sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: macOS arm64 custom build cannot link latest MoltenVK library with Xcode < 14
Labels: bug,platform:macos,topic:buildsystem

### Godot version

latest master (d2bd8e5289d67d94ab9c087a6308eaebd4eea91a)

### System information

macOS Monterey 12.0.1 M1 (arm64) Vulkan

### Issue description

Following the [godot latest docs' instructions](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_macos.html) to compile godot from source to arm64 fails.
I am able to compile to arch=x86_64 just fine by following the instructions, but when I attempt to compile to arm64 it fatals (complete error log: https://pastebin.com/MMUuUggt)
I have downloaded and installed Vulkan via the linked installer on the docs but it for some reason doesn't seem to have properly installed the arm64 libraries (x86_64 remain unaffected for some reason).

Images showing x86_64 working fine but arm64 failing are below.
![image](https://user-images.githubusercontent.com/44591128/201292558-85143050-bdc6-4691-966f-4d17813c8ff4.png)
![image](https://user-images.githubusercontent.com/44591128/201292623-b66bfeec-d1c6-43d6-a74e-9b24450fa5d7.png)
![image](https://user-images.githubusercontent.com/44591128/201292707-66a2fda1-0fac-4646-8bbe-1026207fa01a.png)


### Steps to reproduce

1. Clone latest master
2. Install latest stable Vulkan (Vulkan SDK 1.3.231) through [the download page](https://vulkan.lunarg.com/sdk/home) linked directly from the Godot docs
3. cd to git dir
4. copy and paste the scons compile commands from the Godot docs
5. execute `scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)` and it compiles with no errors
6. execute `scons platform=macos arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)` and it does not compile

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Host file editor - Group management
Labels: Needs-Triage

### Description of the new feature / enhancement

Manage groups in the host file editor which would allow to enabled / disable multiple lines at the same time

### Scenario when this would be used?

When working on servers migration for example.
Imagine you're working on server which serve multiple URLs (like country1.mysite.com, country2.mysite.com, and so one...) and you're installing a new server, it would be great to be able to enable/disable all of the new server host file lines in 1 click, so you can easily switch from your current running server to the new one your testing

### Supporting information

_No response_
Repository: pytorch
Issue: Add alphatensor support for faster matrix multiplication?
Labels: feature,triaged,matrix multiplication

### 🚀 The feature, motivation and pitch

I didn't find any proposal or issue about it.
In short alphatensor is a way to find a new faster algorithms for matrix multiplication operations. 
It even have a functionality to find the best algorithm adapted to particular hardware.
It makes sense to add support for it in some way or another, becuase almost 100% of running models on pytorch
is extensively using matrix multiplication operations.
See - [alphatensor](https://github.com/deepmind/alphatensor)

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: godot
Issue: StyleBoxFlat downscaling corner radius causes incorrect rendering with border width and anti-aliasing set
Labels: bug,topic:rendering,confirmed,topic:gui,topic:2d

### Godot version

4.0.beta4

### System information

macOS 12.6.1

### Issue description

A StyleBoxFlat (and possibly other StyleBox types) with corner radius set will downscale the corner radius if they are too large to fit. For example setting a 20px radius on all corners and scaling the box to be just 30px wide will result in 15px radius corners. This is useful since you can then basically make Styleboxes that are round or have rounded ends at any size < 2*the corner radius. 

The issue is that as you can see this downscaling doesn't work correctly if you have a border width set for the StyleBox. It seems this messes up the downscaling size calculation somehow, so the middle vertices become misaligned, resulting in graphical artifacts. Especially if you have alpha blending on the BG Color:

https://user-images.githubusercontent.com/17763524/201317258-5d6274e6-8095-4359-97f0-2822f3c34756.mov




### Steps to reproduce

Setup:
- Create a Panel in a new 2d scene
- Set the panel to use a new StyleBoxFlat ThemeOverride style
- Set the BG Color to be a semi-transparent color
- Set a border width on all sides (larger like 5 for more obvious result)
- Set a corner radius on all corners (larger like 20 for more obvious result)

- Now, resize the Panel and observe an overlap appear in the middle as described above if the panel is made smaller than 2xCorner radius so downscaling of the radius is applied.

### Minimal reproduction project

See steps to reproduce, should work in any project?
Repository: terminal
Issue: Icon of console application doesn't get used
Labels: Product-Terminal,Issue-Task,Area-DefApp

### Windows Terminal version

1.15.2875.0

### Windows build number

10.0.22621.819

### Other Software

FAR Manager or any console app with an embedded icon

### Steps to reproduce

Launch a console application that has an embedded icon in its executable, such as FAR Manager. The Windows update that causes every console application to launch in Windows Terminal (instead of the old console app) must be installed.

