sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Bug]: Context-isolated preload doesn’t see event.favicons in <webview> page-favicon-updated handler
Labels: platform/linux,bug :beetle:,16-x-y,17-x-y

### 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.

### Electron Version

16.0.1, 17.0.0-alpha.2, 18.0.0-nightly.20211118, older versions at least as old as 4.0.0

### What operating system are you using?

Other Linux

### Operating System Version

NixOS 21.11

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

The [`page-favicon-updated` event](https://www.electronjs.org/docs/latest/api/webview-tag#event-page-favicon-updated) of the `<webview>` tag should have a `favicons` member that’s an array of strings.

### Actual Behavior

If context isolation is enabled, the preload script

```js
document.querySelector("webview").addEventListener("page-favicon-updated", (event) => {
  console.log("favicons" in event);
});
```

correctly shows `true` from the main world (a `<script>` tag), but incorrectly shows `false` from the preload script.

### Testcase Gist URL

https://gist.github.com/b691261807a17b6f63bbcfd363544bb3

### Additional Information

_No response_
Repository: flutter
Issue: Background Platform Channels for desktop
Labels: c: new feature,platform-mac,platform-windows,platform-linux,a: desktop,P3,team-macos,triaged-macos

Background Platform Channels (a way for Platform Channels to execute their host platform handlers on a background thread instead of forcing them to use the platform thread) are implemented for iOS and Android.  This issue represents the work to implement them on the desktop platforms (and embedder.h).

Related Issue: https://github.com/flutter/flutter/issues/91635
Repository: go
Issue: x/sys/unix: Linux: utimensat syscall takes a NULL path, wrapper can't
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

`x/sys` package v0.0.0-20211117180635-dee7805ff2e1

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br>
The version of Golang we use at Google (I believe this is not public information, please correct me if I'm wrong and I'll share <code>go env</code>)
</details>

### What did you do?

I opened the documentation of [sys/unix](https://pkg.go.dev/golang.org/x/sys@v0.0.0-20211116061358-0a5406a5449c/unix) and also read its source code.

### What did you expect to see?

I expected to be able to do the equivalent to the [futimens](https://man7.org/linux/man-pages/man3/futimens.3.html) glibc function.\
This could have been its own function. Alternatively the wrapper of [utimensat](https://man7.org/linux/man-pages/man3/futimens.3.html) could have given empty strings the special meaning that `NULL` pointers have for the syscall.

(On Linux, in the glibc, [futimens](https://man7.org/linux/man-pages/man3/futimens.3.html) is implemented on top of [utimensat](https://man7.org/linux/man-pages/man3/futimens.3.html) by passing a `NULL` pointer as path. This is described in the [NOTES](https://man7.org/linux/man-pages/man3/futimens.3.html#NOTES) section of the manpage.)

I also expected to see `Futimes` implemented in a way that did not go through `/proc`

### What did you see instead?
- The wrapper of [utimensat](https://man7.org/linux/man-pages/man3/futimens.3.html), named [`UtimesNanoAt`](https://cs.opensource.google/go/x/sys/+/0a5406a5:unix/syscall_linux.go;drc=0a5406a5449cd9832275d0f9f1460f17d19301f0;l=210), takes a string for the path and does not have a special case to pass `NULL` when the string is empty.
- The wrapper of [`Utimes`](https://cs.opensource.google/go/x/sys/+/0a5406a5:unix/syscall_linux.go;l=230#:~:text=229-,230,-231) goes to `/proc` instead of taking advantage of a `NULL` path
- There is no equivalent for `futimens`

Please let me know if you'd like me to contribute a fix. Unless someone suggest another approach, I offer to send a PR that leaves `UtimesNanoAt` unchanged and adds `FUtimesNano`.
Repository: PowerToys
Issue: win+v cannot work!
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-1

### Microsoft PowerToys version

"latest"

### Running as admin

- [X] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

when i use keyboard manager ,i find that the win+v cannot work. 
As  can be seen from the picture  , i  replace   caslock   to    ctrl   and  replace  ctrl  ro  caslock  .


![image](https://user-images.githubusercontent.com/25716306/142716216-d249890f-ea7a-4713-b09d-05f69778ca48.png)




### ✔️ Expected Behavior

when i use  win+v and  put the  " enter " , it  can  show the copied content

### ❌ Actual Behavior

but  when i use  win+v and  put the  " enter " , it  only  show the "v"

### Other Software

WIN + V   MS's function
Repository: godot
Issue: Computed moment of inertia is incorrect for non-AABB shapes
Labels: bug,topic:physics,topic:2d

### Godot version

3.4

### System information

N/A

### Issue description

The moment of inertia that Godot computes automatically for RigidBody2Ds doesn't take into account the distribution of mass over shapes that are not AABBs.

