sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: net: “Name Resolution” documentation does not describe default behavior on Windows
Labels: Documentation,help wanted,OS-Windows,NeedsFix

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes:
https://github.com/golang/go/blob/f721fa3be9bb52524f97b409606f9423437535e8/src/net/net.go#L76

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/raggi/.cache/go-build"
GOENV="/home/raggi/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/raggi/go/pkg/mod"
GOOS="linux"
GOPATH="/home/raggi/go"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.3"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOWORK=""
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 -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build370676385=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

(GONOPROXY and related redacted for privacy)

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

I was reading the net/ docs to try to understand some details around DoT/DoH, and came across this statement:

`On Windows, in Go 1.18.x and earlier, the resolver always used C library functions, such as GetAddrInfo and DnsQuery.`

This statement is somewhat confusing, as it is not clear how it pertains to my current Go version 1.19.3.

### What did you expect to see?

I would prefer to see a statement that describes the behavior of my Go version.

### What did you see instead?

I saw a statement that describes past versions only.
Repository: PowerToys
Issue: Double key remap - when key is pressed alone vs. when key is pressed in combination with other key
Labels: Needs-Triage

### Description of the new feature / enhancement

Example:

- Caps Lock - pressed and released alone = Escape
- Caps Lock + Anything = Ctrl + Anything

It is something that [dual-key-remap](https://github.com/ililim/dual-key-remap) already does, but it would be nice to have it here.

### Scenario when this would be used?

As a Vim user, Caps Lock is very precious home row key for me.

Two most common keys used are Escape and Ctrl, Escape is always used alone, and Control is always used in combination, making dual remap not only possible, but very desirable.

### Supporting information

https://vim.fandom.com/wiki/Avoid_the_escape_key
Repository: flutter
Issue: DisplayList benchmarks have a hidden overflow error
Labels: team,engine,team: benchmark,P2,team-engine,triaged-engine

Many of the benchmarks use code similar to the following to move the primitive around the canvas:

```
  size_t canvas_size = length * 2;
  canvas_provider->InitializeSurface(canvas_size, canvas_size);

  ...

  for (size_t i = 0; i < kRectsToDraw; i++) {
    rect.offset(offset, offset);
    if (rect.right() > canvas_size) {
      rect.offset(-canvas_size, 0);
    }
    if (rect.bottom() > canvas_size) {
      rect.offset(0, -canvas_size);
    }
  }
```

The problem is that `-canvas_size` evaluates to an extremely large uint64_t which then gets converted to a non-finite scalar. So, after the first "bounce" of the primitive, it becomes wildly non-finite.

The adjustment variable should be stored in an SkScalar to prevent unsigned issues.
Repository: opencv
Issue: Odometry: `prepareRGBFrameBase` asserts `!depth.empty()`
Labels: category: documentation,category: 3d module

### System Information

OpenCV version: 5.x, commit [d499581](https://github.com/opencv/opencv/commit/d49958141e388df0ea3888ac056eccd18a618e76)

### Detailed description

`prepareRGBFrameBase` calls `prepareScaleDepth`, which asserts `!depth.empty()`.  This assertion appears to be spurious because `prepareRGBFrameBase` is associated with the case `OdometryType::RGB`.  `OdometryType::RGB` (unlike `OdometryType::DEPTH` and `OdometryType::RGB_DEPTH`) should not require a depth frame.

### Steps to reproduce

The bug can be reproduced with Python code similar to the following, for any BGR images:

```
od = cv2.Odometry(cv2.ODOMETRY_TYPE_RGB)
odFrame1 = cv2.OdometryFrame(image=bgrFrame1)
odFrame2 = cv2.OdometryFrame(image=bgrFrame2)
od.prepareFrames(odFrame1, odFrame2)
```

This throws `odometry_functions.cpp:49: error: (-215:Assertion failed) !depth.empty()`.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: Python
Issue: Importance of caching algorithms
Labels: enhancement

### Feature description

This is an algorithms-based repository, which does not necessarily focus on time complexity, but also on readability and understandability. That being said, specific algorithms are benchmarked for speed comparisons, and sometimes implementing a caching system vastly improves this speed.

