sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: !nonnull not emitted when loading the field of nonnull
Labels: A-LLVM,A-codegen,T-compiler,C-bug

The following code generates the following LLVM IR. [(Godbolt)](https://godbolt.org/z/q7svaE1K5)
```rust
#![feature(rustc_attrs, bench_black_box)]

#[rustc_layout_scalar_valid_range_start(1)]
pub struct NonNull {
    pointer: *const (),
}

#[no_mangle]
pub fn use_nonnull(p: &NonNull) {
    std::hint::black_box(p.pointer);
}
```

```ll
define void @use_nonnull(i8** align 8 %p) unnamed_addr #1 {
  %0 = bitcast i8** %p to {}**
  %_3 = load {}*, {}** %0, align 8
  %_2 = call {}* @_ZN4core4hint9black_box17h01db5b3428eb9d8dE({}* %_3)
  br label %bb1

bb1:                                              ; preds = %start
  ret void
}
```
The load here does not have `!nonnull` metadata on it, even though rustc knows the field will never be null. This is not currently a problem in practice since `std::ptr::NonNull`'s field is only accessed through a method that takes the `NonNull` by value. This copies the `NonNull` instead of the underlying pointer, which does properly emit `!nonnull`. However with #95576, dereferencing a box will now go though the underlying pointer field, which can trigger this issue.
Repository: flutter
Issue: [Proposal] fetch Flutter SDK version in code
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

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## Use case

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Is there a way to get Flutter SDK version in code like Android SDK `Build.VERSION.SDK_INT`? So we can more fine-grained control  for the compatiblity without set the Flutter SDK constraint in `pubspec.yaml`.
```java
if (Build.VERSION.SDK_INT <= 23) {
  // Use old API for compatiblity
} else {
  // Use new API
}
```
Repository: flutter
Issue: Flutter framework collision when embedding in a VST or AudioUnit DAW plugin
Labels: framework,platform-mac,platform-windows,c: proposal,a: desktop,P3,team-macos,triaged-macos

## Use case

I'm exploring using Flutter in a DAW plugin, VST and AudioUnit. A Host like Ableton Live running a plugin is a different environment than a standalone desktop application. In this context, two plugins both using Flutter collide. The first App.framework to be linked is the one that plugin instance will load. This means that loading Plugin B, will actually launch the flutter application for Plugin A. 

I'm currently using JUCE, which is a convenient way to build a plugin. The JUCE window creates an NSView, and I add the FlutterViewController to it, embedding the App.framework and the FlutterMacOS.framework into the plugin bundle. I've attached an example with two flutter Hello Word apps embedded into a JUCE plugin. One uses the standard blue theme while the other uses red. 

### Example Videos 
Two plugins colliding:

https://user-images.githubusercontent.com/246982/169207486-35296119-6d3b-490b-a7c9-c86a81a9ea56.mov

One red plugin loads correctly:

https://user-images.githubusercontent.com/246982/169207735-291979b8-b0ba-48ab-85d5-51dc2e7290e3.mov

### Example Source Code
JUCE/Flutter example projects with included README:

https://www.dropbox.com/s/juib7oqnsyzu2qd/FlutterDAWPluginExample.zip?dl=0

## Proposal

I believe the above issue could be resolved if we could optionally add a naming prefix to all of the generated frameworks including plugin packages. 

App.framework and FlutterMacOS.framework would become MySpecialNameApp.framework and MySpecialNameFlutterMacOS.framework. Flutter would have to be told to link these frameworks instead. 

Not just the framework packages would have to be renamed, but all the files needed to keep the symbols from colliding. 

If we only do this for App.framework to solve the described issue, there would still be collisions with mismatched versions of the FlutterMacOS.framework as well as commonly used flutter plugin packages. That's why I believe it should be done for all the embedded frameworks. 

I'm very open to alternative solutions that may solve this issue.

Thank you for your consideration,
Hayden Bursk
Repository: material-ui
Issue: Accessibility | Narrator is not announcing the Stepper headings as "selected"
Labels: new feature,accessibility,component: stepper

While tabbing through the vertical stepper, Narrator/NVDA is not announcing the selected tab as "selected" or similar.
Repository: PowerToys
Issue: PowerToys Run: Option to "Clear the previous query on launch" after a time delay
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Currently the option **"Clear the previous query on launch"** is a simple checkbox. I'd like to propose a time-delay based clearing of the query, as I think it's useful to still keep the previous query which was done recently, but I don't want to see it if it's been a while.

The checkbox could be transformed to a drop-down of settings with options like:

- Never _(same as unticked checkbox)_
- Always _(same as ticked checkbox)_
- After 5 seconds
- After 20 seconds
- After 1 minute
- After 5 minutes
- After 20 minutes
- After 1 hour
- After 3 hours

(Timer starts when search box is closed. Timer stops when search box is opened again, then **resets** & starts again when search box is closed again.)

