Issue: unexpected breaking changes with `process.exitCode`/`process.exit()`
Labels: confirmed-bug

### Version

20.0.0-pre (nightly)

### Platform

Darwin dib.lan 22.1.0 Darwin Kernel Version 22.1.0: Sun Oct  9 20:14:30 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T8103 arm64

### Subsystem

process

### What steps will reproduce the bug?

```js
const assert = require('assert')

process.exitCode = 2
delete process.exitCode // REMOVE
assert(process.exitCode === undefined) // REMOVE
process.exit(undefined)
```

### How often does it reproduce? Is there a required condition?

reproduces on all node versions built after landing #44711

### What is the expected behavior?

the assertion should pass, and if the two lines marked `REMOVE` are commented out the process should exit with code `2`

### What do you see instead?

the assertion throws, and if the two lines marked `REMOVE` are commented out the process exits with code `0`

### Additional information

_No response_
Repository: material-ui
Issue: [a11y] Not keyboard accessible for components inside `MenuItem`
Labels: accessibility,component: menu,package: material-ui

### 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/beautiful-voice-bfgjc9

Steps:

1. Tab into menu and hit the "Enter" button
2. Hit the "down arrow" button until you arrive at the slider/switch
3. Hit "Enter"/"Space" button(s) to focus on slider/switch


### Current behavior 😯

The slider/switch will not focus, preventing users from manipulating the input with their keyboard.

### Expected behavior 🤔

The slider/switch should focus, allowing users to manipulate the input with their keyboard.