For example, if the recursive `fibonacci` function found here
https://github.com/TheAlgorithms/Python/blob/master/maths/fibonacci.py#L63

is timed and produces an average speed of `6.0ms`, on my machine at least. however when you implement the functools `lru_cache`, it speeds the algorithm to `0.0ms`, to match the other algorithms.

The example with caching:
```py

def fib_recursive(n: int) -> list[int]:
    @lru_cache(maxsize=None)
    def fib_recursive_term(i: int) -> int:
        if i < 0:
            raise Exception("n is negative")
        if i < 2:
            return i
        return fib_recursive_term(i - 1) + fib_recursive_term(i - 2)

    if n < 0:
        raise Exception("n is negative")
    return [fib_recursive_term(i) for i in range(n + 1)]
```
Repository: godot
Issue: Godot 4 alpha 10: Crash when testing from editor (and perhaps iOS)
Labels: bug,needs testing,crash

### Godot version

4.0.beta10

### System information

macOS Ventura 13.1 M1 Max 64GB

### Issue description

I've gotten a crash when testing my game running Godot 4 beta 10 a couple of times, unfortunately I don't have a lot of data or helpful info since I can't really see a pattern but since it says that I should report I will.
I might have gotten it when testing on the phone as well but not sure that's the same issue, but the pattern or rather the lack there off matches.

~~Where can I find the backtrace mentioned in the console?~~ Nvm, found it

From Godot console:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta10.official (d0398f62f08ce0cfba80990b21c6af4181f93fe9)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] 1   libsystem_platform.dylib            0x00000001a8a132a4 _sigtramp + 56
[2] 2   IOGPU                               0x00000001c4297b50 -[IOGPUMetalCommandBuffer dealloc] + 152
[3] 3   IOGPU                               0x00000001c4297b50 -[IOGPUMetalCommandBuffer dealloc] + 152
[4] 4   AGXMetalG13X                        0x00000001f34adb4c AGXMetalG13X + 2124620
[5] 5   libsystem_blocks.dylib              0x00000001a8743188 _call_dispose_helpers_excp + 48
[6] 6   libsystem_blocks.dylib              0x00000001a8742f54 _Block_release + 252
[7] 7   IOGPU                               0x00000001c42a1380 IOGPUNotificationQueueDispatchAvailableCompletionNotifications + 136
[8] 8   IOGPU                               0x00000001c42a1484 __IOGPUNotificationQueueSetDispatchQueue_block_invoke + 64
[9] 9   libdispatch.dylib                   0x00000001a885e5c4 _dispatch_client_callout4 + 20
[10] 10  libdispatch.dylib                   0x00000001a887afe8 _dispatch_mach_msg_invoke + 468
[11] 11  libdispatch.dylib                   0x00000001a8865a94 _dispatch_lane_serial_drain + 376
[12] 12  libdispatch.dylib                   0x00000001a887bd04 _dispatch_mach_invoke + 448
[13] 13  libdispatch.dylib                   0x00000001a8865a94 _dispatch_lane_serial_drain + 376
[14] 14  libdispatch.dylib                   0x00000001a886673c _dispatch_lane_invoke + 436
[15] 15  libdispatch.dylib                   0x00000001a8865a94 _dispatch_lane_serial_drain + 376
[16] 16  libdispatch.dylib                   0x00000001a8866708 _dispatch_lane_invoke + 384
[17] 17  libdispatch.dylib                   0x00000001a887134c _dispatch_workloop_worker_thread + 652
[18] 18  libsystem_pthread.dylib             0x00000001a89e1100 _pthread_wqthread + 288
[19] 19  libsystem_pthread.dylib             0x00000001a89dfe20 start_wqthread + 8
-- END OF BACKTRACE --
================================================================

```
### Steps to reproduce

See above

### Minimal reproduction project

N/A
Repository: flutter
Issue: Include DWDS version in `flutter doctor -v` output
Labels: tool,t: flutter doctor,c: proposal,P3,team-tool,triaged-tool

This would help with debugging Flutter crash reports due to DWDS such as https://github.com/flutter/flutter/issues/117676


