sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: The API "torch::jit::_load_for_mobile" is limited to create an object living on the stack.
Labels: oncall: jit

### 🐛 Describe the bug

To load a jit module using LibTorch-Lite under iOS, the standard way is the following method:

```
auto model = torch::jit::_load_for_mobile(modelPath, torch::kCPU);
```

However, this method is highly limited. It can only create a stack object.
By stack object, I mean the difference between:
```
void test() {
    Foo a;
    Foo *b = new Foo();
}
```
In the above example, "a" is a stack object, "b" is a heap object, which means I can hold "b" and repeatedly invoke method on "b".  Whereas "a" is automatically released when leaving the code block of the "test" function.

The same problem goes with the API "_load_for_mobile". Since "_load_for_mobile" can only create stack object, the developer can't hold the loaded jit module. It indicates that each time I want to do a prediction, I have to load the jit module on the fly which puts extra overhead time before each prediction.

Do we have any method to load a jit module into heap memory?

### Versions

LibTorch-Lite (1.13.0.1)

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: electron
Issue: [Bug]: fullscreenable:false doesn't work and I have to call setFullscreenable(false) in did-create-window handler
Labels: platform/macOS,bug :beetle:,has-repro-gist,26-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 bug report that matches the one I want to file, without success.

### Electron Version

26

### What operating system are you using?

macOS

### Operating System Version

macOS Ventura 13.2.1

### What arch are you using?

arm64 (including Apple Silicon)

### Last Known Working Electron version

_No response_

### Expected Behavior

I expect returning fullscreenable:false in setWindowOpenHandler to work correctly.

### Actual Behavior

The window is still fullscreenable. I have to call `setFullScreenable(false)` after the window gets created 

### Testcase Gist URL

_No response_

### Additional Information

Seems to have regressed in [this PR](https://github.com/electron/electron/pull/39086)
See [this comment](https://github.com/electron/electron/pull/39086#issuecomment-1698187457)
Repository: godot
Issue: Option Button in SubViewport 
Labels: bug,topic:input,topic:gui

### Godot version

4.0.4, 4.1.1, 4.2-dev4

### System information

Windows 11, Forward+, Nvidia 3060 (laptop)

### Issue description

When using an option button in through a viewport in 3D, the focus on the options dropdown doesn't change when you click elsewhere:

https://github.com/godotengine/godot/assets/26832680/4e959de0-b147-407c-9bf4-f46916d86938


https://github.com/godotengine/godot/assets/26832680/49510299-5fbd-4fa1-84c2-e4dfb8a7f65a

Might be an implementation issue, but all of these 3 ways seem to have the same behavior: godot-demo-projects, SubViewportContainer, godot-xr-tools.

### Steps to reproduce

1. Take the GUI in 3D demo, or use a SubViewportContainer + SubViewport, or the [viewport_2d_in_3d.gd](https://github.com/GodotVR/godot-xr-tools/blob/1eb7c7ab41a8d8ecdd1b4326c035f8f886d03c3e/addons/godot-xr-tools/objects/viewport_2d_in_3d.gd) implementation from godot-xr-tools, and add an option button. 
2. Click on the options. The dropdown opens.
3. Click one of them, or click anywhere else. The dropdown closes.
4. Click anywhere at random, e.g. on another button or a label. The options dropdown opens again.

### Minimal reproduction project

https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d
Repository: create-react-app
Issue: How to disable "Running App on your Network" in react app
Labels: needs triage

Hi people! umm...i'm new here, and this is my first question so please don't be so hard on me,

I have a question with React, it happens that i'm working in a personal project and i found a gruesome problem, when i run the app it all starts and stuff, and when the app is already running it happens that is running on the entire network, that means every people connected to the same network can see it, and i don't want that yet, i want it to be as confidential as i can, how can i prevent that from happening?

