sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Support for the DECSET/DECRST mode (30) to enable/disable scroll bar visibility
Labels: Issue-Feature,Help Wanted,Area-VT,Product-Terminal

# Description of the new feature/enhancement

rxvt, mintty, and various other terminal emulators support the sequence `CSI ? 30 h/l` to enable/disable visibility of the scroll bar in the terminal emulator. This is useful for full screen terminal applications that wish to maximize use of screen real estate. It appears from my testing that the console host and Windows Terminal do not currently support this.
Repository: TypeScript
Issue: Strings do not have known keys associated with their indexes
Labels: Suggestion,Awaiting More Feedback

**TypeScript Version:**  Nightly

**Code**

```ts
{
    const t: 't' = ("test" as const)[0];
}
{
    const t: 't' = ([ 't', 'e', 's', 't' ] as const)[0];
}
```

**Expected behavior:**

TypeScript associated keys with values for string literals.

**Actual behavior:**

TypeScript gives all indexes into a string the type `string`.
TypeScript allows **out of bounds** indexes into string literals.

**Playground Link:** https://www.typescriptlang.org/play?esModuleInterop=false&experimentalDecorators=false&emitDecoratorMetadata=false&ts=4.1.0-insiders.20201010#code/PTAEBcFMGdwLlAIirRBuCBPADpAJqAIbSgDukANhUSdgPbTQCWARhZKEwHagAqAygBpQAYzoBbbOygVMnceICu4Qmw6EuBANZc6pHoXCiJ2JuwhNxkAFBiusCDCMBeJCnCIax++DTXrIKDQABZ0ihQELByQAI6KTABuhOxcRuB0oAAUAE6QhHh0XLKgANqgAOTg5cLlkNUV0PWV5aAAugCU-nYO8BVVoK7uJQAMrX62hdB07AB0FHQA5pkuzq7N7RiBAGbJ0JDCduDZhNly6WTBhnz8oFEUTJAJMF2TRiKX2Qiw2dwLA46wEoAVjGL3s00gc0WyxwkDoW1EHwGqyQ31+iA2oG2u323iOJzOGVIlyMAlulAeT2g-gA3tZQAzvD0nP8ys0anUao0av1Wl5ur5-IymWkEM1-kNRn4AL5AA

**Related Issues:** https://github.com/microsoft/TypeScript/pull/19846

Strings, especially string literals, ought to be comparable to an array of characters when indexed.
When accessing a string `"foo"` the type should be comparable to indexing `readonly [ 'f', 'o', 'o' ]`, especially considering that JavaScript strings are completely immutable.

I doubt anyone would be against the lengths being known too, ex: `const length: 4 = "test".length;`
Repository: TypeScript
Issue: Infer declarations are allowed in generic constraints, but do not infer generic constraint types
Labels: Bug

<!--
Please try to reproduce the issue with the latest published version. It may have already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
-->
**TypeScript Version:**  4.0.2
<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** generic constraint, extends infer

**Code**

```ts
type InferGenericConstraint<Fn> = 
    Fn extends <T extends infer Constraint>(arg: T) => any
        ? Constraint
        : never;

type GenericFunctionExample = <T extends number>(arg: T) => void;

type InferredConstraint = InferGenericConstraint<GenericFunctionExample>;
```

**Expected behavior:** 
- **Preferred:** `InferredConstraint` is `number`.
- **Alternative:** `infer` declaration is disallowed within a generic constraint clause.

**Actual behavior:** `InferredConstraint` is `never`

**Playground Link:** https://tsplay.dev/gWoYlN

**Related Issues:** #1213
Repository: go
Issue: x/tools/go/analysis/passes/composite: false positive with gollvm
Labels: NeedsInvestigation,Tools,Analysis

Hi.

I was trying to build [Delve](https://github.com/go-delve/delve) - and caught [this](https://github.com/go-delve/delve/issues/2191) error.

