sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: `flutter doctor --android-licenses` silently fails without permissions to write to `$ANDROID_HOME/licenses`
Labels: platform-android,platform-linux,P2,team-android,fyi-tool,:hourglass_flowing_sand:

### Steps to reproduce

The steps I followed were via https://medium.com/@rajgadhiya011/how-to-setup-flutter-on-arch-linux-with-android-sdk-a-step-by-step-guide-f40450b55669 , but most likely you don't need to run a whole Arch system to reproduce the issue.

I would expect these steps to be sufficient:

1. `rm -rf "${ANDROID_HOME}/licenses"`
2. `mkdir "${ANDROID_HOME}/licenses"`
3. `sudo chmod 666 "${ANDROID_HOME}/licenses"`
4. `flutter doctor --android-licenses`

### Actual results

`flutter doctor` was reporting:

```
[!] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    ✗ Android licenses not accepted. To resolve this, run: flutter doctor --android-licenses
```

Even after running `flutter doctor --android-licenses`, which itself reported no issues (output "All SDK package licenses accepted", exit code 0, nothing on stderr, etc.).

I investigated with `strace` (see "logs") and discovered that the `flutter doctor` tool was trying to write to `/opt/android-sdk/licenses` and getting "permission denied", because the directory didn't exist and `/opt/android-sdk` was owned by `root` and had mode 766 (i.e. `rwxr-xr-x`, writeable only by the `root` owner) .

I got past the issue by creating the licenses directory and making it world-writable, like so:

```sh
sudo mkdir -p /opt/android-sdk/licenses
sudo chmod 777 /opt/android-sdk/licenses
```

at which point `flutter doctor --android-licenses` was able to perform its work successfully.

I would have found it more helpful if the tool had reported the issue it was running into directly (i.e. "cannot write to /opt/android-sdk/licenses: permission denied") & exited non-zero.

### Logs

<details open>
<summary>Logs</summary>

via `yes | strace -f -e 'trace=file' flutter doctor --android-licenses > /dev/null`

```console
...
[pid 921395] access("/opt/android-sdk", F_OK) = 0
[pid 921395] mkdir("/opt/android-sdk/licenses", 0777) = -1 EACCES (Permission denied)
...

```

</details>


### Flutter Doctor output

<details open>
<summary>Doctor output (after I got it working)</summary>

```console

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /opt/android-sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_HOME = /opt/android-sdk
    • ANDROID_SDK_ROOT = /opt/android-sdk
    • Java binary at: /usr/bin/java
    • Java version OpenJDK Runtime Environment (build 17.0.9+8)
    • All Android licenses accepted.


```

</details>
Repository: pytorch
Issue:  torch.cartesian_prod inconsitent return shape for one input tensor
Labels: triaged,module: numpy,actionable

### 🐛 Describe the bug

torch.cartesian_prod returns one dimension shape when single tensor is passed as an input instead of 2 dimension.
This  behavior is inconsistent with itertools product and output shape when multiple tensors are passed.

```python
import torch
import itertools

torch_cart_prod = torch.cartesian_prod(torch.arange(10))
print(torch_cart_prod.shape)
# output (10, )
itertools_product = torch.tensor(list(itertools.product(range(10))))
print(itertools_product.shape)
# output (10, 1)

assert torch_cart_prod.shape  == itertools_product.shape
# leads to assertion error because of inconsistent shapes
```

