sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compile: strange performance difference between two implementations
Labels: Performance,NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### 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.
-->

```go
package pointers

import "testing"

const N = 10000

type T struct {
	x int
}

//go:noinline
func f(t *T) {
	t.x = 0
	for i := 0; i < N; i++ {
		t.x += i
	}
}

//go:noinline
func g(t *T) {
	var x = 0
	for i := 0; i < N; i++ {
		x += i
	}
	t.x = x
}

func Benchmark_f(b *testing.B) {
	var t = &T{}
	for i := 0; i < b.N; i++ { f(t) }
}

func Benchmark_g(b *testing.B) {
	var t = &T{}
	for i := 0; i < b.N; i++ { g(t) }
}
```

### What did you expect to see?

Similar performances.

### What did you see instead?

```
goos: linux
goarch: amd64
pkg: example.com
cpu: Intel(R) Core(TM) i5-4210U CPU @ 1.70GHz
Benchmark_f-4   	   48352	     24403 ns/op
Benchmark_g-4   	  292581	      3956 ns/op
```

I checked the generated assembly instructions. Yes, they are different, but the complexities are similar. So it is some strange that the performance difference is so large.
Repository: rust
Issue: rustdoc doesn't show that a trait bound is `~const` 
Labels: T-rustdoc,C-bug,A-const-eval,requires-nightly,F-const_trait_impl

For example, see https://doc.rust-lang.org/nightly/std/intrinsics/fn.const_eval_select.html. The trait bounds for `F` and `G` each include `~const`, and while the bounds themselves are shown, `~const` is not.
Repository: godot
Issue: Converting Godot 3 project to Godot 4 doesn't properly handle `transform` tracks in animations
Labels: bug,topic:editor,confirmed,topic:animation

### Godot version

v4.0.dev.20211117.official

### System information

Windows 10, gtx 1060, i5 4690k

### Issue description

If you bring animations from Godot 3 to Godot 4, the tracks are wiped completely.
Whether you import the tracks manually via .tres, or .anim, or if you bring the whole anim player over

Animation tracks did get a rework, but there is no indication to the user that the tracks will be wiped upon loading them into Godot 4.

### Steps to reproduce

Open these files in Godot 3, and you will see the tracks.
Open these same files in Godot 4, and the animation name will be there, but the tracks will be wiped, with no warning.

### Minimal reproduction project

[Godot4AnimationTransferBug.zip](https://github.com/godotengine/godot/files/7598311/Godot4AnimationTransferBug.zip)
Repository: yt-dlp
Issue: Myfreecams
Labels: site-request,NSFW

### Checklist

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running yt-dlp version **2021.11.10.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs [violate any copyrights](https://github.com/ytdl-org/youtube-dl#can-you-add-support-for-this-anime-video-site-or-site-which-shows-current-movies-for-free) or contain any [DRM](https://en.wikipedia.org/wiki/Digital_rights_management) to the best of my knowledge
- [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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and am willing to share it if required

### Region

USA

### Example URLs

https://myfreecams.com/models
https://app.myfreecams.com/room/erikasmagic
https://www.myfreecams.com/#erikasmagic

### Description

hello. pls add this site.

right now i extract m3u8 and use ffmpeg to download videos.
is it possible to add it ?

thanks.

### Verbose log

```shell
[debug] Command-line config: ['-F', 'https://www.myfreecams.com/#erikasmagic', '-Uv']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8
[debug] yt-dlp version 2021.11.10.1
[debug] Python version 3.8.10 (CPython 64bit) - Linux-5.4.0-29-generic-x86_64-with-glibc2.29
[debug] exe versions: ffmpeg 4.2.4, ffprobe 4.2.4, rtmpdump 2.4
[debug] Optional libraries: Cryptodome, keyring, mutagen, sqlite, websockets
[debug] Proxy map: {}
yt-dlp is up to date (2021.11.10.1)
[debug] [generic] Extracting URL: https://www.myfreecams.com/#erikasmagic
[generic] #erikasmagic: Requesting header
WARNING: [generic] Falling back on generic information extractor.
[generic] #erikasmagic: Downloading webpage
[generic] #erikasmagic: Extracting information
[debug] Looking for video embeds
ERROR: Unsupported URL: https://www.myfreecams.com/#erikasmagic
Traceback (most recent call last):
  File "/usr/local/lib/python3.8/dist-packages/yt_dlp/YoutubeDL.py", line 1311, in wrapper
    return func(self, *args, **kwargs)
  File "/usr/local/lib/python3.8/dist-packages/yt_dlp/YoutubeDL.py", line 1336, in __extract_info
    ie_result = ie.extract(url)
  File "/usr/local/lib/python3.8/dist-packages/yt_dlp/extractor/common.py", line 595, in extract
    ie_result = self._real_extract(url)
  File "/usr/local/lib/python3.8/dist-packages/yt_dlp/extractor/generic.py", line 3766, in _real_extract
    raise UnsupportedError(url)
yt_dlp.utils.UnsupportedError: Unsupported URL: https://www.myfreecams.com/#erikasmagic
```
Repository: opencv
Issue: Task: support C++20
Labels: feature,category: build/install,category: infrastructure