### Context 🔦

Allow our keyboard users to manipulate menu input.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
   System:
    OS: macOS 12.6.1
  Binaries:
    Node: 14.18.3 - ~/.nvm/versions/node/v14.18.3/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v14.18.3/bin/yarn
    npm: 8.1.2 - ~/Projects/vt-llp-ui/node_modules/.bin/npm
  Browsers:
    Chrome: 107.0.5304.121 <= current browser
    Edge: Not Found
    Firefox: 107.0
    Safari: 16.1
  npmPackages:
    @emotion/react: 11.10.0 => 11.10.0 
    @emotion/styled: 11.10.0 => 11.10.0 
    @mui/base:  5.0.0-alpha.94 
    @mui/core-downloads-tracker:  5.10.13 
    @mui/material: 5.10.2 => 5.10.2 
    @mui/private-theming:  5.10.9 
    @mui/styled-engine:  5.10.8 
    @mui/system:  5.10.13 
    @mui/types:  7.2.0 
    @mui/utils:  5.10.9 
    @types/react: 17.0.38 => 17.0.38 
    react: 17.0.2 => 17.0.2 
    react-dom: 17.0.2 => 17.0.2 
    typescript: 4.6.4 => 4.6.4 
```
</details>
Repository: vscode
Issue: Setting icon and color in createTerminal API no longer works correctly
Labels: bug,api,regression,terminal-tabs

See https://github.com/fabiospampinato/vscode-terminals/issues/77

Looks like the default tab color/icon change probably regressed this.
Repository: flutter
Issue: Layer::Preroll methods should implement pixel snapping consistent with their Paint methods
Labels: engine,c: proposal,P3,team-engine,triaged-engine

Recently we've been doing work on the state tracking in the Preroll, Paint, and hopefully soon Diff methods and we noticed that Paint will sometimes pixel snap the transform, but Preroll does not (and Diff has complicated work arounds for that distinction).

We should make Preroll and Paint consistent and then Diff can remove some of its workarounds.
Repository: godot
Issue: [3.x] Exported variables not shown in inspector for autoloaded Scenes
Labels: bug,topic:editor

### Godot version

3.x (3.5.1)

### System information

Windows 10

### Issue description

When starting Godot, exported variables are missing in autoloaded scenes.
They suddenly appear again when editing and saving the attached script, but only until a restart/reload.

I debugged already and found out, that this happens when another scene is preloaded in the autloaded scene.

### Steps to reproduce

1. Open the project
2. Open the `GlobalScene.tcsn`
3. The exported variable is not visible
4. Go into the attached script -> change something -> save
5. The exported variable is visible
6. After a restart/reload, the exported variable disappeared again

### Minimal reproduction project
[Test.zip](https://github.com/godotengine/godot/files/10118060/Test.zip)
Repository: bitcoin
Issue: `encryptwallet` generates new keys or descriptors for a wallet with previously imported keys or descriptors
Labels: Feature

As noted in #25634, `encryptwallet` generates new keys or descriptors because:
> We always want to rotate keys after encryption because the old keys were written to disk unencrypted and thus may have been compromised.

This makes sense for a wallet where the keys/descriptors were generated by the wallet itself. The problem arises when a user explicitly imports a key or descriptor to a previously blank wallet, or in the case of a legacy wallet when they run `sethdseed`. This is because now the expectation is set that the wallet should only be using these keys/descriptors/seeds, so it is unexpected when the wallet uses something completely different upon encryption.

Note: Currently when a blank wallet with imported descriptors is encrypted, new descriptors are not generated, but this is considered a bug and will likely be fixed by #25634
Repository: godot
Issue: VR controllers have collision issues
Labels: topic:physics,needs testing,topic:xr,topic:3d

### Godot version

3.5.1-stable

### System information

Android

### Issue description

On my Quest 2 Android release of a game I'm trying to make, the controllers don't follow the position its tracked to. I'm using a rigid body so i can add collisions to the controller. it just snaps away from the controllers over time when you lose tracking. Is it possible to make it so we can have collisions for XR Controllers.

### Steps to reproduce

make an xr controller, add rigid bodies to the controllers, get result.

### Minimal reproduction project

https://drive.google.com/uc?id=1PjT8C8J2kkKQ-e1uPNg1F7f6Y9_kL3iA&export=download
Repository: PowerToys
Issue: Cascade windows
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

As in Windows 10 and prior, a couple of clicks would arrange all windows neatly in a cascade. I have created a FancyZone to replicate this feature, but an automatic feature like before would be greatly appreciated.

### Scenario when this would be used?

General daily workflow.

### Supporting information

_No response_
Repository: terminal
Issue: Automatically copy selection to clipboard is no longer working correctly with tmux
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,In-PR,Priority-1

### Windows Terminal version

1.15.2875.0

### Windows build number

10.0.22621.819

### Other Software

tmux
- 3.3a in Fedora Remix WSL
- 1.8 when SSHed into CentOS 7
- 3.2a on Ubuntu 22.04 WSL

### Steps to reproduce

1. Enable "Automatically copy selection to clipboard"
![image](https://user-images.githubusercontent.com/7596961/204680678-8050e9c3-989e-491d-adab-fe3ffbe22160.png)
```
    "copyFormatting": "all",
    "copyOnSelect": true,
```
1. Start `tmux`
1. I use the mouse to Scroll. If you need help it's: Ctrl + b then `:` and type `set-window-option -g mouse on` and press enter (Unless you are on tmux 1.8 and it's a lot more complicated)
1. Scroll up in tmux buffer
1. Press Shift + Left Click and drag on the text you want to Select. Holding Shift is important because this is doing a normal terminal "select" not a fancy Tmux select (which copies to tmuxes internal clipboard, not the real Windows one)
![image](https://user-images.githubusercontent.com/7596961/204679903-5ec1f197-6900-42a9-96ce-5e0d8c860973.png)
1. Scroll back down to the bottom so you can get out of scrolling mode
![image](https://user-images.githubusercontent.com/7596961/204679941-f512ff35-b52a-41d8-b2ac-d636a7113c9b.png)
1. Paste in terminal (Shift right click)
1. Now paste in terminal or any other application, and you will have the wrong text pasted

In this case it will paste 85, not the 10 I actually selected

### Expected Behavior

This used to work, it was beautiful, and everything was bearable. The text I selected before scrolling back down was in my clipboard, and it pasted correctly. Now the "selection" was in same physical space but no longer over the text I initially selected, but this never mattered and not something I'd expect to change behavior

I expect it to paste `10` like it was until very recently

### Actual Behavior

It pasted `85`

Terminal is deciding to copy _again_ at paste time.

Step 4 is important. Before step 7, if you paste outside of terminal, you will see that after step 5, the text in the Windows Clipboard is indeed correct, even after step 6. But as soon as I go to paste in Terminal, it "re copies" where the select text is and breaks everything.

It's also important
Repository: TypeScript
Issue: inconsistent behavior between types and interfaces on assignment to a key type
Labels: Docs

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
interface key type assign 
<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information
5.0.0-dev.20221129
### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.0.0-dev.20221129&ssl=9&ssc=23&pln=8&pc=23#code/C4TwDgpgBAShDGUC8UDeBtA0gLigZ2ACcBLAOwHMBdXUgVwFsAjCQgXwFgAoM4FgMwCG8aADEA9mLQCaDZmy4ATBABsBhaPDGkCUPhNzixXAPTGoAFXDQA5IetRieKKTHAoAvHmLlSAxsuhgSVBIKGs4eGsAOi4oKFM4gElSJQAPfG9fYFp1XTFCKBCbAhIKe0coekcvCgdSQqswuxjOTW03PTEAJlwI5DzJLi4iqAAhNX7UaWdZFg5OJXhVXLadRjVcccITMxcoFkJ8rlW3dcIe2AR+s6A)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
type Rec = {[K: string]: number}
interface Foo {a: number}
declare const foo: Foo
// Type 'Foo' is not assignable to type 'Rec'.
  //  Index signature for type 'string' is missing in type 'Foo'.
const foo2: Rec = foo 

type Bar = {a: number}
declare const bar: Bar
// no error
const bar2: Rec = bar
```