### Versions

PyTorch version: 2.1.2+cu121
Is debug build: False
CUDA used to build PyTorch: 12.1
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Home
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.5 | packaged by Anaconda, Inc. | (main, Sep 11 2023, 13:26:23) [MSC v.1916 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22621-SP0
Is CUDA available: True
CUDA runtime version: 12.1.66
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 4090
Nvidia driver version: 546.17
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=3000
DeviceID=CPU0
Family=207
L2CacheSize=32768
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3000
Name=13th Gen Intel(R) Core(TM) i9-13900K
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.2
[pip3] torch==2.1.2+cu121
[pip3] torchaudio==2.1.2+cu121
[pip3] torcheval==0.0.7
[pip3] torchvision==0.16.2+cu121
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               11.8.0              h09e9e62_12    conda-forge
[conda] mkl                       2023.1.0         h6b88ed4_46358
[conda] mkl-service               2.4.0           py311h2bbff1b_1
[conda] mkl_fft                   1.3.8           py311h2bbff1b_0
[conda] mkl_random                1.2.4           py311h59b6b97_0
[conda] numpy                     1.26.2                   pypi_0    pypi
[conda] torch                     2.1.2+cu121              pypi_0    pypi
[conda] torchaudio                2.1.2+cu121              pypi_0    pypi
[conda] torcheval                 0.0.7                    pypi_0    pypi
[conda] torchvision               0.16.2+cu121             pypi_0    pypi

cc @mruberry @rgommers
Repository: godot
Issue: Unable to call super.to_string() from overridden _to_string() method
Labels: enhancement,discussion,topic:gdscript

### Tested versions

- Reproducible in `4.2.stable`

### System information

MacOS

### Issue description

I'd like to customize the string representation of a class using the default representation plus my own message. So my class contains:
```
class_name TrafficLight 
extends Sprite2D

var is_green: bool

# Unnecessary code removed...

func _to_string():
    var my_string = super.to_string()
    my_string += " -> GREEN" if is_green else " -> RED"
    return my_string
```
However, this results in a stack overflow because of infinite recursion. Also tried using (self as Object).to_string() with the same result. From a purely OO POV I'd expect this to be possible.

### Steps to reproduce

As above

### Minimal reproduction project (MRP)

None
Repository: godot
Issue: Godot editor window transparent and Vulkan error VK_NOT_READY and VK_ERROR_DEVICE_LOST
Labels: bug,platform:linuxbsd,topic:rendering

### Tested versions

Found in `4.2.1.stable.arch_linux`

### System information

Godot v4.2.1.stable unknown - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Wed Dec 20 07:15:58 UTC 2023 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 710 (nvidia; 470.223.02) - Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz (4 Threads)

### Issue description

After waking system from suspend/sleep mode the editor window is completely black. When minimized and maximized again it is transparent and there's "ghost image" of anything that was on the current place of the window. The title bar is not transparent and the app is completely interactive (e.g. pop up windows could be opened, but also transparent).
If the option for nVidia `NVreg_PreserveVideoMemoryAllocations=0` is used (default value) the editor prints following errors in loop after wake up:
```
ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_NOT_READY
    at: prepare_buffers (drivers/vulkan/vulkan_context.cpp:2459)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
    at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2536)
```
If the options `NVreg_PreserveVideoMemoryAllocations=1 NVreg_TemporaryFilePath=/nvidia-tmp` are used there is no error, but the window is behaving the same.

### Steps to reproduce

- Start the editor in any project
- Put pc to sleep/suspend
- Wake from sleep/suspend

### Minimal reproduction project (MRP)

Works literally with newly created project with nothing changed (not even a single scene)
Repository: vscode
Issue: [css] Add linux metric compatible font snippets for CSS
Labels: help wanted,feature-request,css-less-scss

<!-- ⚠️⚠️ 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. -->

Linux metric compatible font fonts should be added afterwards in case they have the tts core fonts installed, althought not everyone will have these core fonts, it might be less likely they have these others, but I think we should help pushing forward to including them.

These snippets are shown when auto-completing the font-family property in CSS, adding those would help linux user who installed these fonts having a more pleasant experience on the web without jumps when loading fonts. It would also help designers/coders getting more familiar with these alternatives.

Usually these default completions are used when you don't want to load a google font and/or aim for a fast loading website.

Those metric compatible fonts are these, as far as I'm aware, begginer friendly distros like [Zorin OS](https://blog.zorin.com/2022/10/27/zorin-os-16.2-has-landed/) have them installed by default. Also libreoffice might include or recommend them, they come in packages like fonts-liberation, fonts-liberation-2 or fonts-croscore, but can be easily found on sites like font-squirrel.