```
Flutter (Channel master, 3.7.0-5.0.pre.3, on macOS 13.0.1 22A400 darwin-arm64, locale en-IN)
* Flutter version 3.7.0-5.0.pre.3 on channel master at /Users/jp/opt/flutter
* Upstream repository https://github.com/flutter/flutter.git
* Framework revision eefbe85c8b (3 weeks ago), 2022-12-08 22:32:07 -0600
* Engine revision 8d83b98c55
* Dart version 3.0.0 (build 3.0.0-0.0.dev)
* DevTools version 2.20.0
* DWDS version 16.0.1 <--- PROPOSED ADDITION
```
Repository: flutter
Issue: Combining diacritical marks are shifted with letterSpacing > 0.0 in rendered text
Labels: engine,a: typography,P2,found in release: 3.3,found in release: 3.7,team-engine,triaged-engine

<img width="798" alt="zalgo" src="https://user-images.githubusercontent.com/72562119/211122533-bd00f753-2407-4c49-82a4-50198e30d260.png">

## Steps to Reproduce

1. Execute `flutter run` on the code sample after replacing "Zalgo" with the weird looking text from #98516. (github now seems to filter our these characters)

**Expected results:** Diacritics are stacked above their letters

**Actual results:** Diacritics are shifted for `TextStyle` with `letterSpacing` > 0.0.

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(primarySwatch: Colors.blue),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    const TextStyle style = TextStyle(fontSize: 16.0);
    return Scaffold(
      appBar: AppBar(title: Text(widget.title)),
      body: Center(
        child: Column(
          children: <Widget>[
            const SizedBox(height: 100.0),
            Text('Zalgo', style: style.copyWith(letterSpacing: 0.0)),
            const SizedBox(height: 100.0),
            Text('Zalgo', style: style.copyWith(letterSpacing: 1.0)),
            const SizedBox(height: 100.0),
            Text('Zalgo', style: style.copyWith(letterSpacing: 2.0)),
            const SizedBox(height: 100.0),
          ],
        ),
      ),
    );
  }
}
```

</details>
Repository: stable-diffusion-webui
Issue: [Bug]: Batch img2img: providing Output directory doesn't follow settings
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

In Batch img2img, when providing a path under "Output directory", the following occurs:
    - the generated filenames are the same as the corresponding file that it was generated from. 
        - if you provide the same output directory as the input directory, the input images are overwritten.
        - if you provided a jpg file, the output will be jpg as well (despite settings)
    - generated images don't have embedded parameters (PNG info)


This is despite the following settings:
    - File format for images: png
    - Images filename pattern: custom filename pattern
    - File format for grids: png
    - [x] Save text information about generation parameters as chunks to png files
    - [x] Create a text file next to every image with generation parameters.

### Steps to reproduce the problem

1. img2img tab
2. provide a path that contains jpg files as "Input directory"
3. provide the same "Output directory" as your "Input directory" (files will be overwritten), or provide a different directory (as long as "Output directory" is not empty.
5. Generate

### What should have happened?

- The output image format should follow your settings (png).
- The output images should have embedded generation parameter info
- At least one txt file of the generation parameters should be created within the output directory

### Commit where the problem happens

88e01b237e60730338823ac4f11972a98d698ce7

### What platforms do you use to access UI ?

Windows

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome, Brave, Microsoft Edge

### Command Line Arguments

```Shell
--xformers
```


### Additional information, context and logs

If you leave "Output directory" empty, there are no issues.
Repository: PowerToys
Issue: [Run] Aliases Plugin
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

### Description of the new feature / enhancement

### Summary
Inspired by the [Launchy](https://www.launchy.net/) default `runner` plugin, create an 'Aliases' plugin which would allow the user to define custom aliases for commands.

