sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: App Layout component
Labels: new feature,waiting for 👍

## Expected Behavior 🤔

It should provide a configurable layout out of the box without so much additional coding required. 
This is a really basic feature and e.g. Ant Design does it great and so simple.

## Current Behavior 😯

Any layout has to be done with a lot of coding to handle RWD, different drawer variants etc.

## Examples 🌈

<img width="783" alt="Screenshot 2022-12-31 at 00 35 59" src="https://user-images.githubusercontent.com/3165635/210118120-e0f78a22-6ba9-4055-9cbd-3fe342ec5880.png">

Origen Studio Layout component which is using Material UI!: https://github.com/OrigenStudio/material-ui-layout.

Quasar Framework Layout (VueJS). Such a great implementation for VueJS. Easy, flexible, and reliable.
https://v1.quasar-framework.org/layout/layout

and also to show how simple it can/should be Ant Design Layout: https://ant.design/components/layout/ 

## Context 🔦

It is time-consuming to set up the layout with Material UI and everyone has to do it on his/her own instead of the job being done once in the MUI repo and being reused across all projects.

## Benchmark

- https://www.tremor.so/blocks/page-shells
- https://quasar.dev/layout/layout
- https://vuetifyjs.com/en/getting-started/wireframes/
- https://ant.design/components/layout/
- https://tailwindui.com/components/application-ui/application-shells/stacked
- https://ui.shadcn.com/blocks
- Jun Layout https://github.com/siriwatknp/mui-treasury/tree/8238811dad4eb6d0ff5275c76b6957d9bae43c6d/packages/mui-layout
- https://panjiachen.github.io/vue-element-admin/#/nested/menu1/menu1-1 (nested routes)

Advanced layout components: https://github.com/mui/mui-toolpad/issues/3280
Repository: flutter
Issue: UserAccountsDrawerHeader lacks access to Details Pressed state
Labels: c: new feature,framework,f: material design,P2,team-design,triaged-design

The `UserAccountsDrawerHeader` provides a void callback (`onDetailsPressed`) to indicate that the details state has changed. However there is no method to determine if the current state is "arrow up" or 
"arrow down" and there is no method to change that state.
Repository: vscode
Issue: Allow dynamic location of textmate grammar
Labels: feature-request,api

Ref: https://github.com/vuejs/vetur/issues/210

In Vue files you can have `<template>`, `<style>` and `<script>` tag.

However, certain libraries can add top-level custom blocks that uses another language. For example:

```vue
<template></template>
<script></script>
<style></style>

<docs>
# This might be markdown or json, depending on user's build configuration
</docs>
```

Our approach was:

- Give a setting `vetur.grammar.customBlocks`
- Register a command to recompile the TextMate grammar with the custom blocks
- Write the file to extension directory, the same path as the one specified in `package.json`

![vetur](https://user-images.githubusercontent.com/4033249/32684742-a9d5fa72-c63b-11e7-8742-ced7166b4ef4.gif)

This has been working, but I'm worried extension integrity check might kick in and ask for reinstall. Also @sandy081 mentioned updates remove the old folder, so it's bad to keep states in extension directory.

What I need is a path that I can:
- Statically determine in write-time (as the path is specified in `package.json`)
- Have write permission

So the paths in `ExtensionContext` wouldn't work for me.

After checking with @sandy081, we think offering an API like `languages.setGrammar` would be best. We considered allowing path interpolations like `${globalStoragePath}/grammars/vue.json` in `package.json`, but that means the best Vetur can do is to write to that path on first activation, so no coloring before first activation/reload.

However, I'm not sure we should provide an API tied to TextMate grammar. Also the API means the dynamically generated TextMate grammar wouldn't be loaded until extension activation.

@alexandrudima What do you think?
Repository: flutter
Issue: [webview] Allow overriding responses to webview requests with local resources
Labels: c: new feature,customer: dream (g3),p: webview,package,team-ecosystem,P3,triaged-ecosystem

customer: dream are managing their own resource cache.
They need to be able to have the webview respond to specific requests with resources that are available locally and are provided by the application.

On Android this can be done with [WebViewClient#shouldInterceptRequest](https://developer.android.com/reference/android/webkit/WebViewClient#shouldInterceptRequest(android.webkit.WebView,%20android.webkit.WebResourceRequest)), one challenge there is that shouldInterceptRequest needs to synchronously return a WebResourceResponse, so the decision of whether to intercept the request, and what is the mime type encoding(and potentially some other metadata) has to be synchronous. The documentation does mention that the "method is called on a thread other than the UI thread", need to check if it's ok to block that thread briefly.