### 🙁 Actual behavior

error when assigning `foo` which uses the interface but not when assigning `bar` which uses the type

### 🙂 Expected behavior
either both of them should have an error or neither of them should
Repository: neovim
Issue: `nvim_buf_get_extmark_by_id` has the wrong type in the api
Labels: bug,api

### Neovim version (nvim -v)

bfdddec8bab85340b4b293f1467a56f495e26c2f

### Vim (not Nvim) behaves the same?

n/a

### Operating system/version

n/a

### Terminal name/version

n/a

### $TERM environment variable

n/a

### Installation

AUR

### How to reproduce the issue

The return type of `nvim_buf_get_extmark_by_id` is allegedly a `ArrayOf(Integer)`, but this is not true when `opts = {"details": true}`, in which case `nvim_buf_get_extmark_by_id` also returns the details dictionary.

https://github.com/neovim/neovim/blob/bfdddec8bab85340b4b293f1467a56f495e26c2f/src/nvim/api/extmark.c#L208

I think this should be `Array` instead.

### Expected behavior

```
nvim --api-info | python -c 'import msgpack, sys, yaml; yaml.dump(msgpack.unpackb(sys.stdin.buffer.read()), sys.stdout)' | grep extmark_by_id -A10
  name: nvim_buf_get_extmark_by_id
  parameters:
  - - Buffer
    - buffer
  - - Integer
    - ns_id
  - - Integer
    - id
  - - Dictionary
    - opts
  return_type: Array
```

### Actual behavior

```
nvim --api-info | python -c 'import msgpack, sys, yaml; yaml.dump(msgpack.unpackb(sys.stdin.buffer.read()), sys.stdout)' | grep extmark_by_id -A10
  name: nvim_buf_get_extmark_by_id
  parameters:
  - - Buffer
    - buffer
  - - Integer
    - ns_id
  - - Integer
    - id
  - - Dictionary
    - opts
  return_type: ArrayOf(Integer)
```
Repository: transformers
Issue: Atlas: Few-shot Learning with Retrieval Augmented Language Model
Labels: New model

### Model description

Atlas is a retrieval-augmented seq2seq language model comprised of a Contriever retriever and fusion-in-decoder (FID) architecture (which uses T5), introduced in the paper [Atlas: Few-shot Learning with Retrieval Augmented Language Models](https://arxiv.org/pdf/2208.03299.pdf)

From the papers abstract:

> Large language models have shown impressive few-shot results on a wide range of tasks.
However, when knowledge is key for such results, as is the case for tasks such as question
answering and fact checking, massive parameter counts to store knowledge seem to be needed.
Retrieval augmented models are known to excel at knowledge intensive tasks without the
need for as many parameters, but it is unclear whether they work in few-shot settings. In this
work we present Atlas, a carefully designed and pre-trained retrieval augmented language
model able to learn knowledge intensive tasks with very few training examples. We perform
evaluations on a wide range of tasks, including MMLU, KILT and NaturalQuestions, and
study the impact of the content of the document index, showing that it can easily be updated.
Notably, Atlas reaches over 42% accuracy on Natural Questions using only 64 examples,
outperforming a 540B parameters model by 3% despite having 50x fewer parameters.

### Open source status

- [X] The model implementation is available https://github.com/facebookresearch/atlas
- [X] The model weights are available https://github.com/facebookresearch/atlas

### Provide useful links for the implementation

Open-sourced implementation from Meta https://github.com/facebookresearch/atlas, with weights available.