Also many linux distros ship with other metric compatible fonts such as shown on [Arch](https://wiki.archlinux.org/title/Metric-compatible_fonts) wiki's, so I think this should be put more thought into it or see if we're missing some font.

- Carlito for Calibri
- Caladea for Cambria
- Gelasio for Georgia
- Selawik for Segoe
- Comic Relief for Comic Sans
- Arimo and Liberation Sans for Arial
- Nimbus Sans for Helvetica
- Timos and Liberation Serif for Times
- Cousine and Liberation Mono for Courier New


So the snippets might look like these

Arial, Helvetica, sans-serif
Arial, Helvetica, Arimo, 'Liberation sans', 'Nimbus Sans', sans-serif

'Times New Roman', Times, serif
'Times New Roman', Times, Tinos, serif

Georgia, 'Times New Roman', Times, serif
Georgia, Gelasio, 'Times New Roman', Times, Tinos, 'Liberation Serif' serif
Repository: PowerToys
Issue: PowerToys Run Shell should support using wsl.exe as the default shell
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

The "Command execution" dropdown for the Shell plugin should support an option like "Run in WSL (wsl.exe) using Windows Terminal":

![image](https://github.com/microsoft/PowerToys/assets/17585786/792c3b0b-179a-4a8d-9a3a-f79047f6abbb)


### Scenario when this would be used?

I have scripts that run in WSL that I would like to be able to easily call via PowerToys Run's Shell plugin. Today, if I want to use PT Run for this, the key sequence is roughly:
1. alt+space
2. `>wsl`
3. enter to open terminal
4. `script name`
5. enter to run script
6. `exit` to leave wsl.exe
7. enter (or `exit` if "Keep shell open") to close terminal

I would like for it to be like this:
1. alt+space
2. `>script name`
3. enter to run script
4. optional: enter/`exit` to close terminal if kept open

### Supporting information

Related issues which I found:
- https://github.com/microsoft/PowerToys/issues/4283
- https://github.com/microsoft/PowerToys/issues/9627. This is the closest to what I'm looking for, but I want to be able to set the default `>` to WSL specifically.
Repository: go
Issue: x/crypto/acme/autocert: ToS prompt check for ToS-less ACME servers
Labels: NeedsInvestigation

### Go version

go version go1.21.4 darwin/arm64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/benburkert/Library/Caches/go-build'
GOENV='/Users/benburkert/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/benburkert/.asdf/installs/golang/1.21.4/packages/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/benburkert/.asdf/installs/golang/1.21.4/packages'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/Users/benburkert/.asdf/installs/golang/1.21.4/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/Users/benburkert/.asdf/installs/golang/1.21.4/go/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/Users/benburkert/src/golang.org/x/crypto/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/yw/d_dr0rn16ks575_14_fppcfw0000gn/T/go-build1407559308=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

Use `(x/crypto/acme/autocert).Manager` without initializing the `Prompt` field to request a certificate from an ACME provider (https://zerossl.com/ for example) that doesn't require the [optional `termsOfServiceAgreed` portion of `newAccount` requests](https://datatracker.ietf.org/doc/html/rfc8555#section-7.1.2):

```go
&autocert.Manager{
	HostPolicy: autocert.HostWhitelist("example-domain.test"),

	Client: &acme.Client{
		DirectoryURL: "https://acme.zerossl.com/v2/DV90",
	},

	ExternalAccountBinding: &acme.ExternalAccountBinding{
		KID: eabKID,
		Key: eabKey,
	},
}
```

### What did you expect to see?

A valid certificate via the `autocert.Manager`. The `Manager.Client.DirectoryURL` is explicitly being set so the check for nil `Prompt` field does not seem necessary.

### What did you see instead?

An error message log: `http: TLS handshake error from <redacted>: acme/autocert: Manager.Prompt not set`
Repository: PowerToys
Issue: Fancy Zones, iterate through layouts with right click
Labels: Needs-Triage

### Description of the new feature / enhancement

A feature for fancy zones where instead of simply having one layout available through right click, you can iterate through multiple layouts.