This is the epic to track enabling of C++20 support in OpenCV

Forcing C++20 in OpenCV builds:
- `cmake ... -DCMAKE_CXX_STANDARD=20`

Related subtasks / issues:
- #21109
- opencv/ade#22
Repository: material-ui
Issue: [Drawer] z-index mismatch with theme.zIndex.drawer
Labels: bug 🐛,component: drawer

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

(Not sure if this is a bug or not but the drawer component (with z-index 1200) is rendered inside of a modal component which has z-index of 1300)
setting `AppBar z-index` to `theme.zIndex.drawer + 1` doesn't put `AppBar` to the front.


### Expected behavior 🤔

The `Appbar` should appear on top of the drawer when setting `Appar z-index` to `theme.zIndex.drawer + 1`

### Context 🔦

_No response_

### Your environment 🌎

I'm using latest nextjs, typescript, styled-component, mui
Repository: rust
Issue: Intra-doc link in `core` for a pointer method couldn't find `Self`
Labels: T-rustdoc,C-bug,A-intra-doc-links,A-raw-pointers

I had [my PR](https://github.com/rust-lang/rust/pull/91127) fail [(web)](https://github.com/rust-lang/rust/runs/4285011951?check_suite_focus=true) [(plain)](https://github.com/rust-lang/rust/commit/875e01e6166d4b5dea370023564703968a3cd92a/checks/4285011951/logs) when I tried to use intra-doc links to link to a pointer method.
```plain
error: unresolved link to `Self::from_bits`
  --> library/core/src/ptr/const_ptr.rs:54:33
   |
54 |     /// The inverse method is [`Self::from_bits`].
   |                                 ^^^^^^^^^^^^^^^ no item named `Self` in scope
```

Opening a bug as requested in 
https://rust-lang.zulipchat.com/#narrow/stream/266220-rustdoc/topic/Intra-doc.20links.20for.20pointers.3F/near/262639859

I particularly wanted intra-doc links here because there's `#method.from_bits` and `#method.from_bits-1` on the page because of `*const` and `*mut` versions.
Repository: PowerToys
Issue: Request: also support Android VectorDrawable , or create a similar tool for it 
Labels: Idea-Enhancement,Product-File Explorer

### Description of the new feature / enhancement

Original request here:
https://github.com/tibold/svg-explorer-extension/issues/105

I've noticed we have this tool here, which allows to show SVG files as thumbnails:
https://docs.microsoft.com/en-us/windows/powertoys/file-explorer

I'd like to request to support showing VectorDrawable files too.

### Scenario when this would be used?

As I'm an Android developer, I have both SVG files and VectorDrawable files.

Android itself doesn't support SVG files directly. It requires either a special library to render it (which most apps don't do it, as it's very complex) or uses a similar format called "VectorDrawable". 

It's XML-based and offers less functionality than SVG. Thing is that only the IDE (Android Studio) can show previews of it, and maybe some online tools (for conversion between the two). In the past, I remember the conversion (in the IDE) was pretty bad, choosing wrong colors or just failed. Over time it became a bit better.