Authored by @patrick-s-h-lewis and @gizacard
Repository: vscode
Issue: Add support for AAC codec in webviews to read MP4 audio correctly
Labels: feature-request

<!-- ⚠️⚠️ 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. -->
Currently MP4 videos with an AAC audio codec don't play audio in VSCode. 

AAC is currently the most popular audio codec, it is the default on many softwares like OBS and other capture softwares.
As such it is used in screen recordings  for documentations in many projects.

Supporting AAC in webviews would allow the user to preview documentation `.md` files containing videos. And also allow the user to use mp4s in python notebooks (eg: Machine learning / data science applications).

Currently it is impossible to make a video readable both by MacOS (QuickTime) and VSCode because there is no overlap in the supported audio formats. Supporting AAC is essential to make sure that the documentation is readable on all platforms.

VSCode includes FFMPEG as a dependency and it already includes the necessary AAC codecs. This proposal will not include new dependencies but only enable codecs already present in VSCode through FFMPEG.

---

Useful link: [Release Notes: supported audio and video formats](https://github.com/microsoft/vscode-docs/blob/vnext/release-notes/v1_72.md#built-in-preview-for-some-audio-and-video-files)

After reading the release note above, I am curious as to why this hasn't been fixed at the same time.
Repository: vscode
Issue: Allow jump to bracket and select to bracket to stay within brackets
Labels: feature-request,editor-bracket-matching

<!-- ⚠️⚠️ 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. -->
Hi, I am migrating to VSCode from Sublime Text and the only thing that I am not able to get used to is bracket navigation.

VSCode has `editor.action.jumpToBracket` and `editor.action.selectToBracket` actions for this, but the problem is that these differ to the ones in Sublime.

Jumping between brackets in Sublime stays within brackets and selecting does not include brackets, while in VSCode jumping moves outside of the brackets and selecting also includes brackets. 

I would be forever grateful if it's possible to configure the jumping and selecting behavior to stay within brackets, or provide other new actions for this, or if you have a pointer on how I can edit this actions myself if possible. 🙏
Repository: godot
Issue: XR Controllers not tracked with multi-threading on
Labels: bug,topic:rendering,topic:xr,topic:3d

### Godot version

Godot 4 beta 6

### System information

Vulkan forward plus, Windows 11, Ryzen9 5900X, Nvidia RTX 3080Ti driver 526.98, Oculus Quest over link cable.

### Issue description

Setting Rendering->Driver->Thread Model to multi-threaded, XR controllers are not tracked. They sometimes update once when you first enter VR and then stay frozen in place. Sometimes they don't update at all. The situation is slightly improved if V-sync is turned on, but the tracking is still very jerky and intermittent. 

This bug only happens when using the Oculus XR runtime. With SteamVR, it seems to work fine.

### Steps to reproduce

Open attached project, 
run, 
enter VR, 
notice the boxes are not moving when you move your controllers (if you can't see them at all, look down, they should be at the origin)

### Minimal reproduction project

[XR_TEST.zip](https://github.com/godotengine/godot/files/10119692/XR_TEST.zip)
Repository: kubernetes
Issue: [FG:InPlacePodVerticalScaling] If pod resize request exceeds node allocatable, fail it in admission handler
Labels: sig/node,kind/feature,triage/accepted

### What would you like to be added?

A great optimization to the current 'Infeasible' state would be to create a admission handler that tracks allocatable resources on all the nodes, and fails such a request early.
See https://github.com/kubernetes/kubernetes/pull/102884#discussion_r817033754

### Why is this needed?

User gets immediate signal that the request will never be satisfied on the given node.
Repository: next.js
Issue: While using create-next-app with yarn pnp build fails
Labels: Upstream,bug

### Verify canary release

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

### Provide environment information

I am using Mac apple chip

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

Package manager (npm, pnpm, Yarn)

### Link to reproduction - Issues with a link to complete (but minimal) reproduction code will be addressed faster

no link

### To Reproduce

install latest yarn pnp version, run 

`create-next-app` 

select typescript

run 

`yarn build`



### Describe the Bug

./pages/_app.tsx:2:31
Type error: Cannot find module 'next/app' or its corresponding type declarations.

![Screenshot 2022-11-30 at 9 48 52](https://user-images.githubusercontent.com/46318589/204737830-f14e19ed-a2f9-44c4-b5ee-cb9fb63b4d5e.png)


### Expected Behavior

next.js app should be built without any problem

The dev environment works just fine



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

Google chrome

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

no