![image](https://github.com/facebook/create-react-app/assets/67286624/ad070098-9149-4b21-bc05-96f4ffe6035d)

thanks in advance
Repository: go
Issue: net/http: TestBidiStreamReverseProxy failures with `written bytes didn't match received bytes`
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestBidiStreamReverseProxy" && `written bytes didn't match received bytes`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/c23365213f449c527a94edbd18323e9b51bd8111)):

    --- FAIL: TestBidiStreamReverseProxy (0.00s)
        --- FAIL: TestBidiStreamReverseProxy/h2 (0.27s)
            clientserver_test.go:1614: written bytes didn't match received bytes


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: material-ui
Issue: [joy-ui] Unexpected behavior of some components, RTL
Labels: docs,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
[codesandbox](https://codesandbox.io/s/rtl-position-unset-34lqrg?file=/src/App.js)




### Current behavior 😯

Tested on RadioButton, Select, and CheckBox

position is set to `absolute` by default is causing un-expected behavior when used in RTL. as shown in codesandbox demo.

### Expected behavior 🤔

position is set to `unset` fixed the issue...

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.22621
  Binaries:
    Node: 18.6.0 - C:\kernal\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 9.7.2 - C:\kernal\nodejs\npm.CMD
  Browsers:
    Chrome: 116.0.5845.180
    Edge: Spartan (44.22621.2215.0), Chromium (116.0.1938.76)
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1
    @emotion/styled: ^11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.12
    @mui/core-downloads-tracker:  5.14.8
    @mui/icons-material: ^5.14.3 => 5.14.6
    @mui/joy: 5.0.0-beta.5 => 5.0.0-beta.5
    @mui/material: ^5.14.8 => 5.14.8
    @mui/system: ^5.14.8 => 5.14.8
    @mui/types:  7.2.4
    @mui/utils: ^5.14.7 => 5.14.8
    @types/react:  18.2.21
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    styled-components: ^5.3.11 => 5.3.11
```
</details>
Repository: node
Issue: postject sometimes cannot inject the SEA blob on Windows, resulting in flaky test
Labels: flaky-test,single-executable

Refs: https://github.com/nodejs/reliability/issues/663

And from a recent run that includes https://github.com/nodejs/node/pull/49543 https://ci.nodejs.org/job/node-test-binary-windows-js-suites/23086/RUN_SUBSET=1,nodes=win2016-COMPILED_BY-vs2022-x86/console
```
14:07:48     [36mStart injection of NODE_SEA_BLOB in C:\workspace\node-test-binary-windows-js-suites\node\test\.tmp.944\sea.exe...[0m
14:07:48     [31mError: Aborted(). Build with -sASSERTIONS for more info.[0m
```

It looks like sometimes postject is unable to inject the blob? cc @RaisinTen
Repository: ant-design
Issue: Aria Label Should Apply to All Tables When Sticky/Scroll is Set
Labels: help wanted,Inactive,unconfirmed

### What problem does this feature solve?

When an and-design Table component has sticky or scroll properties set, the aria-label is only applied to the body table (not for the header table). For accessibility purposes (for those who are visually impaired), both the header table and the body table should have the aria-label set.

### What does the proposed API look like?

When sticky or scroll properties are set on a Table component, all "aria" properties (for example <Table aria-label="test" sticky ... /> should to be applied to both the header and body tables.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: three.js
Issue: LWO Loader fails to add child if parent index is greater than child's
Labels: Loaders

### Description

https://github.com/mrdoob/three.js/blob/1250397f1867f35f1e4023ac1ed5383d3fb15e50/examples/jsm/loaders/LWOLoader.js#L155-L156

```ts
if ( layer.parent === - 1 ) finalMeshes.push( mesh );
else meshes[ layer.parent ].add( mesh ); // <<< This fails if the parent is on a layer that is greater index than the child.
```

### Reproduction steps

1. Name the first layer in Lightwave `Bob`
2. Create a Layer new in Lightwave, call it `Adam`
3. Set `Adam` as the parent of `Bob`
4. Draw some polygons on `Adam` and `Bob`
5. Save the .lwo file
6. Load the .lwo file with `LWOLoader`



### Code