<pre>
$ go version
</pre>
go version go1.15.2 gollvm LLVM 12.0.0git linux/amd64
[gollvm](https://go.googlesource.com/gollvm/)
My [release](https://drive.google.com/file/d/1n7vV2GPG09oftZj7jWceH3o23A5VOaYG/view?usp=sharing) build


<details><summary><code>go env</code>$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/oceanfish81/.cache/go-build"
GOENV="/home/oceanfish81/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/oceanfish81/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/oceanfish81/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/oceanfish81/gollvm_dist"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/oceanfish81/gollvm_dist/tools"
GCCGO="/home/oceanfish81/gollvm_dist/bin/llvm-goc"
AR="ar"
CC="/usr/bin/clang"
CXX="/usr/bin/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=/tmp/go-build841452971=/tmp/go-build -gno-record-gcc-switches -funwind-tables"
</summary><br><pre>
$ go env

</pre></details>

Right after cloning from the master branch:

> $ make

github.com/go-delve/delve/pkg/proc
pkg/proc/eval.go:653:9: conversion from int64 to string yields a string of one rune, not a string of digits (did you mean fmt.Sprint(x)?)

github.com/go-delve/delve/pkg/proc_test
pkg/proc/proc_test.go:32:24: github.x2ecom/go-delve/delve/pkg/proc.LoadConfig composite literal uses unkeyed fields
pkg/proc/proc_test.go:2656:33: github.x2ecom/go-delve/delve/pkg/proc.LoadConfig composite literal uses unkeyed fields
make: *** [Makefile:19: vet] Error 2

CC @alandonovan @matloob
CC @polinasok @aarzilli @derekparker @epipho @chainhelen
Repository: pytorch
Issue: Getting this error while installing torch and torchvision!
Labels: needs reproduction,triaged

I’m trying to install pytorch and torch vision(pip3 install torch==1.2.0+cpu torchvision==0.4.0+cpu -f https://download.pytorch.org/whl/torch_stable.html) in my ubuntu AWS machine. But im getting this error.
![ubuntu@ip-172-31-23-180_ ~ 10-10-2020 03_06_18](https://user-images.githubusercontent.com/46942641/95672520-142bb580-0bbf-11eb-9883-8057843c548c.png)
Repository: excalidraw
Issue: Tiled rendering
Labels: performance ⚡️

Proposed by @vjeux.

To improve general render performance of large scenes, we should investigate [tiled rendering](https://en.wikipedia.org/wiki/Tiled_rendering), partitioning the scene into a regular grid where each tile is cached and rerendered only if something within it changes.

Unchanged tiles would be bitmap-transfered to the main canvas the same way we're currently doing with individual element canvases.

To detect whether a tile needs rerendering, we'd use element's bounding box.

![tiled_rendering](https://user-images.githubusercontent.com/5153846/95675509-1dfdea80-0bb8-11eb-9102-606b05c2460d.gif)

I reckon it's not as simple as it sounds. For example, in the diagram below, if we resize the blue element so that it reaches into B1 tile, we'll need to figure out what tiles are "poisoned" and likely need to rerender not just {B2, C1, D1}, but also {A1, A2, B2, D2, D3}.

![image](https://user-images.githubusercontent.com/5153846/95675752-c19bca80-0bb9-11eb-9cea-7fbae8bc55fb.png)

We could in theory just rerender the blue element and composite it onto {B1 ,C1, D1} tiles (where we'd need to crop the area where blue element was before so we don't render over it), but in practice we'd also need to separately composite all the potential elements below/above the blue element, and elements that are below/above those elements (and still in the targed tiles).

Not impossible, but not trivial. And given all the calculations we'd need to do to figure it out, and composite all the elements seperately, we should be wary not to end up with a solution that in common case would be even slower than the before.