### Supporting information

Examples of VectorDrawable files can be found on each sub-folder of "...res/drawable/" in :

https://github.com/google/material-design-icons/tree/master/android

Example:

https://github.com/google/material-design-icons/tree/master/android/action/3d_rotation/materialicons/black/res/drawable
Repository: node
Issue: Only a single console.log is logged from a worker when exiting
Labels: worker

### Version

16.5.0

### Platform

Linux64

### Subsystem

_No response_

### What steps will reproduce the bug?

Testcase:

```js
const {
  Worker, isMainThread
} = require('worker_threads');

if (isMainThread) {
  console.log('main');
  const worker = new Worker(__filename, {});
} else {
  console.log('worker1');
  console.log('worker2');
  console.log('worker3');
  process.exit(0);
}
```

Run with `node b.js`


### How often does it reproduce? Is there a required condition?

100% of the time.

### What is the expected behavior?

I would expect to see
```
main
worker1
worker2
worker3
```

### What do you see instead?

```
main
worker1
```
The main thread logged, but the worker only logged the first of three loggings.

### Additional information

Somehow the first `console.log` is always logged out, but the other ones are stopped by the presence of the `process.exit` after them. This does not seem to be a race in my testing: the first one is always shown, and none of the others.

Returning to the main event loop after the first logging allows one more logging to show up. That is:
```js
const {
  Worker, isMainThread
} = require('worker_threads');

if (isMainThread) {
  console.log('main');
  const worker = new Worker(__filename, {});
} else {
  console.log('worker1');
  setTimeout(() => { // return to main event loop after first logging
    console.log('worker2');
    console.log('worker3');
    process.exit(0);
  }, 0);
}
```
That prints out `worker2`. Once more a single logging appears of all those that are expected to happen, and `worker3` is not logged.

This was noticed in Emscripten here: https://github.com/emscripten-core/emscripten/issues/14804 Emscripten will use `process.exit` when the program is done, and we were only getting the first `console.log` out of all those the program prints. (As a workaround we write synchonously to the fd for stdout, which does work.)
Repository: godot
Issue: Editor Flicker When Returning from Sleep on MacOS
Labels: bug,platform:macos,topic:rendering

### Godot version

3.3.4.stable, 3.4.stable

### System information

MacOS Monetary 12.0.1, GLES3, Apple M1

### Issue description

When Godot's Editor is being displayed on an external monitor connected to my MacBook, sometimes returning from sleep mode will cause the brightness of the entire editor window to flicker rapidly. This appears to be tied to the scene's frame updates, as scenes with a complex shader that updates every frame will flicker at the full frame rate of the monitor (in my case 60), it can be as low as 5fps. It seems to bottom out at about 1 flicker per second on a totally static screen.

This does not occur on any other window on my screen, including if they were displayed on top of the Godot editor when this happened. Because of this, I do not think this is a MacOS bug, but it is very difficult to tell. Dragging the editor onto my laptop's screen and back onto the external monitor will stop the flickering, as will restarting the editor.

This does not affect the debugger window if the project was being played when sleep mode was triggered.

**Warning for flashing imagery in the following videos. I am not certain if they are strong enough to cause any adverse reactions for those who are affected by such things, but air on the side of caution please.**

Scene with a shader that updates every frame:

https://user-images.githubusercontent.com/28269330/143332123-4afebcef-2b6f-4be8-9d3b-849f855a0849.mov

Zooming in and out on the editor (the flickering slows to a crawl when nothing is changing): 

https://user-images.githubusercontent.com/28269330/143331987-be253950-c9c6-4624-8bea-a92847938d3d.mov

### Steps to reproduce

I have tried to find a reliable way to replicate this, and have as of yet been unsuccessful. It appears about 1 in 10 times that my Mac returns from sleeping. It has happened to me about 10 times so far.

Info about my system:
MacBook Pro M1 (Late 2020) attached to an external 1080p monitor via a USB-C Dock, that is also supplying power. The computer was locked by pressing the power button, but the lid was not shut. When unlocked, the laptop's screen is open and used alongside the external monitor.