### Features:
Allow the user to define a list of `aliases` via the Plugin settings menu. 

`aliases`:
* may specify an executable, path or URL (anything that could be handled by the Run dialog) as the command
* may specify any arguments to the command
* may include one or more substitution characters (e.g. `%1`, `%2`, `%*`, etc.) in the command or arguments
* may be found by a dedicated direct activation command (`@`?)
* may be found by the Program direct activation command (`.`)
* may be added to the global result


### Scenario when this would be used?

The main value in aliases is to specify some arguments but defer others. This opens up a variety of uses:

**Provide quick access to common CMD commands:**
`ping` = `"C:\Windows\system32\cmd.exe /c ping %1"` e.g. `ping 127.0.0.1`

**Pre-fill common arguments to an executable**
`ssh` = `"C:\Windows\system32\OpenSSH\ssh.exe -AX -i ~/.ssh/id_rsa.pub %1"` e.g. `ssh user@hostname`

**Different aliases for different sets of arguments to the same executable**
`SSH` = `"C:\Program Files (x86)\teraterm\ttermpro.exe %1"` e.g. `SSH user@hostname`
`COM` = `"C:\Program Files (x86)\teraterm\ttermpro.exe /C=%1 /BAUD=115200 /CDATABIT=8 /CPARITY=none /CSTOPBIT=1"`
e.g. `COM 4`

**Aliases using URLs can implement custom search**
This specific use may overlap with #3420
`GitHub` = `"https://github.com/search?q=%1"`

### Supporting information

https://github.com/samsonwang/LaunchyQt/tree/master/src/Plugins/Runner
Repository: material-ui
Issue: For Mui Select Component SelectectProps Having some type error on production build
Labels: component: select

```
TS2322: Type '{ options: { id: number; name: string; }[]; color: string; label: string; defaultValue: number; value: number; handleChange: (e: SelectChangeEvent<unknown>) => void; }' is not assignable to type 'IntrinsicAttributes & CustomSelectBoxProps'.
  Property 'color' does not exist on type 'IntrinsicAttributes & CustomSelectBoxProps'.
    89 |                     <CustomSelectBox
    90 |                         options={prefixSuffixContent}
  > 91 |                         color="secondary"
       |                         ^^^^^
    92 |                         label="Select Format"
    93 |                         defaultValue={IS_NUMERIC}
    94 |                         value={prefixSuffixValue}
```

This is showed up on production build. on local build it is fine
![image_2023_01_07T06_06_35_396Z](https://user-images.githubusercontent.com/37953343/211133959-27c47dfe-998c-46b8-aa12-ff607e654ab5.png)

Here My Custom extented Props type : 

```
import { InputBaseProps, SelectChangeEvent, SelectProps } from "@mui/material";

export type OptionsType = {
    id: string | number;
    name: string;
};
export interface CustomSelectBoxProps extends SelectProps {
    /**
     * The variant to use.
     * @default 'outlined'
     */
    variant?: "standard" | "outlined" | "filled";
    /**
     * The size of the component.
     */
    size?: InputBaseProps["size"];
    /**
     * See [OutlinedInput#label](/material-ui/api/outlined-input/#props)
     */
    label?: React.ReactNode;
    register?: object | any;
    fieldDisable?: InputBaseProps["disabled"];
    defaultValue?: InputBaseProps["defaultValue"];
    value?: InputBaseProps["value"];
    handleBlur?: React.FocusEventHandler<any> | null;
    handleChange?: ((event: SelectChangeEvent<unknown>, child: React.ReactNode) => void) | null;
    options: any[];
    customClass?: string;
    inputLabelSize?: "small" | "normal";
    disableItems?: any[];
}


```

```
<CustomSelectBox
                                options={prefixSuffixContent}
                                color="secondary"
                                register={field}
                                label="Select Format"
                            />
```
Repository: pytorch
Issue: Adding a page for subfolder/subfile overview/descriptions in the developer wiki
Labels: module: docs,triaged

### 🚀 The feature, motivation and pitch

Hi! 