### Expected Behavior

The embedded icon in the executable should be used as the tab icon inside Windows Terminal.
The embedded icon in the executable should be used as the taskbar icon.

### Actual Behavior

The tab icon remains the default generic icon (which looks like `C:\` on a white background).
The taskbar icon remains the default generic icon (which looks like `>_` on a black background).

This makes it difficult to distinguish between different console applications.
Repository: godot
Issue: MultiplayerSynchronizer is not able to sync some properties from some nodes (ie velocity from CharacterBody2D)
Labels: confirmed,documentation,topic:multiplayer

### Godot version

v4.0.beta4.official [e6751549c]

### System information

Linux Manjaro - Vulkan API 1.2.0 - AMD Radeon RX 5700 (RADV NAVI10)

### Issue description

When trying to sync the CharacterBody2D built-in property `velocity` using the MultiplayerSynchronizer node, first it will not appear as an option in the helper wizard and if I try to specify its path directly it will not work.

![image](https://user-images.githubusercontent.com/8018280/201326879-e7656f78-d97f-420d-988e-af021618ce61.png)

I checked if this was the only missing property and it is not, for this node all the missing properties from the menu are:
```
max_slides
slide_on_ceiling
velocity
wall_min_slide_angle
```

I have checked this is also happening with other nodes like `time_left` from `Timer`

### Steps to reproduce

1. In any scene, create a CharacterBody2D node
2. In the same scene create a MultiplayerSyncrhonizer node (it can be a child of the previous node)
3. Try to add the CharacterBody2D built-in property `velocity` to the replication menu, it will not appear.


### Minimal reproduction project

[DebugProject.zip](https://github.com/godotengine/godot/files/9989719/DebugProject.zip)
Repository: vscode
Issue: 3-way merge: naming of accept actions
Labels: under-discussion,merge-editor

As an occasional user of the 3-way merge, I struggled over the meaning of `Accept` in `Accept current` and `Accept incoming` as seen in code lenses on top:

![image](https://user-images.githubusercontent.com/6461412/201325644-ebeff5ad-716a-4068-81f3-7ae29a398ea6.png)

In my example, both the incoming change and the current change remove something (the `style` calls). But the accept call doesn't accept the change, it just takes the respective outcome. While `Accept combination` takes a combination of the changes.

IMO a better name for the commands would be:
`Set to Incoming` and `Set to Current`
Repository: vscode
Issue: 3-way merge: Dropdown in the results view
Labels: feature-request,merge-editor

The result view code lens, the first segment summarozed the action taken: `Incoming + Current`, `Incoming`, 'No Changes' `Manual Resolution`

![image](https://user-images.githubusercontent.com/6461412/201337390-29f46651-f4dd-40fa-a2b3-f729020d0d68.png)

The first segment should become a drop-down, that shows all the states and allows to select one.

This would allow me to do all the action right in the results view. No need to click in the Incoming or Outgoing view.

Visually, all that's needed is a little down arrow after the label that opens a context menu.
Repository: vscode
Issue: Misalignment when resolving a conflict in a PR
Labels: bug,merge-editor

* when resolving a conflict in a PR, the commenting functionality adds a more wide line decoration
* this causes that the "No Changes Accepted" label in the Result editor is misaligned:

<img width="1138" alt="image" src="https://user-images.githubusercontent.com/5047891/201337731-6247743d-77a7-47f1-b8e5-b85981cfd410.png">
Repository: vscode
Issue: 3-way merge: Up and down buttons next to the `x Conflicts Remaining`
Labels: polish,merge-editor

Having up and down arrows next to the  `x Conflict remaining` label would allow me to navigate through the conflicts while staying focused on the results view.

![image](https://user-images.githubusercontent.com/6461412/201338523-3a5a3720-4702-4544-bb25-ab2d023235b1.png)

I think I also want to see the already resolved conflicts that way, so I would change the label to

⬆️ ⬇️ 5 conflicts, 2 remaining
Repository: vscode
Issue: 3-way merge: Have a hover to understand a change
Labels: polish,merge-editor

If I don't turn on the base view, it's hard to understand what changes have happened.

E.g. in the following case, each side removes different lines

![image](https://user-images.githubusercontent.com/6461412/201338966-3cdde3cd-e698-4bb2-b799-883226d99310.png)
'Incoming' removes the `progressBar.style` and 'Current' removes the `ok/customButton.style`.

It would be nice to have a hover on the change that summarizes the change by showing what has been added, changed and removed
Repository: pytorch
Issue: Investigate why `test_aot_autograd_symbolic_exhaustive_masked_median_cpu_float32` is flaky
Labels: triaged,module: flaky-tests

### 🐛 Describe the bug

This failed on trunk, but I couldn't reproduce locally on Linux/M1:

```
test_aot_autograd_symbolic_exhaustive_masked_median_cpu_float32 (__main__.TestEagerFusionOpInfoCPU) ... unexpected success (2.010s)
```

For me, it just xfailed as it should. Added a skip for now.