On iOS as far as I can tell there isn't a mechanism for doing this per-webview, though it is possible to override URL loading for the entire app by registering a custom [NSURLProtocol](https://developer.apple.com/documentation/foundation/nsurlprotocol) implementation.

It looks like we might end up with different APIs for Android and iOS, where the iOS API isn't part of the webview (I'm not even sure if it belongs in the webview plugin)
Repository: electron
Issue: TouchBarScrubber does not expose layout options
Labels: enhancement :sparkles:

In https://github.com/electron/electron/pull/11038 dynamic width calculation was added to the scrubber touch bar item layout, however there is no way to specify the itemSpacing and itemSize (https://developer.apple.com/documentation/appkit/nsscrubberflowlayout?language=objc) for entries in the scrubber list, which are necessary to emulate the appearance of the TouchBarSegmentedControl class. 

Desired: (TouchBarSegmentedControl)
![screen shot 2019-02-13 at 12 37 02 pm](https://user-images.githubusercontent.com/2406051/52742303-4b7e3500-2f8c-11e9-9f7c-8363ec035aac.png)

Current appearance: (Scrubber)
![screen shot 2019-02-13 at 12 36 26 pm](https://user-images.githubusercontent.com/2406051/52742315-51741600-2f8c-11e9-8d19-b930cb5cf4b0.png)


Request: Likely the simplest solution would be to add optional `itemSpacing` and `itemSize` properties to the TouchBarScrubber constructor options and use those in `sizeForItemAtIndex` if given (https://github.com/dashersw/electron/blob/master/atom/browser/ui/cocoa/atom_touch_bar.mm#L670).
Repository: create-react-app
Issue: Dependencies that use require.ensure for backward compatibility cause warnings
Labels: issue: needs investigation

Importing dependencies into an app created with `create-react-app` that [use `require.ensure` as a fallback option](https://github.com/mozilla/pdf.js/blob/960213cb6963f9bf46d6224805de2dc73fef0af4/src/display/api.js#L42-L98) causes the following warning in the console;

```
./node_modules/pdfjs-dist/build/pdf.js
Critical dependency: require function is used in a way in which dependencies cannot be statically extracted
```

This seems to be because the webpack settings in `create-react-app` do not allow dependencies to use `require.ensure`, but [it seems that some libraries need to include this as a conditional fallback](https://github.com/mozilla/pdf.js/issues/10253).

One possible solution might be to remove [`{ parser: { requireEnsure: false } }`](https://github.com/facebook/create-react-app/blame/49e258b4a6d04fb7e3542d7a060c6dcad4093564/packages/react-scripts/config/webpack.config.js#L302) from the webpack configuration. I don't see much context or discussion about why that rule is important other than that it's not a standard language feature. 

I can see the argument from both sides, both why `create-react-app` would want to warn about this, and why another package might want to include it as a fallback. I don't know the correct solution, but this causes noisy warnings in the console when starting an app that make it more difficult to focus on actionable warnings.

Maybe the correct solution is to [allow the suppression of unwanted warnings in `create-react-app`](https://github.com/facebook/create-react-app/issues/1947), but that seems to be a settled issue.

I'm open to any other workarounds or solutions.
Repository: opencv
Issue: Frame offset points outside movi section error 
Labels: category: videoio,incomplete

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##### System information (version)
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- OpenCV => :grey_question: 3.3.1
- Operating System / Platform => :grey_question:  Windows 10 64 Bit
- Compiler => :grey_question:  Visual Studio 2015

##### Detailed description

<!-- your description -->
I recorded a video with  'MJPG' codec. When read it, the system promoted 4 times of "offset points outside movi section" like this: 

> Frame offset points outside movi section.
> Frame offset points outside movi section.
> Frame offset points outside movi section.
> Frame offset points outside movi section.