/cc @kbariotis
Repository: pytorch
Issue: Ability to disable cusolver
Labels: module: build,module: cuda,triaged,module: linear algebra

## 🚀 Feature
Cusolver is a massive library (over 500MB) that was newly added as a dependency. So far it looks like it is only used for speeding up some usages of torch.inverse. I was hoping for a way to make the requirement optional.

## Motivation

Save package and install space.
Especially on platforms where the functionality is disabled (CUDA <10.2), but it still links the library and includes the header.

## Pitch

Have a flag, such as USE_CUSOLVER


cc @malfet @seemethere @walterddr @ngimel @jianyuh @nikitaved @pearu @mruberry @heitorschueroff @IvanYashchuk
Repository: svelte
Issue: Get access to a component's own class in the script and script module ("$$self" or else)
Labels: feature request,compiler

This is a proposal to add a `$$self` ( or else ) reserved keyword that resolves into a reference to a component's own class, such as to make the following output `<h1>hello world !</h1>`
```svelte
<script>
	export let name;
</script>

{#if !name}
	<svelte:component this={$$self} name={'world'} />
{:else}
	<h1>hello {name} !</h1>
{/if}
```
Now that usecase is already covered by `svelte:self`, and even then there will always be a way to sneak that reference in to the script block or proxy it through other script modules ( see below ), yet I happen to find myself needing `$$self` more than any other supported "escape hatch" `$$keyword`, so while the argument for such keyword is definitely not compelling, I do think that it would be a nice to have

[Script block workaround at component instantiation](https://svelte.dev/repl/17a9575281c543f59441ff22020dd5fe?version=3.29.0)
```svelte
<script>
	export let name;
	const self = arguments[0].__proto__.constructor;
</script>

{#if !name}
	<svelte:component this={self} name={'world'} />
{:else}
	<h1>hello {name} !</h1>
{/if}
```
For typescript users, the only way to use a component in any other way but as inlined in another component's xhtml markup is by exporting it through the script module of a proxy component, as importing from a non `.svelte` file is not yet supported by the vscode plugin
```svelte
<!-- Utils.svelte -->
<script context="module" lang="ts">
	import CustomScrollbar from "./CustomScrollbar.svelte";

	type SvelteProps<T> = T extends Svelte2TsxComponent<infer U> ? U : never;

	export function custom_scrollbar(target, props: SvelteProps<CustomScrollbar>) {
		const instance = new CustomScrollbar({ target, props: {...props, parentNode: target} });
		return { update: (props) => instance.$set(props), destroy: () => instance.$destroy() };
	}
</script>

<!-- MyComponent.svelte -->
<script lang="ts">
	import { custom_scrollbar } from "./Utils.svelte";
</script>

<div use:custom_scrollbar={{ /** autocomplete works ! */ }}>
	...
</div>
```
Repository: pytorch
Issue: No improvement gain between sm_86 (cuda 11.1) and sm_80 (cuda 11.0) on 3090 or 3080 GPUs.
Labels: module: cudnn,module: cuda,triaged

According to Nvidia, the single-precision performance of  3080/3090 is 30/36 Tflops. And the cuda11.0 cannot support 3080/3090 well. Therefore, I compare PyTorch nightly version (compiled with sm_80、cuda11.0) with PyTorch built from source (compiled with sm_86、cuda11.1). However, there is no improvement at all. I'm quite sure all the compile version is right.

Therefore, I think currently Pytorch is not compatible with 3080/3090 well. I'm wondering whether the true power of 3080 or 3090 can be released. By the way, the performance of 3080 is only 2x as fast as 1080Ti. The test program is supplied by @bryanhpchiang.

Looking forward to your reply.




cc @ngimel @csarofeen @ptrblck
Repository: godot
Issue: Deleting a GDScript doesn't detach it
Labels: bug,topic:editor

**Godot version:**
3.2.3

**Issue description:**
In the editor, deleting a GDScript file using the FileSystem panel doesn't remove it from the file in the Scene view.