Perhaps related to sample inputs? It has some nan handling in the implementation, but that's just a guess.

Reference: https://github.com/pytorch/pytorch/pull/88776

### Versions

https://github.com/pytorch/pytorch/pull/88776
Repository: godot
Issue: OS.has_touchscreen_ui_hint reports false on Steam Deck
Labels: platform:linuxbsd,topic:porting,documentation,topic:input

### Godot version

3.5.1.stable.official

### System information

Steam Deck

### Issue description

Docs:

> Returns `true` if the device has a touchscreen or emulates one.

`OS.has_touchscreen_ui_hint` reports `false` on Steam Deck, despite the device having a touchscreen.

### Steps to reproduce

Call `OS.has_touchscreen_ui_hint` on Steam Deck.

### Minimal reproduction project

```gdscript
func _ready() -> void:
	print("Touchscreen: %s" % [OS.has_touchscreen_ui_hint()])
```
Repository: yt-dlp
Issue: Tell convert-subs to clear any formatting
Labels: enhancement,core:post-processor

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.11.11** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Hi, I don't want yt-dlp to keep formatting when converting subtitles to srt with "--convert-subs srt" argument. I think it would somehow be possible by posting extra arguments to ffmpeg with "--postprocessor-args" if it was using ffmpeg but my issue is with dfxp2srt which I think is an internal function and does not use ffmpeg (because ffmpeg does not support it?)

Is it possible to tell yt-dlp to strip any formatting when doing dfxp2srt? or if not possible can you add such an option? It keeping "font size" style annoys me so much particularly.

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: godot
Issue: Resource export var tooltips not working when used by another node
Labels: bug,topic:gdscript,topic:editor,usability

### Godot version

4.0 beta 4

### System information

Windows 10 (x86_64), Vulkan, Intel Core i5-8265U with UHD Graphics 620 (31.0.101.2111)

### Issue description

When defining a user resource, you can declare tooltips for any export variables using `## Tooltip here` on the preceding line. These tooltips display fine when viewing a file of that resource type in the inspector:

![image](https://user-images.githubusercontent.com/114206308/201349050-c70e8431-daa6-48b3-8001-13564c6e6503.png)

However, when a node who uses such a resource is viewed in the inspector, tooltips won't work. The editor will think there is no annotation:

![image](https://user-images.githubusercontent.com/114206308/201349178-f02addf2-05c4-4048-8344-55be7e10ee42.png)


### Steps to reproduce

 1. In a new project, create a resource script. Define some export variables and annotate them using `## Annotation here` on the preceding line of each.
 2. Create a new resource file of that custom type and save it. Note how when viewed in the inspector, tooltips will appear properly.
 3. Create a new node and attach a script that has an export variable of the custom type made earlier.
 4. Place the previously made custom resource file in the export variable for the node. Note how in the inspector, the tooltip will  not work, claiming that their is no annotation.

### Minimal reproduction project

[Editor Tooltips Bug.zip](https://github.com/godotengine/godot/files/9990508/Editor.Tooltips.Bug.zip)

Made in Godot 4.0 beta 4
Repository: vscode
Issue: Setting to focus editor on mouse click
Labels: feature-request,file-explorer

<!-- ⚠️⚠️ 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 single-click in Explorer panel opens a selected file and leaves focus in Explorer panel.
Please add a setting to move focus to the editor on single click.
Double-clicking sets focus to the editor, but it collides with "Preview" feature, so that file cannot be reused by preview window.
There are actions "explorer.openAndPassFocus" and "filesExplorer.openFilePreserveFocus", but they can be assigned to a keyboard shortcut, not to mouse click.
Repository: material-ui
Issue: [icons] Add TikTok icon
Labels: new feature,waiting for 👍,package: icons

### Summary 💡

Is it possible to add the TikTok icon?

### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: flutter
Issue: Add inputFormatters option in DatePickerDialog and InputDatePickerFormField
Labels: framework,f: material design,f: date/time picker,c: proposal,has partial patch,team-design,triaged-design

## Use case

When using `DatePickerDialog` or `InputDatePickerFormField` in some Android devices(E.g. Samsung)  slash symbol(/) is not available for `TextInputType.datetime`, therefore the only way to use `DatePickerEntryMode.input` mode is to use a different `keyboardType` which makes it less efficient.

## Proposal

Add `inputFormatters` option which will allow developers to use something like `mask_text_input_formatter` to autocomplete slashes and improve the overall usability of the `DatePickerEntryMode.input` and `DatePickerEntryMode.inputOnly` modes.
Repository: rust
Issue: Tracking Issue for `impl for<'a> Trait<'a>`
Labels: C-bug,F-type_alias_impl_trait

Some context can be found in [this comment](https://github.com/rust-lang/rust/issues/96194#issuecomment-1124745154).