See e.g. Box2D's computation of moment of inertia for polygon shapes: https://github.com/erincatto/box2d/blob/95f74a46c077825478f989df6a81003ca538c2c2/src/collision/b2_polygon_shape.cpp#L357-L381

vs. Godot's computation for all shapes, relying only on the area of the AABB: https://github.com/godotengine/godot/blob/11e03ae7f085b53505c242cf92615f7170c779ce/servers/physics_2d/godot_body_2d.cpp#L79-L99

### Steps to reproduce

1. Create two RigidBody2Ds with CollisionPolygon2Ds inside.
2. Set the shape of the first polygon to be a square with sides of length 14px.
3. Set the shape of the second polygon to be a diamond with vertices 10px away from the center. This has close to the same area as the square.
4. Set the applied torque on both bodies to 100.

Expected behavior: both shapes rotate at the same speed.
Actual behavior: the square's rotation accelerates much faster.

The square's moment of inertia is computed as 32.66, but the diamond's moment of inertia is computed as 66.66, despite one of these shapes being in essence a simple rotation of the other.

### Minimal reproduction project

I'm new to Godot so not 100% sure if these files alone without a full project are sufficient, but here's a .tscn and a .gd with the above construction.

[InertiaTest.zip](https://github.com/godotengine/godot/files/7574057/InertiaTest.zip)
Repository: rust
Issue: Allow unused arguments for trait methods with default implementations
Labels: A-diagnostics,T-compiler

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Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
pub trait MyTrait {
    fn func(&self, arg: &str) -> bool  {
        false
    }
}
```

The current output is:

```
warning: unused variable: `arg`
 --> src/lib.rs:2:20
  |
2 |     fn func(&self, arg: &str) -> bool  {
  |                    ^^^ help: if this is intentional, prefix it with an underscore: `_arg`
  |
  = note: `#[warn(unused_variables)]` on by default
```

I think rustc should not output this warning in this case since the parameter name is part of the public API. The parameter names show up in the documentation generated by rustdoc and having underscores there looks very weird.

Yes I am aware that I can suppress the warning by doing:

```rust
pub trait MyTrait {
    fn func(&self, #[allow(unused_variables)] arg: &str) -> bool {
        false
    }
}
```

However I would argue that this makes the code quite unreadable (and moving the attribute before the function would mean no more warnings for actually unused variables within the default implementation).
Repository: flutter
Issue: [Proposal] Allow configurable transitions when reordering the pages in navigation stack.
Labels: c: new feature,framework,f: routes,c: proposal,P3,team-framework,triaged-framework

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## Use case

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* Currently, the navigation stack only allows configuring transition for pages, which are removed or added to the stack.
  If we have stack `[PageA, PageB]`, then we want to change to `[PageB, PageA]`, there will be no animation at all for now.
* There're some workarounds but they are complex and have some limitations:
  * change key to allow page transition (treated as removing and adding the same page)
    => loose page state
  * Using IndexedStack/AnimatedSwitcher
    * cannot make a cross fade transition because of the conflict between IndexedStack and AnimatedSwitcher (#56662, #48217)
    * complex and a lot of boilerplate code

Not only the problems mentioned above, assuming we combine complex nested navigators with IndexedStack and AnimatedSwitcher (or similar Transition widget), BottomNavigationBar, and TabBar.
In this case, multiple animations will happen at the same time and out of control when we navigate to a new page, which requires to changes pages in nested navigators together with the change of another bottom tab and also another tab bar.

## Proposal

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It would be nice if swapping pages were also being animated. The default should be crossfade, but of course configurable.

The use case for swapping pages is to use a single Navigator or Router with [PageA, PageB] as a body for TabA (inactive) and TabB (active) in a `BottomNavigationBar`.

If now we click TabA, we just need to swap the Navigator pages to `[PageB, PageA]` with FadeTransition on each page to make crossfade easily.
Repository: rust
Issue: Don't include headings in search summary
Labels: T-rustdoc,C-enhancement,A-rustdoc-search

[A search for "add"](https://doc.rust-lang.org/nightly/std/all.html?search=add) includes these results:

```
std::time::Instant::add    Panics
std::time::SystemTime::add    Panics
```

This gives the impression that those functions unconditionally panic, [which they don't](https://doc.rust-lang.org/nightly/std/time/struct.Instant.html#method.add). I think the fix here is that the summary for search purposes should only be taken from text that appears before the first heading in the docblock. If there is no text before a heading, there should be no summary.
Repository: rust
Issue: Tracking Issue for float_minimum_maximum
Labels: T-libs-api,C-tracking-issue,A-floating-point

Feature gate: `#![feature(float_minimum_maximum)]`

This is the tracking issue for the `f{32,64}::{min,max}imum` functions.

It provide IEEE 754-2019 `minimum` and `maximum` functions to f32/f64.

### Public API