**Steps to reproduce:**
1) Add any node
2) Attach a script to it
3) FileSystem panel -> Right click on the script you just created (i.e. Node.gd) -> Delete
4) Confirm "Remove".

There is still a script attached to the node in the scene.

**Minimal reproduction project:**
See Repro steps.
Repository: godot
Issue: Program crashed with signal 11 - NVIDIA 
Labels: bug,topic:rendering,needs testing,crash

Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
handle_crash: Program crashed with signal 11
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /usr/lib/libc.so.6(+0x3d6a0) [0x7f7a521b56a0] (??:0)
[2] /usr/lib/libnvidia-glcore.so.455.28(+0x1147525) [0x7f7a4b022525] (??:0)
[3] /usr/lib/libnvidia-glcore.so.455.28(+0x11487bc) [0x7f7a4b0237bc] (??:0)
[4] /usr/lib/libnvidia-glcore.so.455.28(+0xd62f02) [0x7f7a4ac3df02] (??:0)
[5] /usr/lib/libnvidia-glcore.so.455.28(+0xd6317d) [0x7f7a4ac3e17d] (??:0)
[6] /usr/lib/libnvidia-glcore.so.455.28(+0xd65bac) [0x7f7a4ac40bac] (??:0)
[7] godot() [0x23b80de] (<artificial>:?)
[8] godot() [0x23ba75b] (<artificial>:?)
[9] godot() [0x10163b4] (<artificial>:?)
[10] godot() [0x2a834fb] (<artificial>:?)
[11] godot() [0x86029d] (??:?)
[12] /usr/lib/libc.so.6(__libc_start_main+0xf2) [0x7f7a521a0152] (??:0)
[13] godot() [0x86b68e] (??:?)
-- END OF BACKTRACE --
[1]    8788 abort (core dumped)  godot -e
Repository: node
Issue: Problem Setting TLS to TLSv1.3
Labels: tls

Folks,

I'm using node v12.18.2.

I expected tls.DEFAULT_MAX_VERSION to be TLSv1.3 per https://github.com/nodejs/node/blob/v12.18.2/lib/tls.js, but when I log it, I am seeing TLSv1.2 instead.  (and I don't see the flag --tls-max-v1.2 anywhere in my codebase).

When I try to set tls.DEFAULT_MAX_VERSION (or the minVersion or maxVersion properties), 

tls.DEFAULT_MAX_VERSION = 'TLSv1.3';

I see an error like the following:

0|itt      | TypeError [ERR_TLS_INVALID_PROTOCOL_VERSION]: "TLSv1.3" is not a valid maximum TLS protocol version
0|itt      |     at toV (_tls_common.js:56:9)
0|itt      |     at new SecureContext (_tls_common.js:76:21)
0|itt      |     at Object.createSecureContext (_tls_common.js:101:13)
0|itt      |     at Server.setSecureContext (_tls_wrap.js:1188:27)
0|itt      |     at Server (_tls_wrap.js:1068:8)
0|itt      |     at new Server (https.js:68:14)
0|itt      |     at createServer (https.js:92:10)
0|itt      |     at /usr/local/share/itt/server.js:56:3
0|itt      |     at processTicksAndRejections (internal/process/task_queues.js:97:5) {
0|itt      |   code: 'ERR_TLS_INVALID_PROTOCOL_VERSION'

However, it looks this should be a valid option per https://github.com/nodejs/node/blob/v12.18.2/lib/_tls_common.js.

This error occurs consistently.

-sh-4.2$ node -v
v12.18.2

-sh-4.2$ cat /etc/redhat-release
Red Hat Enterprise Linux Server release 7.8 (Maipo)

Not sure this is related, but here's the version information for openssl on the system.  I was unsure if node is relying on the installed openssl implementation or if it has ones bundled.