### Scenario when this would be used?

- I may want to enjoy the benefits of keeping the previous query on launch, but only if I did the query quite recently. If the query was done a long time ago, I don't necessarily care about it anymore so it must be cleared.
- It will be useful to re-launch the same query again to choose a different result immediately after I had chosen one result and realized it's not the one I'm looking for. But, after a while I don't need to see this query's results again. The search box must be cleared after some time has passed.
- Seeing results of a previous query after some time has passed can be a distraction. When we launch the search box to search for something uniquely new, we don't tend to have any recollection of what our last query was, nor do we care for it. So instead of having a clean search box to type our new query in and move on quickly to our work, we could potentially be distracted by the last query and its results, making us wonder and try to remember why we made that query a long time ago, thus slowing us down from getting our work done.
Repository: flutter
Issue: [tool] connected IOS devices not visible on old version of Xcode, "Flutter requires Xcode 13 or higher"
Labels: platform-ios,tool,t: flutter doctor,P3,team-ios,triaged-ios

Sorry for the trouble.

It work's fine in flutter version 2.10.5 stable, but when I upgrade my flutter environment to 3 this problem occur, even though the emulator is already open.

But when I will downgrade the flutter version to  2.10.5 it will work again.

Btw I'm only using Xcode 12.4 because I have an old mac and I can't upgrade to Xcode 13 or higher.

![Screen Shot 2022-05-19 at 3 08 48 PM](https://user-images.githubusercontent.com/45160476/169231726-3c8d2749-f743-4a2f-a247-c846fc341732.png)
![Screen Shot 2022-05-19 at 3 12 45 PM](https://user-images.githubusercontent.com/45160476/169232353-56e8deea-1f1f-49a3-97ba-4937cacf9fe3.png)
Repository: flutter
Issue: Provide a way to define a custom TestWidgetsFlutterBinding that overrides the defaultBinaryMessenger
Labels: a: tests,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

In my case, I override the `defaultBinaryMessenger` just like `TestDefaultBinaryMessengerBinding` is doing:
```dart
mixin BinaryMessengerBinding on ServicesBinding {
  @override
  void initInstances() {
    super.initInstances();

    _instance = this;
  }

  static BinaryMessengerBinding? get instance => _instance;
  static BinaryMessengerBinding? _instance;

  @override
  BinaryMessenger createBinaryMessenger() => MyCustomBinaryMessenger();
}
```

When I want to test `BinaryMessengerBinding` in `testWidget()`, there is no proper way to define a custom `TestWidgetsFlutterBinding`(test framework needs), because the definition of `TestWidgetsFlutterBinding` mixed with `TestDefaultBinaryMessengerBinding` which needs the subclass/mixin also do the same thing (I guess, but am not sure) like:
```dart
mixin BinaryMessengerBinding on TestDefaultBinaryMessengerBinding {
  ...

  @override
  TestDefaultBinaryMessenger createBinaryMessenger() => ...
}
```

## Proposal

So, is there any way to test `BinaryMessengerBinding` above? 
If not, could please provide a way to define a custom `TestWidgetsFlutterBinding` that overrides the `defaultBinaryMessenger` but will not break the test behavior.
Repository: pytorch
Issue: TorchScript attempts to compile dead branch of torch.jit.is_scripting
Labels: oncall: jit

### 🐛 Describe the bug

Consider the following code. The `else` branch of the condition in `get_context` evaluates to `False` when scripting. Running this code still produces an exception.

```python
import torch

meow = 1239

def get_context():
  if torch.jit.is_scripting():
    print('hi')
  else:
    global meow
    meow = 9123
    return meow

if __name__ == '__main__':
  x = torch.jit.script(get_context)
  print(x.code)
```

Output:

```python
torch.jit.frontend.UnsupportedNodeError: global variables aren't supported:
  File "/mnt/data/lmnt/code/tacotron/src/lmnt/tacotron/context.py", line 9
    print('hi')
  else:
    global meow
    ~~~~~~ <--- HERE
    meow = 9123
    return meow
```

This is the output of the script after removing the `global meow` line:

```python
def get_context() -> NoneType:
  print("hi")
  return None
```

Note how the dead branch is eliminated *after* scripting. Instead, the dead branch should be eliminated before attempting to compile it.

There are workarounds to the current behavior (e.g. move the else clause into a separate function with a `@torch.jit.unused` annotation) but they aren't ergonomic and often ruin the code flow.