Total frame number is also not correct  

##### Steps to reproduce
```
import cv2 
cap1 = cv2.VideoCapture(pth_vid1)  # pth_vid1, video file name whose length is about 1 hour coded with 'MJPG'.  
print('IR has frame numbers', cap1.get(cv2.CAP_PROP_FRAME_COUNT)) 
```
result: 

> IR has frame numbers 6312.0

This file absolutely has more frames than this.   
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Repository: godot
Issue: Project Settings window's Input map does not update when the InputMap is changed in code.
Labels: bug,topic:editor,confirmed,topic:plugin,topic:input

**Godot version:**
3.1 Beta 3


**Issue description:**
<!-- What happened, and what was expected. -->
When creating a plugin, I would like that plugin to check the currently existing keybinds in the Input Map and add a new one if there is no binding with a specific name. I am able to add the binding to the ProjectSettings singleton via ProjectSettings.set_setting, but the action does not appear in the "Input Map" tab unless you restart the entire engine.

I've already tried using InputMap.load_from_globals() but that appears to be for use during runtime and has no effect on the editor gui as far as I can tell.

I've noticed that when setting any other type of project setting, the setting appears normally under the "General" tab without any need for reloading.

**Steps to reproduce:**

* Make a script that runs in the editor.
* In that script, call ProjectSettings.set_setting("input/your_keybind_name_here", {"deadzone": 0.5, "events": []})
* Then call ProjectSettings.save()
* Check the Input Map tab in the Project Settings window and notice your keybind is not there.
* Open the project.godot file and notice your keybind is there alongside your others.
* Restart your engine and the keybind should now be in the list of actions in the Input Map.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[Project Settings Example.zip](https://github.com/godotengine/godot/files/2862920/Project.Settings.Example.zip)

Inside the example project, there is a single plugin. On activation of the plugin, a new input map is created but will not be visible until the project is closed and reopened. On deactivation of the plugin, the input map is destroyed and that change is not visible until the project is reopened as well.
Repository: go
Issue: encoding/csv: Read returns strings which has reference of string of whole line
Labels: Performance,NeedsInvestigation

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.11.5 darwin/amd64
</pre>

### 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><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/user/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/user/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/Cellar/go/1.11.5/libexec"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.11.5/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/lx/fcsz9swj2ysdrvthsnxnxjzr0000gn/T/go-build061484716=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

"encoding/csv" `Reader.Read()` returns `record []string`, which has reference to the string of ***whole*** line.
I wrote my code hold only one field in `record`, and found the usage of memory is huger than expects me.

To confirm it, I wrote some sample code:
https://play.golang.org/p/OpsuPDjMRfJ

This line says that each field of record has reference of line string.
https://github.com/golang/go/blob/go1.11.5/src/encoding/csv/reader.go#L386

### What did you expect to see?

Has only reference of the field of record which I use it.
In sample code of playground, first field ( = "0" ) is held, but second field "0 ... 0" is not held.

### What did you see instead?

It held over 100002*10000 bytes in memory.
Repository: flutter
Issue: LastPass doesn't support text fields in Flutter apps
Labels: a: text input,framework,engine,P2,team-engine,triaged-engine

Might be just another symptom of https://github.com/flutter/flutter/issues/14047
Repository: angular
Issue: Define generic of ng-template
Labels: feature,area: core,area: compiler,core: ng-template and *microsyntax,compiler: template type-checking,feature: under consideration

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To expedite issue processing please search open and closed issues before submitting a new one.
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# 🚀 feature request

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- ✍️edit: --> This feature request is for @angular/language-service


### Description
I quite often use ng-templates in my application to later include them in the *ngTemplateOutlet and pass them the context. However when I define the template itself, it doesn't know the interface the context will have, so say this:

```
<ng-template #willUseLater
             let-item
             let-index="index">
    {{index}} — {{item}}
</ng-template>
```

Gives me an error `ng: The template context does not defined a member called 'index'.` (note also a typo here)

Under ng-template there's `TemplateRef<T>`, but there is no way to define that T.

### Describe the solution you'd like
Provide a way to define the generic in place without extra overhead

### Describe alternatives you've considered
At least disable this error as it has no purpose if you have any complex template usage
Repository: pytorch
Issue: Distributed training jobs do not terminate properly if there is a crash
Labels: oncall: distributed,triaged

## 🐛 Bug

If I use distributed training, sometimes one of the processes dies for a variety of reasons (maybe out of memory, a cuda runtime error, etc). In a single GPU job, the experiment would crash. In the distributed setting, the remaining processes often freeze and wait endlessly, so the job remains alive continues to consume GPU resources, even though it is actually dead. 

## Expected behavior

If one process in a distributed job crashes, all of the nodes in the distributed job should crash. 