-sh-4.2$ openssl
OpenSSL> version
OpenSSL 1.0.2k-fips  26 Jan 2017

Any suggestions?
Repository: godot
Issue: [TRACKER] Error macros with cryptic messages due to not having proper custom messages defined
Labels: enhancement,topic:core,usability,tracker

If you stumble upon difficult-to-understand error messages (regardless of your skill level with Godot), please report them here. In your comment, make sure to state:

- Your operating system and Godot version.
- What you were doing when you got the error message. *Always include code samples!*
- Ideally, a minimal reproduction project that returns the error message.

**Note that this issue isn't about reporting bugs, but reporting cryptic error messages.** This issue is about improving error messages so users can figure things out by themselves more easily. If you stumble upon a bug, please open a dedicated issue instead of commenting in this tracker issue.

See https://github.com/godotengine/godot/issues/24199 for background.

## Issues

- [x] https://github.com/godotengine/godot/issues/42948 
- [x] https://github.com/godotengine/godot/issues/42959 (https://github.com/godotengine/godot/pull/43076)
- [x] https://github.com/godotengine/godot/issues/50382
- [ ] https://github.com/godotengine/godot/issues/42719#issuecomment-886217688
- [x] https://github.com/godotengine/godot/issues/60602
- [ ] https://github.com/godotengine/godot/issues/62712
- [ ] https://github.com/godotengine/godot/issues/94705
- [ ] https://github.com/godotengine/godot/issues/97708

## For contributors

Even if you're a beginner in C++, you should be able to add error macros. This is why this issue has a `junior job` label :slightly_smiling_face: 

To add error explanations to existing errors, search for their origin in the source code (by reading the automatically-generated error message), suffix the error macro with `_MSG` and add a parameter with a custom message at the end.

We recommend adding context (such as provided arguments versus expected ones) whenever possible. Some examples:

```gdscript
# Best, do this whenever possible:
"Can't listen server on port 420000. The port number must be between 1 and 65535."

# OK:
"Can't listen server on port 420000."

# Bad, this doesn't give much context:
"Can't listen server."
```

Here are some real-world examples of improving error explanations: https://github.com/godotengine/godot/pull/41352/files, https://github.com/godotengine/godot/pull/35862/files

See [Error macros](https://docs.godotengine.org/en/latest/development/cpp/common_engine_methods_and_macros.html#error-macros) in the documentation for more information.
Repository: pytorch
Issue: Deprecate spmm and dsmm functions
Labels: module: sparse,triaged,open source,module: linear algebra,module: deprecation

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->

Deprecate `torch.spmm` and `torch.dsmm` functions.

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

These functions are aliases to `torch.mm`, undocumented, unused within PyTorch, and it is not clear why these aliases are needed. xnnpack defines `spmm` kernels that have no apparent relation to `torch.spmm`.

## Pitch

<!-- A clear and concise description of what you want to happen. -->

Apply pytorch deprecation procedure to `torch.spmm` and `torch.dsmm`.

- Since the functions are aliases, introduce the corresponding Python functions `torch.spmm` and `torch.dsmm` that implement
deprecation warnings and a call to `torch.mm`.
- Remove `spmm` and `dsmm` functions from pytorch API starting from PyTorch version 1.9 (?).

## Additional context

Related discussions:
- https://github.com/pytorch/pytorch/issues/45897
- https://github.com/pytorch/pytorch/pull/45400#discussion_r500047809

cc @vincentqb @aocsa @nikitaved @pearu @mruberry @vishwakftw @jianyuh @heitorschueroff
Repository: flutter
Issue: TextField cursor handle rendered below keyboard and disappearing after dragging it
Labels: a: text input,framework,f: material design,has reproducible steps,P3,team-design,triaged-design,found in release: 3.16,found in release: 3.18

## Problem Description
It is best to see the problem in action:
[CursorBug.mp4.zip](https://github.com/flutter/flutter/files/5361621/CursorBug.mp4.zip)

As you can see, the cursor handle is not above the system keyboard.
And when dragging it, it just reset itself and stop responding to the dragging. so you need to tap again to drag it again.