```js
// code goes here
```


### Live example

* [jsfiddle-latest-release](https://jsfiddle.net/g3atw6k5/)
* [jsfiddle-dev](https://jsfiddle.net/hjqw94c5/)


### Screenshots

![image](https://github.com/mrdoob/three.js/assets/1384537/f9e1ffd4-f09d-4f10-95b2-83d4264f7868)


### Version

LWOLoader 1.1.1

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: godot
Issue: Bottom corners of line text inputs don't follow "Corner Radius" editor theme setting
Labels: bug,topic:editor,topic:gui

### Godot version

4.1.1.stable.official

### System information

Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics - AMD Ryzen 5 5500U

### Issue description

If `interface/theme/corner_radius` under Editor Settings is set to a value larger than 0, the majority of the rectangular controls in the editor should have their 4 corners rounded off rather than sharp. 

The bottom left and bottom right corners of single line text input boxes do not follow this setting, only the top corners do. This behaviour is visible in their disabled and normal states, but not in the outline hint that appears over them when focused.

![2023-09-12 19_45_45-Godot Engine](https://github.com/godotengine/godot/assets/62157755/4c1394b7-5188-4b12-be68-e8bf42e17325)
![2023-09-12 19_46_00-Godot Engine](https://github.com/godotengine/godot/assets/62157755/1126b420-c21d-4fba-9bf1-153862180c05)


### Steps to reproduce

- Set "Corner Radius" to a value other than 0 under Editor Settings > Theme.
- The phenomenon described above is seen.

### Minimal reproduction project

N/A
Repository: flutter
Issue: [Impeller] `CreateMockVulkanContext()` should become a test harness class.
Labels: P3,c: tech-debt,e: impeller,team-engine,triaged-engine

## Proposal

Create a proper gTest-harness that creates and tears-down a `ContextVK` instead of calling `CreateMockVulkanContext()`.

## Background

In https://github.com/flutter/engine/pull/45654, I ran into test environment failures manifesting themselves as `SIGABORT`s:

![image](https://github.com/flutter/flutter/assets/168174/1bf243fd-c2e4-438d-8fad-280d3c4f6927)

After some debugging (h/t @cbracken), I found out the problem was that `~ContextVK()` was being destroyed implicitly _on_ the worker thread, which is not valid (you can't `join` yourself). You can observe this problem by adding a `FML_DCHECK`:

```diff
ResourceManagerVK::~ResourceManagerVK() {
+  FML_DCHECK(waiter_.get_id() != std::this_thread::get_id());
  Terminate();
  waiter_.join();
}
```

After further explanation from @jonahwilliams, as-per this amazing whiteboard drawing:

<details>

<summary>Whiteboard Drawing</summary>

![image](https://github.com/flutter/flutter/assets/168174/ebc3e374-1980-4759-b668-9037c33e057a)

</details>

... I found out the fix was manually shutting down the `ContextVK` to make sure the destructor works as intended:

```diff
TEST(CommandPoolRecyclerVKTest, GetsTheSameCommandPoolOnSameThread) {
  auto const context = CreateMockVulkanContext();

  auto const pool1 = context->GetCommandPoolRecycler()->Get();
  auto const pool2 = context->GetCommandPoolRecycler()->Get();

  // The two command pools should be the same.
  EXPECT_EQ(pool1.get(), pool2.get());

+  context->Shutdown();
}
```

The `Playground` [does something similar](https://github.com/flutter/engine/blob/496ef6a9c277e5572fa4350a50ff140816c73845/impeller/playground/playground.cc#L141-L148):

```cc
void Playground::TeardownWindow() {
  if (context_) {
    context_->Shutdown();
  }
  context_.reset();
  renderer_.reset();
  impl_.reset();
}
```
Repository: godot
Issue: AnimatableBody3D seems to keep its estimated force after animation stops
Labels: bug,topic:physics,topic:3d

### Godot version

4.1.stable

### System information

Windows10, AMD Ryzen 9 5900X, NVIDIA GeForce RTX 3060 Ti, driver version 30.0.15.1179, forward+.

### Issue description

An animated body 3d controlled with tween run in physics process seems to keep its force after stopping. 
There is almost no public api for the node though, so I can't tell what's happening. 

https://github.com/godotengine/godot/assets/6214882/d6b8f3e7-e4f1-4c05-b705-9577b545ee66



### Steps to reproduce

Click play in the repex, Click and hold the small "plunger" to shoot the ball. Load up for quite some time and see how it keeps being shot even when the plunger does not move.

### Minimal reproduction project

[animatablebody3d_repex.zip](https://github.com/godotengine/godot/files/12589975/animatablebody3d_repex.zip)
Repository: flutter
Issue: Enforce (or at least warn for) the min supported Android version
Labels: c: new feature,platform-android,tool,P2,team-android,triaged-android

We currently don't have any enforcement of the minimum sdk that we support (as defined in our [supported platforms](https://docs.flutter.dev/reference/supported-platforms)). 

Despite [increasing the minimum from 16 to 19](https://github.com/flutter/flutter/issues/82000), a fresh flutter app edited to have minSdkVersion 15 provides no error or warning. We should consider enforcing the minimum, or at least providing a warning.

We could also maybe use this to provide a warning 1 stable cut ahead of when we drop support for a version range, though I'm not sure that noise would be desirable.
Repository: rust
Issue: associated types in generics cause lifetime invariance
Labels: C-bug,A-variance,T-types

[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=d5065282aa7936f6a91feb87c5b67f28)