Say you have N layouts defined on a monitor, right clicking while holding left click would cycle between layout 1, layout 2...layout N and no layout.

Current functionality is Layout, no layout.

### Scenario when this would be used?

Sometimes I want my monitor split in half, other times thirds, would be cool if you could add multiple layouts per monitor and cycle through them by right clicking while dragging instead of the current functionality of toggling between fancy zone or normal window dragging.



### Supporting information

_No response_
Repository: godot
Issue: Text gets blurry when resizing the viewport with the `canvas_items` stretch mode
Labels: bug,topic:rendering,confirmed,topic:gui

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5]
- Also reproducible in: v4.1.3

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 950M (NVIDIA; 31.0.15.3118) - Intel(R) Core(TM) i5-6300HQ CPU @ 2.30GHz (4 Threads)

### Issue description

One of the main advantages of the `canvas_items` stretch mode (née `2d`) is that it scales the UI automatically while keeping the shapes and fonts crisp at any window size. It's particularly useful when you want to keep the same size ratios in your UI regardless of resolution. This is illustrated by the attached project, which I've created for both Godot 3 and Godot 4.

Here are two screenshots taken on Godot 3 (view them at 100% size to get a better idea):

- Godot 3.5.3: [project run at its base viewport size](https://github.com/godotengine/godot/assets/3719464/660dd051-d13f-4e6b-9df3-8a8f146fd733) (1024x576)
- Godot 3.5.3: [same project when run fullscreen](https://github.com/godotengine/godot/assets/3719464/ff251010-069e-4a92-b57b-020e6d9db6d6) (1366x768)

The text remains crisp in Godot 3 when the viewport size increases or decreases.

![image](https://github.com/godotengine/godot/assets/3719464/bdf0d4a5-c033-49e9-aed1-3283c1f06856)

However, in Godot 4, the behavior is different and fonts get slightly blurry at any resolution other than the viewport size defined in the settings.

- Godot 4.2.1: [project run at its base viewport size](https://github.com/godotengine/godot/assets/3719464/f2748c4b-8b43-469b-bbd6-1b813c212588) (1024x576)
- Godot 4.2.1: [same project when run fullscreen](https://github.com/godotengine/godot/assets/3719464/9daba29c-6aef-4481-b5db-e5eff004e62a) (1366x768)

![image](https://github.com/godotengine/godot/assets/3719464/be658e4a-f495-4b37-bd38-cc09f94b94fb)

The same behavior can be observed when resizing to a smaller viewport size, with blur being particularly noticeable.

- Godot 3.5.3: ![image](https://github.com/godotengine/godot/assets/3719464/78f8d714-b007-4dba-ba68-7b14f6217f33)
- Godot 4.2.1: ![image](https://github.com/godotengine/godot/assets/3719464/6a5f4f33-6ba7-4062-8aab-944efbbd44fc)



### Steps to reproduce

1. Load the Godot 4 MRP
2. Run the project, the default viewport size is 1024x576
3. Resize the window or expand it, or set the project to run fullscreen
4. Notice that the text is crisp at the base resolution, but blurry at smaller/larger resolutions
5. You can compare with the Godot 3 project where fonts remain crisp regardless

### Minimal reproduction project (MRP)

- Godot 4 project: [StretchTest_Godot4.zip](https://github.com/godotengine/godot/files/13780622/StretchTest_Godot4.zip)
- Godot 3 project for comparison: [StretchTest_Godot3.zip](https://github.com/godotengine/godot/files/13780623/StretchTest_Godot3.zip)
Repository: ollama
Issue: MLX backend
Labels: feature request

Can ollama be converted to use MLX from Apple as backend for the models ?
Repository: PowerToys
Issue: Power rename enumeration skips items which names stays the same
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

![Screenshot 2023-12-27 225752](https://github.com/microsoft/PowerToys/assets/102039121/0071231e-8aa1-4841-97cc-76688818a197)

Trying to rename my vinyl rips collection folders. There is a gap in current numbers. I want to enumerate all folders with counters starting from 1 so that there are no more number gaps.