### Minimal reproduction project

It appears to occur in any project that I have open at the time the computer is put to sleep, but is not guaranteed to happen or not happen no matter which project is open.
Repository: deno
Issue: Improvements to REPL
Labels: repl,suggestion,user feedback wanted

Deno REPL got a lot better in recent months: support for TypeScript, transformations for import statements, etc. I think there are a few improvements that we could do that would make REPL even more useful:

- support meta/magic command similar to Node:
```
❯ node
Welcome to Node.js v17.0.1.
Type ".help" for more information.
> .help
.break    Sometimes you get stuck, this gets you out
.clear    Alias for .break
.editor   Enter editor mode
.exit     Exit the REPL
.help     Print this help message
.load     Load JS from a file into the REPL session
.save     Save all evaluated commands in this REPL session to a file

Press Ctrl+C to abort current expression, Ctrl+D to exit the REPL
```
I have not used `.break`, `.clear` and `.editor` so I can't speak much about them. `.load` is IMO not that useful considering that one can just import file. `.exit` has equivalent `close()` function in Deno - the trouble is if you overwrite the `exit` global you might get stuck. `.save` is really useful, dumping all commands used in the REPL to a file means that one can build script interactively and them save it immediately to file.

- don't print `undefined` after evaluating declarations
```
❯ deno
Deno 1.16.2+d8afd56
exit using ctrl+d or close()
> const foo = "bar";
undefined
> function fizz() { return "buzz" }
undefined
> undefined
undefined
> 1+2
3
```
`undefined` printed after `const foo` declaration and `fizz` function are superfluous and don't really help besides taking up space

- use numbered prompts like in `IPython`
```
In [1]: print('Hello IPython')
Hello IPython

In [2]: 21 * 2
Out[2]: 42

In [3]: def say_hello(name):
   ...:     print('Hello {name}'.format(name=name))
   ...:
```

- change prompt in multiline input
Currently prompts looks like this for multiline input:
```
❯ deno
Deno 1.16.2+d8afd56
exit using ctrl+d or close()
> function a() {
     return "a"
}
```
After entering multiline input the next line starts at column 0 and there's actually no prompt displayed. I suggest we follow similar prompt to IPython, so example above would look like:
```
❯ deno
Deno 1.16.2+d8afd56
exit using ctrl+d or close()
> function a() {
..   return "a"
..}
```

These are just the ideas that I accumulated and decided to write them down. More suggestions are welcome to make REPL as useful as possible.
Repository: pytorch
Issue: Shared `~/.cache/torch_extensions` needs to be pytorch version aware.
Labels: module: cpp-extensions,triaged,enhancement

## Feature Request

There is an issue with using  `~/.cache/torch_extensions` when a developer has multiple virtual python environments.

I noticed the recent pytorch (1.10?) started to add a `py38_cu113/` prefix, e.g. `~/.cache/torch_extensions/py38_cu113/` which is a great improvements to be able to share ` ~/.cache/torch_extensions/` between different python envs. 

But it's not enough. The pt version should also be part of this prefix, e.g. `py38_pt110_cu113/`

The problem is that if I have several environments on the same machine and I have to test software with multiple pytorch versions, I have to manually wipe out  `~/.cache/torch_extensions/` after each env switch. Otherwise I have pytorch trying to load an invalid torch extension built with a different pytorch.

For example, here is the type of an error one gets when the wrong shared object is loaded:

```
ImportError: /github/home/.cache/torch_extensions/py38_cu111/cpu_adam/cpu_adam.so: undefined symbol: curandCreateGenerator
```

As I flagged some months back https://github.com/pytorch/pytorch/issues/55267 ideally the cuda extensions shouldn't be installed into a single shared dir, but to be installed into the virtual environment tree of the python that's being used. i.e. along with `torch` files.

So there goes the need to add `py38`. And we assume the user will use a fixed python virtual env for a given set of pytorch+cuda. So the unique prefix like `py38_pt110_cu113` is not needed here.

I'm aware that not all users have the write access to the python env, but the ` ~/.cache/torch_extensions/` could be used as a fallback and not as the default. 

This is a constant issue for me since I use DeepSpeed a lot, which builds multiple extensions and I have to constantly rebuild it and or/remember to wipe out the shared  `~/.cache/torch_extensions/` when I switch python envs to test things. It's not a smooth sailing.