```rust
trait WithAssoc {
    type Assoc;
}

struct ImplsAssoc<'a> {
    phantom: core::marker::PhantomData<&'a ()>,
}

impl WithAssoc for ImplsAssoc<'_> {
    type Assoc = ();
}

struct Holder<W: WithAssoc> {
    foo: W,
    bar: W::Assoc,
}

struct CovariantHolder<W: WithAssoc<Assoc = Assoc>, Assoc = <W as WithAssoc>::Assoc> {
    foo: W,
    bar: Assoc,
}

// This doesn't compile.
fn invariant<'a: 'b, 'b>(x: Holder<ImplsAssoc<'a>>) -> Holder<ImplsAssoc<'b>> {
    x
}

// This compiles.
fn covariant<'a: 'b, 'b>(x: CovariantHolder<ImplsAssoc<'a>>) -> CovariantHolder<ImplsAssoc<'b>> {
    x
}
```

```
24 | fn invariant<'a: 'b, 'b>(x: Holder<ImplsAssoc<'a>>) -> Holder<ImplsAssoc<'b>> {
   |              --      -- lifetime `'b` defined here
   |              |
   |              lifetime `'a` defined here
25 |     x
   |     ^ function was supposed to return data with lifetime `'a` but it is returning data with lifetime `'b`
   |
   = help: consider adding the following bound: `'b: 'a`
   = note: requirement occurs because of the type `Holder<ImplsAssoc<'_>>`, which makes the generic argument `ImplsAssoc<'_>` invariant
   = note: the struct `Holder<W>` is invariant over the parameter `W`
   = help: see <https://doc.rust-lang.org/nomicon/subtyping.html> for more information about variance
```

It's not clear to me why `Holder` and `CovariantHolder` are any different. It's not possible construct a `CovariantHolder<T, S>` where `S` is anything other than `<T as WithAssoc>::Assoc`. Why does the compiler treat them differently?
Repository: PowerToys
Issue: Power Toys Run:  find & focus any running tab inside browsers (using Edge)
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Right now it works for all running windows. so for browsers it finds only the currently active tab, not the others. I'd love it to work across all tabs + all opened profiles (as I often have multiple windows in different desktops and different profiles, ex work, personal, family, fun, ...).

I'm using Microsoft Edge, but of course it'd be awesome to work across other browsers. Perhaps Chromium based for a starter!

Thanks!!

### Scenario when this would be used?

1) open an MS Edge browser window with two tabs: Microsoft, Apple. So Apple is currently in focus.
2) open Power Toys Run, search `< Microsoft`

It won't find your window. But if Microsoft is the focused tab, then it will. Instead I'd love if it could search across all open tabs no matter if active or not.

### Supporting information

I imagine this probably requires a plugin somehow, or perhaps an extra API call to get the list of Open tabs and select that tab if result is clicked.  [Ctrl] [Shift] [A] pops a search tool across all tabs in the current browser profile of the active browser window.

OR, perhaps lever an existing feature which is in OmniBox (or whatever it's called, sorry if wrong term):
- Using example above, typing `< Microsoft` would show the `Microsoft [Switch to this tab]` result which is already a feature existing in Edge.
Repository: flutter
Issue: [Vulkan Embedder API] Add engine setting to perform image uploads on the raster thread for safe single-queue operation.
Labels: engine,e: embedder,P2,team-engine,triaged-engine

The Vulkan embedder API takes a single VkQueue, which is used for both graphics and transfers. But Flutter does uploads on the IO thread, and so this is not currently safe. We could internally work around this problem in the engine by wrapping queue calls with a lock, but this doesn't solve the problem since the user-authored embedder may also submit things to this queue on the raster thread.

In the meantime, embedder authors can work around this problem by intercepting `GetDeviceProcAddr` in the instance proc address callback supplied to the engine. And then the custom `GetDeviceProcAddr` can intercept `vkQueueSubmit` and `vkQueueWaitIdle` with a version that blocks on a mutex lock.

Follow-up for https://github.com/flutter/flutter/issues/133933.
Repository: flutter