We would like to support using higher kinded lifetimes in opaque types. 

At present 

```rust
#![feature(type_alias_impl_trait)]

trait Tr<'a> {
    type Assoc;
}

impl<'a> Tr<'a> for () {
    type Assoc = ();
}

type Associated<'a> = impl Copy;
type Associated2<'a> = impl Copy + 'a;

fn f() -> impl for<'a> Tr<'a, Assoc = Associated2<'a>> {}
fn f1() -> impl for<'a> Tr<'a, Assoc = Associated<'a>> {}

impl<'a> Tr<'a> for i32 {
    type Assoc = &'a ();
}

fn f2() -> impl for<'a> Tr<'a, Assoc = Associated2<'a>> { 42_i32 }
fn f3() -> impl for<'a> Tr<'a, Assoc = Associated<'a>> { 42_i32 }
```

errors, though with a different error message than the equivalent code for RPIT.

An implementation should also add tests that actually use the higher kinded lifetimes, e.g. via closures or similar datastructures.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [ ] Replace the error from https://github.com/rust-lang/rust/pull/97039 with a feature gate and then implement meaningful semantics.
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] 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

### Unresolved Questions

### Implementation history

* https://github.com/rust-lang/rust/issues/96194 issue where this was noticed
* https://github.com/rust-lang/rust/pull/97039
Repository: go
Issue: cgo: cannot integrate with sonarcloud
Labels: NeedsInvestigation

I have been adding support for static analysis using sonar to all our repositories including those containing go.
I have fun into a problem with the use of cgo - see https://community.sonarsource.com/t/how-to-handle-cgo/75610

sonar supports vanilla go just fine but is confused by C files that are compiled using cgo directives.

It supports two ways to get information about C files.

1) A build wrapper which acts a bit like strace and traps build commands
or
2) It can import compile-commands.json files produced by for example CMake when compiling C or C++ code.

Neither of these work with cgo (see linked sonar issue for details).
As a workaround I have to compile C files some other way and pass that information to sonar.

Obviously this is a limitation/bug in sonar and not golang.

I am raising it here as relates to interoperating with third party tools.
This is not a bug report but might lead possibly lead to feature request.

I think perhaps the tool suite needs something that will list C source files consumed as part of the build.
One solution would be something that generates a well known format like for example "compile-commands.json"
or which could be used to contruct one.

In https://github.com/golang/go/issues/36995#issuecomment-1311855906
the suggestion is made to use `go build -x` or `go list --json`

Neither provide information about the C files consumed by cgo in a useful form.
(Although interestingly both quote warnings produced by the compiler).

Although cgo seems to use the host C compiler under the hood for this (on my linux box it uses gcc libraries anyway) it is not as simple "gcc <name-of-c-file>" so it is not picked up by the build-wrapper.
Likewise the names of the C source files do not appear in `go list --json`

Grepping for // #include "my_c_file.c"
is not sufficient as it does not take #includes in the included file into account.


### What version of Go are you using (`go version`)?

<pre>
1.17
</pre>

### Does this issue reproduce with the latest release?

Yes


### What operating system and processor architecture are you using (`go env`)?

GOARCH="amd64"
GOHOSTARCH="amd64"
GOHOSTOS="linux"
Repository: flutter
Issue: Screen readers (e.g. VoiceOver) are not working for Flutter websites and macOS apps
Labels: a: accessibility,platform-mac,platform-web,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-web,triaged-web

## Description

Hey! 👋 I'm trying to get the macOS VoiceOver working for Flutter websites and Flutter macOS apps. However, it's not working. It's working for all other macOS apps or all other websites except that one created with Flutter.

https://user-images.githubusercontent.com/24459435/201398484-4aa5fc1b-02a8-4e08-86b5-482a783b035b.mp4

I tested the https://gallery.flutter.dev for web and pulled the https://github.com/flutter/gallery (11.11.2022) repository to build & test the macOS (with `v3.5.0-10.0.pre.121`).

### Steps to reproduce

1. Go to https://gallery.flutter.dev
2. Enable VoiceOver in your macOS settings
3. Navigate with the tab key

<img width="780" alt="A screenshot of the VoiceOver setting" src="https://user-images.githubusercontent.com/24459435/201398676-30777e0c-cd26-4bbd-8d15-20abcd59c83a.png">

### What I would expect

I would expect that VoiceOver is working like it shown in this video by Flutter: https://www.youtube.com/watch?v=A6Sx0lBP8PI

### Specs

macOS: 12.6
MacBook Pro M1