Maybe you could implement special enumeration parameter that can include or exclude items which names are not changed. Now I see current behavior as a bug, Total Commander renamer works properly in similar cases.

### ✔️ Expected Behavior

All selected folders should be enumerated even if folder names stay the same. So I have 001, 002, 003 and so on.

### ❌ Actual Behavior

Folder with 001 is not renamed and enumeration skips it completely so that I have 001, 001, 002 and so on.

### Other Software

_No response_
Repository: TypeScript
Issue: tsc crash with jsdoc typedef and object exported with same name.
Labels: Bug

### 🔎 Search Terms

allowJs jsdoc

### 🕗 Version & Regression Information

- This is a crash


### ⏯ Playground Link

https://github.com/HOnatToprak/tsbug

### 💻 Code

_No response_

### 🙁 Actual behavior

tsc crashes when I declare object and jsdoc typedef with same name, export the object and import the object from another file with commonjs syntax.

### 🙂 Expected behavior

Expected tsc to compile

### Additional information about the issue

_No response_
Repository: godot
Issue: Android: black screen if player rotates the device during splash screen
Labels: bug,platform:android,topic:rendering,topic:porting

### Tested versions

Reproducible in 3.5.3 (Stable)

### System information

Android 13, Samsung Galaxy A23, GLES2

### Issue description

Godot game gets stuck in a black screen if the player rotates the game at just the right moment during splash screen, and eventually Android system will report that the app isn't responding, as shown in the attached screenshot.

![Screenshot_20231227_224937_test](https://github.com/godotengine/godot/assets/39430507/3c476581-a57e-4799-a21c-a48c741db8e4)

### Steps to reproduce

Now, this one is hard to reproduce, so please be patient. Eventually the following steps should get you to the issue:

**Scenario 1:**
1. Do not use a high-end Android device. Use medium or entry level one (e.g., I have Samsung A23).
2. Install the attached Minimal reproduction project (MRP) to the device.
3. Keep device idle (with screen turned off) for a few minutes, so that the Android system clears most of its caches and puts pretty much everything into a sleep mode.
4. Unlock your phone, rotate it into the portrait mode, then start the MRP project.
5. When the splash screen shows (with the Godot logo), immediately rotate the phone into the landscape mode.
6. After a few retries of steps 1-5, the game should get stuck in the black screen as shown in the attached screenshot.

**Scenario 2:**
If you are unable to reproduce the issue with "Scenario 1", then try the following:

1. Do not use a high-end Android device. Use medium or entry level one (e.g., I have Samsung A23).
2. Try to put some load on the device. E.g., watch a few seconds of a YouTube video, then run a few other apps and games, then proceed to the next step.
3. Start a Godot game that uses GLES2 and rotates with device's sensor (preferably a game that is complex and it takes a few seconds to launch -- the attached MRP should also do it, it may just take lots and lots of retries to reproduce the issue this way). Start the game in the portrait orientation, then rotate the device to landscape when the splash screen appears (with the Godot logo).
4. After a few retries of steps 1-3, the game should get stuck in the black screen as shown in the attached screenshot.

**Additional information**
No obvious errors or warnings are logged in the Android's Logcat when the issue occurs. Once the game gets stuck, it is impossible to un-stuck it. Any subsequent rotations of the device do not un-stuck it. The game must be force closed.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/13781740/test.zip)
Repository: rust
Issue: Tracking Issue for asm_goto
Labels: A-inline-assembly,C-tracking-issue,F-asm

The feature gate for the issue is `#![feature(asm_goto)]`.

### Summary

This feature adds a `label<block>` operand type to `asm!`.

Example:
```rust

unsafe {
    asm!(
        "jmp {}",
        label {
            println!("Jumped from asm!");
        }
    );
}
```

The block must have unit type.

### Steps

- [ ] Implementation
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Formatting for new syntax has been added to the [Style Guide] ([nightly-style-procedure])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

* LLVM miscompilation for asm goto with outputs https://github.com/llvm/llvm-project/issues/74483

@rustbot labels: +A-inline-assembly +F-asm