Issue: [Vulkan Embedder API] Add optional `transfer_queue` option to the Embedder API.
Labels: engine,e: embedder,P2,team-engine,triaged-engine

Currently, the Vulkan rendering configuration in `embedder.h` only takes a single graphics queue that is used for uploading rendering jobs and uploading images. However, embedder surfaces in Flutter Engine support resolving separate contexts on the raster and IO threads, and so it would be easy to allow users to optionally supply a second VkQueue for transfers if available.

Still, we should support single-queue operation in the engine when one isn't supplied, as it's not necessarily the case that Vulkan devices will have a second graphics/transfer queue available to dedicate to uploads. (See https://github.com/flutter/flutter/issues/134573 for more details about this)

Follow-up for https://github.com/flutter/flutter/issues/133933.
Repository: go
Issue: x/tools/packages: Populate Module field for package loads using Gopackagesdriver 
Labels: Proposal,Tools

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->
packages.Load uses either the goListDriver or an external driver (Gopackagesdriver) to retrieve information about packages. However, the goListDriver response returns data that is missing in the Gopackagesdriver response.

Currently, the Module field is not parsed from the external driver response, implemented as an UnmarshalJSON override in packages.go:
```go
	*p = Package{
                  ID:              flat.ID,
                  Name:            flat.Name,
                  PkgPath:         flat.PkgPath,
                  Errors:          flat.Errors,
                  GoFiles:         flat.GoFiles,
                  CompiledGoFiles: flat.CompiledGoFiles,
                  OtherFiles:      flat.OtherFiles,
                  EmbedFiles:      flat.EmbedFiles,
                  EmbedPatterns:   flat.EmbedPatterns,
                  ExportFile:      flat.ExportFile,
                  // Module is not parsed
	}
```

However, it is parsed from the goListDriver response, in golist.go:
```go 
	pkg := &Package{
	        Name:            p.Name,
	        ID:              p.ImportPath,
	        GoFiles:         absJoin(p.Dir, p.GoFiles, p.CgoFiles),
	        CompiledGoFiles: absJoin(p.Dir, p.CompiledGoFiles),
	        OtherFiles:      absJoin(p.Dir, otherFiles(p)...),
	        EmbedFiles:      absJoin(p.Dir, p.EmbedFiles),
	        EmbedPatterns:   absJoin(p.Dir, p.EmbedPatterns),
	        IgnoredFiles:    absJoin(p.Dir, p.IgnoredGoFiles, p.IgnoredOtherFiles),
	        forTest:         p.ForTest,
	        depsErrors:      p.DepsErrors,
	        Module:          p.Module,  // Module is parsed
	}
```

The proposal is to add the Module field to the UnmarshalJSON override in packages.go, so that packages.Load returns Module data when using either driver. This also involves adding the field to the flatPackage struct.

The fields required in the Module field for our usecase is as follows:
1.  Module.Version
2. Module.Dir
3. Module.Path


Let me know if this sounds good, or if there are any alternatives to consider or suggestions about this approach.
Repository: godot
Issue: iOS export is broken (There is no XCFramework found at...)
Labels: bug,platform:ios,needs testing,topic:export

### Godot version

4.1.stable

### System information

Godot v4.1.stable - macOS 13.5.2 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

The export iOS feature does not work correctly. The following error appears when trying to export an almost empty project:

```
note: Building targets in dependency order
error: There is no XCFramework found at '/path/godot_ios_test.xcframework'. (in target 'godot_ios_test' from project 'godot_ios_test')
** ARCHIVE FAILED **
```

### Steps to reproduce

1. Create a Godot project in a Mac
2. Try to export an Xcode project to run it in an iOS device

### Minimal reproduction project

[godot_ios_test.zip](https://github.com/godotengine/godot/files/12591115/godot_ios_test.zip)