As noted here (https://dev-discuss.pytorch.org/t/what-should-we-do-about-developer-documentation/491/10), the developer documentation could be improved upon by adding a few more things.
I want to add a page in the developer wikis which discuss the overview/intentions of each subfolder/subfiles in the main repo (a brief example of what I mean here : https://dear-opera-8cc.notion.site/Pytorch-c16c4b333e9648139e8448aa0171744f )

### Alternatives

_No response_

### Additional context

_No response_

cc @svekars @carljparker
Repository: flutter
Issue: Allow declarative Render thread driven animations that don't need the UI thread to wake up to drive them.
Labels: engine,c: proposal,P3,team-engine,triaged-engine

Today, all animations are driven by the UI thread. That is, the UI thread has to wake up to generate a new frame for any new scene. The UI thread then posts a task to the Render thread to perform the animation.

This model is extremely flexible. But for simpler updates to the scene, this is somewhat heavy handed. Especially when the updates can be expressed declaratively in a concise manner. The oft-cited case is that of a spinning progress indicator. Inspiration for this technique is readily available in `UIKit` and `QuartzCore` where the intent to spin the progress indicator can be sent to the render server like so:

```
CABasicAnimation *rotation =
    [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
rotation.fromValue = @(0.0);
rotation.toValue = @(2.0 * M_PI);
rotation.duration = 1.0; // seconds
rotation.repeatCount = HUGE_VAL;
rotation.timingFunction =
    [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[theLayer addAnimation:rotation forKey:UIActivityIndicatorAnimationKey];
```

Because sending the declarative intent to the render server is a one-time setup operation, blocking the UI thread while the animation is running will not cause the animation to jank. Today, the guidance is to never block the UI thread. But this if often easier said than done.

Another point that gets brought up in rudimentary comparisons of Flutter with UIKit is that when  two applications with progress indicators are shown run, the process with the progress indicator built using UIKit shows lower (or zero) CPU usage. Because UIKit defers servicing the animation to the render server, CPU usage of the applications progress looks minimal. It's not that no work is happening with UIKit, it is just not attributed to the process. Now, even with a declarative Render thread driven animation scheme, the Flutter process is still going to wake up the Render thread, but not the UI thread. This could potentially narrow the perceptual gap of the work the two applications are doing in rudimentary setups.
Repository: three.js
Issue: Add support for Nodes system to work with JS code similar to GLSL and WGSL
Labels: Enhancement

### Description

I suggest to add support for Nodes system to work with JS code similar to GLSL and WGSL. I see multiple ways in which it can be useful:
- It can be useful for doing CPU/GPGPU calculations depending on environment. I.e. you can build a large Nodes program, which then can be executed either by JavaScript, by `WebGPURenderer.compute()`, or `WebGLRenderer.compute()` (I will do a PR adding `WebGLRenderer.compute()` soon).
- It can be used to replicate the removed `SoftwareRenderer` (a CPU-side renderer).

### Solution

Add support for Nodes system to work with JS code. I can work on adding it.

### Alternatives

Don't add support for Nodes system to work with JS code.

### Additional context

_No response_
Repository: godot
Issue: TileMap rendering error after Android export.
Labels: bug,platform:android,topic:rendering,confirmed,topic:2d,topic:export

### Godot version

4.0 Beta 10

### System information

Window10

### Issue description

As shown in the figure, there is always a problem with TileMap rendering after Android is exported. Does anyone know what the problem is?
![ba75665e24760d9113a8f534d930e1c](https://user-images.githubusercontent.com/52338846/211146000-d8bdd9da-9100-40ee-950d-617544bc7b83.jpg)

If it is exported on PC, there is no problem.
![捕获](https://user-images.githubusercontent.com/52338846/211146229-8ee8eadc-d0cf-45e6-8447-cfef93385864.PNG)




### Steps to reproduce

略

### Minimal reproduction project

略
Repository: material-ui
Issue: change values based on the active breakpoint
Labels: discussion,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Be able to use all values based on the active breakpoint.
for a stack I can do that :
```
<Stack
  direction={{ xs: 'column', sm: 'row' }}
  spacing={{ xs: 1, sm: 2, md: 4 }}
>
```

I would love to be able to do it for everything.

### Examples 🌈

```
<Button size={{ xs: "small", md: "medium" }}/>
<Button variant={{ xs: "outlined", md: "contained" }}/> 
```

### Motivation 🔦

It is really useful and easy to use !