## Environment

PyTorch 1.0
Repository: TypeScript
Issue: Refactor: Introduce object destruction
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms

refactor,  object destruction

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

A refactor that extract all property access expression to a object destruction or convert back

![qq 20190215000331](https://user-images.githubusercontent.com/6831019/52799699-54b6f100-30b5-11e9-8641-1e89c46ad44c.jpg)


<!-- A summary of what you'd like to see added or changed -->

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

```ts
const item = {
  a: 1, b: 2
}

call(item.a, item.b)
```

to 

```ts
const item = {
  a: 1, b: 2
}

const { a, b } = item

call(a, b)

```

<!-- Show how this would be used and what the behavior would be -->

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: godot
Issue: Saving base script does not update exported properties in the inspector
Labels: bug,topic:gdscript,topic:editor,confirmed

**Godot version:**
3.1 beta 4
Tested on: `3.1 beta 4` and `3.0 stable`. I cannot reproduce the issue in `3.0 stable`.

**OS/device including version:**
Windows 10 64-bits

**Issue description:**

As commented in: https://github.com/godotengine/godot/pull/25866#issuecomment-463451182

Saving the base script does not seem to update exported properties in the inspector.

**Steps to reproduce:**

Example project: [TestGDScript.zip](https://github.com/godotengine/godot/files/2865929/TestGDScript.zip)
You can see the exported properties in the root node.

Follow these steps:

- In `res://Node.gd` (the base script) uncomment the line `#a`. This will make it fail to parse.
- Restart the editor (maybe re-opening the scene is enough, I don't know).

At this point the properties should not be visible in the inspector. This is expected.

- Fix the build/parse error in the base script (comment the line again).

The properties are still not showing in the inspector. In order for them to be shown again, the derived script (`res://new_script.gd`) needs to be saved again. Nothing is lost though, so at least it's not critical.
Not sure if this is caused by the properties fallback or not. It doesn't happen in 3.0.0.
Repository: TypeScript
Issue: Allow mapped tuples to have behaviour based on index
Labels: Suggestion,Awaiting More Feedback

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Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms
mapped tuples index

## Suggestion
I want to be able to create a tuple from function parameters and have all elements in the tuple optional other than the firstK

## Use Cases
I am trying to create a curry implementation that allows you to curry any number of parameters. The first parameter must be specified but all other params are optional.
Would be good to be able to remove the last param as well.

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

something along the lines of
```
type OptionalExceptFirst<T> = {
    [K in keyof T]:isFirst ? ? T[K] : T[K];
};
type AllExceptLast<T> = {
    [K in keyof T]:isLast ? never : T[K];
};
```
The syntax will need some work hopefully the intended functionality is clear.

## Checklist

My suggestion meets these guidelines:

* [x ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ x] This wouldn't change the runtime behavior of existing JavaScript code
* [ x] This could be implemented without emitting different JS based on the types of the expressions
* [ x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [ x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: kubernetes
Issue: PodStartupLatency logs are misleading
Labels: kind/bug,sig/scalability,priority/important-longterm,lifecycle/frozen

Something is terribly broken in ClusterLoader tests, for at least last week.

I'm seeing logs like this:
I0131 18:08:17.805407   12168 pod_startup_latency.go:305] PodStartupLatency: perc50: 6.479659787s, perc90: 1m14.604992502s, perc99: 1m38.973342003s

And the test is passing.
For example this run:
https://gubernator.k8s.io/build/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-scalability/22431

@krzysied @mm4tt @mborsz @kubernetes/sig-scalability-bugs
Repository: angular
Issue: ngOnDestroy not called for injectables created via factory providers provided at component level
Labels: hotlist: error messages,freq3: high,area: core,core: di,design complexity: major,P4

# 🐞 bug report

### Affected Package
@angular/core


### Is this a regression?
Don't know


### Description
**ngOnDestroy** is not called for Services provided via **factory function** into component level.


## 🔬 Minimal Reproduction
I forked the Angular repo and created a Merge Request including 2 tests that both should pass. Of course, one test don't pass, that is the ones that we provide the service using the factory function.

**EDIT**: I also have added the code to make the tests pass, although I am not in context at all, an maybe I am missing something in the path

Here is the MR: https://github.com/angular/angular/pull/28737


## 🌍  Your Environment

**Angular Version:** 8.0.0-beta.3