### Versions

Any version of PyTorch
Repository: pytorch
Issue: BUG: reference count leak when using `THPLayout_New` and `THPMemoryFormat_New` (static analyzer reports)
Labels: module: memory usage,triaged,module: python frontend

Hint 1: In function `THPLayout_New` and `THPMemoryFormat_New`, the `tp_alloc` method is used to allocate the memory for the PyObject to be returned. If the default allocator function is inherited, the function call will return a new reference.

Hint 2: Function `PyModule_AddObject` will steal a reference to the third argument only when the return value is zero.

---

* In function `initializeLayouts`, the trigger path provided by our analyzer is as follows. (Internal Report ID: e2a925)

1. A new reference is returned from `THPLayout_New` and assigned to `strided_layout`. (refcnt = 1)
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_layouts.cpp#L25

2. Increase the refcnt. (refcnt = 2)
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_layouts.cpp#L26

3. An exception is thrown without decreasing the refcnt.
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_layouts.cpp#L28

---

* In lambda expression `add_memory_format` in function `initializeMemoryFormats`, the trigger path provided by our analyzer is as follows. (Internal Report ID: 09d8df)

1. A new reference is returned from `THPMemoryFormat_New` and assigned to `memory_format`. (refcnt = 1)
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_memoryformats.cpp#L32

2. Increase the refcnt. (refcnt = 2)
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_memoryformats.cpp#L33

3. Decrease the refcnt. (refcnt = 1)
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_memoryformats.cpp#L35

4. An exception is thrown without decreasing the refcnt.
https://github.com/pytorch/pytorch/blob/d1bb420fb1087d680b7ad526536e14acbc2f18bf/torch/csrc/utils/tensor_memoryformats.cpp#L36

cc @ezyang @gchanan @zou3519
Repository: pytorch
Issue: Legacy model format is not supported on mobile
Labels: oncall: mobile

### 🐛 Describe the bug

`
import torch

m = torch.jit.load('model.pt')
`
failed.  Notes: 
RuntimeError: Legacy model format is not supported on mobile.

## enviroment :
- torch version: 1.11.0

A model is traced by torch_1.9. when I load the model with torch_1.9, it  worked. if I load the model with torch_1.11, it failed.

![image](https://user-images.githubusercontent.com/13358476/169251678-40f21b0c-7a75-45c8-8e0a-7cf2debe169c.png)

what does the error mean? How to solve this problem? Thanks


### Versions

model traced by torch 1.9.0
expect to load the model  with torch_1.11
Repository: vscode
Issue: applyTo: closedDocuments and a custom owner caused errors to leak/persist
Labels: bug,tasks

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- VS Code Version: 1.67.2
- OS Version: macOS 12.3.1

Steps to Reproduce:

1. Create a tsup project with the following task:
    ```json
	{
		"owner": "tsup",
		"source": "tsup",
 		"applyTo": "closedDocuments",
		"severity": "error",
		"pattern":[
			{
				"regexp": "^✘\\s+\\[ERROR\\]\\s+(.+)$",
				"message": 1
			},
			{
				"regexp": "^\\s*$"
			},
			{
				"regexp": "^\\s+(.+):(\\d+):(\\d+):$",
				"file": 1,
				"line": 2,
				"column": 3
			}
		],
		"background": {
			"beginsPattern": "^CJS Build start$",
			"endsPattern": "^CJS .* Build success|^CJS Build failed"
		}
	},
    ```
3. Introduce a syntax error in a ts file like just typing `%` in a line.
4. Open/close the file, the error doesn't disappear on opening the file.
5. The error persists even after fixing the error in the file.

Removing `"applyTo": "closedDocuments"` makes it work. It appears like `applyTo` is getting messed up with a custom owner like `tsup` that isn't the language of the file or something?
Repository: create-react-app
Issue: A way to configure url for openBrowser
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

We have an app which is started from subpath - root is used by static landing page solution. We also pass some data from landing page to react-app via sessionStorage. That makes local development with just isolated react app tricky, we have local-only homepage which sets stuff up like it does in landing page and want to make that page - initial page, when running npm start. Currently we have a solution with disabling CRA  browser open functionality and opening browser with custom url ourselves from parallel node express server, but would be much neater if CRA could do it itself.

### Describe the solution you'd like

Could as straightforward as an additional env variable next to "BROWSER" like "BROWSER_URL", which could be used just for opening specific url when starting browser, without affecting where static files are fetch from (like it is with "homepage" in package.json or PUBLIC_URL env variable).
Repository: godot
Issue: OptionButton dropdown displaces to Viewport when using Camera2D
Labels: bug,topic:gui

### Godot version

3.4.4.stable.official

### System information

Windows 10 64-bit

### Issue description

Believe this is related/the same problem as #31098

<img width="579" alt="image" src="https://user-images.githubusercontent.com/100398434/169261817-e2e8b7be-3865-426f-871b-d1577b48a4a8.png">

Note that I do not have any code affecting the positioning of the OptionButton or its related dropdown. Just using it out-of-the-box.