```rust
impl f32 {
    pub const fn minimum(self, other: f32) -> f32;
    pub const fn maximum(self, other: f32) -> f32;
}

impl f64 {
    pub const fn minimum(self, other: f64) -> f64;
    pub const fn maximum(self, other: f64) -> f64;
}
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/91008
- [x] Constified in https://github.com/rust-lang/rust/pull/130568
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- Should the implementation be stabilized in it's current state (ie. without intrinsic: [explanation](https://github.com/rust-lang/rust/issues/91079#issuecomment-975194047) and [llvm issue](https://github.com/llvm/llvm-project/issues/53353)) ?
- Should it be called like IEEE 754-2019 (`minimum` and `maximum`) or something else ? https://github.com/rust-lang/rust/issues/91079#issuecomment-1127065158
- Should the standard library have this function at all (we already have `min`/`max`) ?
Repository: godot
Issue: Resized Viewports don’t appear properly in the editor
Labels: bug,topic:rendering

### Godot version

v3.4.stable.official [206ba70f4]

### System information

Arch Linux (I don’t know how to give a version for this), AMD Ryzen 5 3600 (x86_64), AMD Radeon RX 580 Series, both GLES2 and GLES3.

### Issue description

When you resize a scene’s ViewportContainer’s Viewport in the editor, [the editor’s viewport](https://docs.godotengine.org/en/stable/community/contributing/docs_writing_guidelines.html#common-vocabulary-to-use-in-godot-s-documentation) often won’t display [the scene’s Viewport](https://docs.godotengine.org/en/stable/classes/class_viewport.html) properly.

| Old size | New size | Expected Result                                                      | Actual Result                                                                 |
|----------|----------|----------------------------------------------------------------------|-------------------------------------------------------------------------------|
| Invalid  | Invalid  | Nothing is displayed.                                                | Nothing is displayed.                                                         |
| Invalid  | Valid    | Children are displayed, cropped to the size of the scene’s Viewport. | Nothing is displayed.                                                         |
| Valid    | Invalid  | Nothing is displayed.                                                | The scene’s Viewport is filled with black.                                    |
| Valid    | Valid    | Children are displayed, cropped to the size of the scene’s Viewport. | The expected result is drawn, scaled down to the old size and then displayed. |

If any of that unexpected behavior occurs, restart the editor to get expected behavior.

### Steps to reproduce

1. Create a ViewportContainer.
2. Set the ViewportContainer’s layout to “Full Rect”.
3. Add a child Viewport to the ViewportContainer.
4. Set the Viewport’s size to 2x2.
5. Add a visible child to the Viewport. In the minimal reproduction project, I used a Sprite.
6. Restart Godot.
7. Set the Viewport’s size to 128x128.
8. Observe the size and appearance of the Viewport’s contents in the editor.

### Minimal reproduction project

[viewport_confusion.zip](https://github.com/godotengine/godot/files/7574847/viewport_confusion.zip)
Repository: godot
Issue: KinematicBody2D `move_and_slide()` does not work properly in Polygon2D's segments mode
Labels: bug,topic:physics,topic:2d

### Godot version

 v3.4.stable.official.206ba70f4

### System information

Windows10

### Issue description

 v3.4.stable.official.206ba70f4
move_and_slide does not work properly in Polygon's segments mode. When I move KinematicBody2D to the edge, it stops at the edge and cannot move away from the edge.
By the way, does move_and_slide return a value of *delta in 3.4?

### Steps to reproduce

Move to the edge and try to move away from the edge

### Minimal reproduction project

[issue_example.zip](https://github.com/godotengine/godot/files/7574869/issue_example.zip)
Repository: godot
Issue: GLES3: SSR Reflections reflecting sky?
Labels: bug,topic:rendering,topic:3d

### Godot version

v3.4.stable.arch_linux

### System information

Arch Linux, GLES3, GTX 1660 with Nvidia drivers

### Issue description

In the editor, SSR reflections are fine:
![Screenshot from 2021-11-21 01-42-48](https://user-images.githubusercontent.com/25323231/142737620-5f2778f1-f3d3-4d40-ab00-93b51755023c.png)

But when playing, it's reflecting something non-existent:
![Screenshot from 2021-11-21 01-43-35](https://user-images.githubusercontent.com/25323231/142737639-48b92df8-8f33-47f7-b2ae-5946e78d54b8.png)
![Screenshot from 2021-11-21 01-48-05](https://user-images.githubusercontent.com/25323231/142737817-e1a9f3ad-87f2-484b-a893-2ac68905019d.png)


I tested this on a smaller floor plane(100x100) and the effect seem to fade away when you get close to an edge. Maybe this have to do with normals?