## Proposal

1. at the very least to embed the pytorch version into the shared location e.g. 
   - before: `~/.cache/torch_extensions/py38_cu113/`
   - after: `~/.cache/torch_extensions/py38_pt110_cu113/`
2. ideally install the extensions into the running python's tree if it's writable instead of (1)

Thank you!

cc @malfet @zou3519
Repository: rust
Issue: Confusing error message with associated type bounds doesn't hint to possible typo
Labels: A-diagnostics,T-compiler

Given the following code:
[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c3bac94aa162006b0a507616f81caeb1)
```rust
trait Foo {
    type Assoc;
}

impl Foo for () {
    type Assoc = ();
}

// trait w/ same name as the associated type in scope
trait Assoc {
    
}

// likely meant to use T::Assoc to get the associated type, not just one `:`
fn foo<T: Foo>(_x: T) -> Option<T:Assoc> {
    todo!()
}
```

The current output is:

```
   Compiling playground v0.0.1 (/playground)
error[E0658]: associated type bounds are unstable
  --> src/lib.rs:15:33
   |
15 | fn foo<T: Foo>(_x: T) -> Option<T:Assoc> {
   |                                 ^^^^^^^
   |
   = note: see issue #52662 <https://github.com/rust-lang/rust/issues/52662> for more information

error[E0107]: this enum takes 1 generic argument but 0 generic arguments were supplied
   --> src/lib.rs:15:26
    |
15  | fn foo<T: Foo>(_x: T) -> Option<T:Assoc> {
    |                          ^^^^^^ expected 1 generic argument
    |
note: enum defined here, with 1 generic parameter: `T`
help: add missing generic argument
    |
15  | fn foo<T: Foo>(_x: T) -> Option<T, T:Assoc> {
    |                                 ++

error[E0229]: associated type bindings are not allowed here
  --> src/lib.rs:15:33
   |
15 | fn foo<T: Foo>(_x: T) -> Option<T:Assoc> {
   |                                 ^^^^^^^ associated type not allowed here

Some errors have detailed explanations: E0107, E0229, E0658.
For more information about an error, try `rustc --explain E0107`.
error: could not compile `playground` due to 3 previous errors
```

Ideally the first error should have a `hint` that `Assoc` is also the name of an associated type on `T` and point to the single colon `:` with a suggestion to change it to a double colon to access the associated type.

Output is identical across stable 1.56.1, 1.57.0-beta.7, and 1.58 nightly 2021-11-24

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"compiler-errors"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: react
Issue: [DevTools Bug]: They make Firefox's debugger unusable (can't continue or step over)
Labels: Type: Bug,Component: Developer Tools

### Website or app

https://jsfiddle.net/xyuri/ejp1of89/

### Repro steps

It's really easier to reproduce by opening a simple page in Firefox (93 in my case):

```html
<!doctype html>
<html>
<body>
<script>
    console.log(1);
    debugger
    console.log(1);
    debugger
    console.log(1);
</script>
</body>
</html>
```

Because in a sandbox, Firefox behaves even more... erratically?

The steps:

1. Open the page. Open the Firefox's dev tools. Refresh. It stops on the first `debugger` statement.
2. Press F8 (continue) or F10 (step over). And now there are signs that the debugging session ended (no current line, Continue button changes into Pause button), and that it goes on (Stop loading this page button doesn't change into Reload current page button, the loading page spinner is, well, spinning). All in all, the debugger doesn't respond to keys or button presses. To give you a glimpse of what it looks like:

![](https://i.imgur.com/A9CHFQ3.png)

Sometimes it helps to step into and out of the debugger statement (instead of F8/F10). After that it works. But not always.

When I disable the extension, it works without any tricks. Took me a while to figure out.

I tried disabling everything but React Dev Tools and restarting Firefox. No difference.

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: flutter
Issue: Deprecate `ResizeImage()`
Labels: framework,a: images,c: proposal,P3,team-framework,triaged-framework

I think `ResizeImage()` is of flawed design, and should be removed from the Flutter library.

I can see two opposing perspectives:

1. `ImageProvider` provides the image, and `ResizeImage` resizes that provided image
2. `ImageProvider` should not be given these additional un-resized bytes in the first place, and therefore `ResizeImage` is doing resize work which should be handled by `ImageProvider`, or another class which is independent of `ImageProvider`

I'm more in favor of the second perspective, but regardless the perspectives are opposing, and that hints to me there is a flaw in the design.

Let me know if I'm missing anything in regards to these perspectives.