All I have done here is move my current Camera2D up from its original position. Any instance of the dropdown that is called from outside of the Viewport loads within the Viewport, rather than just under the OptionButton.

If the OptionButton is clicked within the Viewport boundary, it loads as normal, as you would expect.

### Steps to reproduce

- Add a Camera2D node and move it outside of the boundary of the Viewport
- Set it as current
- situate an option button in this area outside of the boundary of the Viewport
- Run the game and click the option button
- Note the dropdown loading in the Viewport (or not at all, if your Camera is too far away)

### Minimal reproduction project

[optionbutton-camera2d.zip](https://github.com/godotengine/godot/files/8727906/optionbutton-camera2d.zip)
Repository: material-ui
Issue: Part of the Popover is below 100vh. Popover position changes to the correct after click on the Popover. 
Labels: component: Popover

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

1. I have 100vh page. Popover is opened and part of the Popover is hidden
![image](https://user-images.githubusercontent.com/33519201/169264612-c7e7d868-c3ff-4238-a182-47bb0a8ef7fe.png)

2. I need to click on the Popover one more time to have correct position to make Popover fully visible.
![image](https://user-images.githubusercontent.com/33519201/169264749-f050b836-b4a2-41e6-b572-84c384619f76.png)


### Expected behavior 🤔

Popover should be always fully visible.

### Steps to reproduce 🕹

Steps:

1. Create 100 vh page
2. Add Popover for the last row of your table
3. Try to open Popover and expect to see full content


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: "Paste Properties" does not refresh the displayed values of exported variables in the Inspector
Labels: bug,topic:editor

### Godot version

3.5 RC 1

### System information

Windows 10

### Issue description

**Note**: This issue also exists in 3.4.4 stable, but seems to be fixed in Godot 4 Alpha 8. Maybe the fix could be backported?

Exported _Script Variables_ values do not refresh correctly in the Inspector when using the _Paste Properties_ menu option from the _Manage Object Properties_ menu (the screwdriver icon). The values _do_ change internally and are saved correctly, but the new pasted values are not displayed until the Inspector is refreshed, for example by selecting a different node and then selecting the node with the pasted properties again.

This **only** affects values from exported variables. Default variables from a node, like the transform properties of a Spatial node, are updated instantly.

### Steps to reproduce

1. Create a script that has exported variables
2. Attach this script to two different nodes
3. Change the values of one of the node's exported variables in the Inspector
4. Copy the values using the _Copy Properties_ menu option
5. Paste the properties in the second node and notice that the values in the Inspector don't change
6. Select the first node again, then switch back to the second node. The values now have updated correctly

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Canvas.drawShadow does not draw a shadow for a "line" path
Labels: engine,c: rendering,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-engine,triaged-engine

## Steps to Reproduce
Checkout the code below where I create a custom painter "MyPainter".  The painter draws a line from left to right of the screen and adds a shadow along the same path using `canvas.drawShadow`. Note that the shadow doesn't appear.

Expected: A red color shadow should appear below the line.
Actual: No shadow appears.

Additionally, I tried this same code by creating a path from a rect in which case the shadow appears. 

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData.light(),
      debugShowCheckedModeBanner: false,
      home: Scaffold(
        body: MyWidget(),
      ),
    );
  }
}

class MyWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Center(
      child: Container(
        color: const Color.fromARGB(255, 198, 198, 198),
        child: const CustomPaint(
          size: Size(double.infinity, 2),
          painter: MyPainter(),
        ),
      ),
    );
  }
}

class MyPainter extends CustomPainter {
  const MyPainter();

  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()
      ..color = Colors.black
      ..style = PaintingStyle.stroke
      ..strokeWidth = 4;

    final path = Path()..lineTo(size.width, 0);
    canvas.drawPath(path, paint);
    canvas.drawShadow(path, Colors.red, 2, false);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}

```

</details>

<details>
<summary>Flutter doctor</summary>

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 2.10.4, on macOS 11.6 20G165 darwin-x64, locale en-IN)
[✓] Android toolchain - develop for Android devices (Android SDK version 32.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 13.2.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] Android Studio (version 2020.3)
[✓] IntelliJ IDEA Ultimate Edition (version 2021.1.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2021.2.3)
[✓] IntelliJ IDEA Ultimate Edition (version 2021.2.3)
[✓] VS Code (version 1.63.2)
[✓] Connected device (1 available)
[✓] HTTP Host Availability

• No issues found
```
</details>