### Steps to reproduce

1. Make a big horizontal plane
2. Make it reflective
3. Enable SSR
4. When looking at the plane, you can see it having weird reflections.

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: FancyZone switch between templates while in snapping overlay
Labels: Idea-Enhancement,FancyZones-Hotkeys,Product-FancyZones

### Description of the new feature / enhancement

The ability to switch between possible templetes while holding/dragging an active window.

since you already have to hold shift to view the grid templetes, why not make it so that if you tap the tab button while holding shift it switches to another templete

### Scenario when this would be used?

most of the time i need different layouts and sure using the shortcut to pick a layout can be done, having it done on the fly would be a lot faster

### Supporting information

_No response_
Repository: terminal
Issue: Conhost hangs when a lot of content is output in a single write
Labels: Product-Conhost,Area-Performance,Issue-Bug

### Windows Terminal version

n/a

### Windows build number

10.0.19041.1348

### Other Software

_No response_

### Steps to reproduce

1. Open a cmd shell in conhost.
2. Run the C++ example further down in the comments: [link](#issuecomment-974874048).

The Python example below does not reproduce the issue reliably on all systems.



1. Open a WSL shell in conhost.
2. Execute the Python script below.

```
import math
import os
import sys

size = os.popen('stty size', 'r').read().split()
h,w = tuple(int(n) for n in size)
mx = w//2
my = h//2 

def frame(i):
  s = '\033[H'
  for y in range(h):
    for x in range(w):
      dy,dx = y-my,x-mx
      a = math.atan2(dy*2,dx) + math.pi
      c = (int(a/math.pi*127)+i)%256
      s += '\033[38;2;%d;%d;%dm*' % (c,c,c)
  return s

sys.stdout.write('Generating content...\n')
s = '\033[?25l'
for i in range(512):
  s += frame(i)
s += '\033[?25h\033[m\033[H'

sys.stdout.write('Starting animation...\n')
sys.stdout.write(s)
```
This constructs a little VT animation which it outputs with a single `write` call.




### Expected Behavior

You should see a rotating pattern, a bit like a radar scan. This is what it looks like in MinTTY (using wsltty):

https://user-images.githubusercontent.com/4181424/142741894-fb9637da-6046-4c7b-b4cb-6e0e2efc583f.mp4

You'll see the same sort of thing in XTerm, VTE, Alacritty, Kitty, etc.


### Actual Behavior

Conhost displays the first couple of lines of the first frame (if anything), then hangs for a couple of seconds, and eventually just shows the final frame.

Windows Terminal is a little better, in that it doesn't hang, but you still don't see the animation - just the final frame.

I believe the problem is that the buffer is locked for the entire time that the VT parser is processing a write operation, and the render thread can't render anything when it can't obtain the lock. If the write buffer is particularly large (as is the case here), then the renderer may be blocked for quite a long time.
Repository: pytorch
Issue: Is it possible to use torch.linalg.cholesky for cholesky decomposition of a huge matrix that doesn't fit in memory?
Labels: triaged,module: linear algebra,Stale

I guess the question speaks for itself.

I would like to actually do block cholesky decomposition such that each of the blocks of my huge matrix fit in the memory but the matrix itself doesn't fit.

Is it possible to do this using PyTorch?

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: go
Issue: crypto: set Data Independent Timing flag on arm64
Labels: Security,NeedsDecision,arch-arm64

Someone pointed me to this terrifying piece of arm64 documentation.

https://developer.arm.com/documentation/ddi0595/2021-06/AArch64-Registers/DIT--Data-Independent-Timing

It's a flag that ensures that "the timing of every load and store instruction is insensitive to the value of the data being loaded or stored" and "for certain data processing instructions, the instruction takes a time which is independent of: the values of the data supplied in any of its registers".

The nightmare fuel implication is that with this flag unset, instructions like MUL and LOAD _might_ take different time based on the value they operate on. Due to the potential for timing attacks, this is not acceptable in any cryptographic code.

We should probably put a call-and-defer at each public crypto entry point that on arm64 detects the feature and set/unsets the flag. Setting it for the whole program might have an unacceptable performance cost, even if marginal.

I'll think about requesting a freeze exception, depending on the implementation details.
Repository: PowerToys
Issue: [KBM] shortcuts double taps - shift-shift, ctrl-ctrl, alt-alt
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

IWould be even greater if I could define shortcuts for  left shift - right shift, left alt - right alt,  left ctrl - right ctrl.  Both of them pressed simultaneously or then left pressed down and while down right pressed.   

### Scenario when this would be used?

Especially for touch typers this would be a great feature. 

### Supporting information

_No response_