**Flutter Doctor:**
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 1.22.0, on Mac OS X 10.15.6 19G2021, locale en-IL)

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 12.0.1)
[✓] Android Studio (version 4.0)
[✓] VS Code (version 1.49.3)
[✓] Connected device (1 available)

• No issues found!

## Sample code
```
TextField(
  maxLines: null,
  textInputAction: TextInputAction.send, 
  keyboardType: TextInputType.text,
  minLines: 1,
  controller: textController,
  focusNode: focusNode,
  decoration: InputDecoration(
      hintText: 'Comment',
      border: InputBorder.none),
),
```
Repository: vscode
Issue: Badges for extension activity bar icons
Labels: feature-request,api,workbench-views

<!-- ⚠️⚠️ 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. -->
As depicted on the Source Control activity icon, as an extension author I'd like to be able to place a badge on the activity icon for my extension, letting the user know if there are actionable items hidden from view, and if so how many.

<img width="274" alt="badge" src="https://user-images.githubusercontent.com/1483024/95688740-5f06f680-0bda-11eb-987c-9a8c16a92330.png">

There have been issues to track badges within the tree view such as: https://github.com/microsoft/vscode/issues/38426 and https://github.com/microsoft/vscode-extension-samples/issues/41 and https://github.com/microsoft/vscode/issues/54938

However I could not find one that covered the activity icon itself.

Is this already possible via some API that I haven't yet discovered? Happy to contribute a PR if someone could point us in the right direction.
Repository: transformers
Issue: examples/rag: test coverage, tiny model
Labels: Help wanted,Tests,rag,Feature request

Disclaimer: I don't know this code very well, this may be much harder than it seems.
Blocking PR: #7713 


[`examples/rag/finetune.py`, `examples/rag/finetune.sh`, `eval_rag.py`] do not seem to be tested at all.
It would be good to have a `test_finetune.py` like `examples/seq2seq` that tested these.

cc @stas00 if interested, rag is a cool new retrieval model https://arxiv.org/pdf/2005.11401.pdf
Repository: flutter
Issue: App launches on Realme X2 Pro stutter with --release but not --profile
Labels: e: device-specific,platform-android,c: performance,perf: speed,a: release,P2,team-android,triaged-android

Hello,
Everytime, I start the application there is animation stutter. This is mostly with the **release** APK.

Even with the **default counter app**. If I run it with "flutter run --release" command there is animation stutter at start of the application. Seems like frame drops.

Here is a screen recording. No other app is running at the background.

![stutter](https://user-images.githubusercontent.com/23424135/95689966-20048f80-0c32-11eb-94c8-874aec69559d.gif)

**Target Platform:** Android
**Target OS version/browser:** Android 10
**Devices:** Realme X2 Pro

## Logs

$ "flutter analyze"
    found no issues.

$ flutter doctor -v

[✓] Flutter (Channel master, 1.23.0-8.0.pre.284, on Linux, locale en_IN)
    • Flutter version 1.23.0-8.0.pre.284 at /home/kapil/flutter
    • Framework revision eefcff900c (23 hours ago), 2020-10-10 23:42:02 +0200
    • Engine revision 11d756a62e
    • Dart version 2.11.0 (build 2.11.0-207.0.dev)

 
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    • Android SDK at /home/kapil/Android/Sdk
    • Platform android-30, build-tools 30.0.2
    • Java binary at: /home/kapil/android-studio/jre/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6222593)
    • All Android licenses accepted.

[✓] Android Studio (version 4.0)
    • Android Studio at /home/kapil/android-studio
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      1.8.0_242-release-1644-b3-6222593)

[✓] VS Code (version 1.50.0)
    • VS Code at /usr/share/code
    • Flutter extension version 3.15.0

[✓] Connected device (1 available)
    • RMX1931 (mobile) • 25.29.66.206:5555 • android-arm64 • Android 10 (API 29)

• No issues found!