sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: multicast_dns: error in joinMulticast when running under Windows 7/10
Labels: platform-windows,package,p: multicast_dns,team-ecosystem,P2,triaged-ecosystem

When using multicast_dns on Windows 7/10, the error "_OS Error: An invalid argument was supplied._" occurs.
This happens in the `joinMulticast` call inside the `start` method of the `MDnsClient` class.

This problem can be avoided by not using `joinMulticast` on Windows, like so:
```
Future<void> start({
    InternetAddress? listenAddress,
    NetworkInterfacesFactory? interfacesFactory,
    int mDnsPort = mDnsPort,
    InternetAddress? mDnsAddress,
  }) async {
  // ... skipped

  // Array to collect addresses
  final List<InternetAddress> addresses = [];

  for (final NetworkInterface interface in interfaces) {
    // ... skipped

    // Join multicast on this interface.
    if (!Platform.isWindows) {
      incoming.joinMulticast(_mDnsAddress!, interface);
    } else {
      // Collect addresses
      addresses
        ..add(_mDnsAddress!)
        ..addAll(interface.addresses);
    }
  }

  if (Platform.isWindows) {
    // Convert addresses to Uint8List
    final Uint8List rawAddresses =
        Uint8List.fromList(addresses.map<List<int>>((a) => a.rawAddress).reduce((all, a) => all + a));

    // Set addresses for datagram socket
    incoming.setRawOption(RawSocketOption(RawSocketOption.levelIPv4, 12, rawAddresses));
  }

  incoming.listen((RawSocketEvent event) => _handleIncoming(event, incoming));
  _started = true;
  _starting = false;
}
```
Repository: TypeScript
Issue: Unable to get intellisense from IIFE functions
Labels: Suggestion,Help Wanted,Experience Enhancement

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- VS Code Version: 1.68.1
- OS Version: Windows_NT x64 10.0.19044

Steps to Reproduce:

1. Create a object.
```JavaScript
/** @namespace a */
var a = {};
```
2. Add a property to object in function (IIFE)
```JavaScript
(function(){
  /** @type {boolean} */
  a.b = false;
})();
```
It's show `any` when hover `a.b`, not `boolean`. And you will not see the IntelliSense when typing `a.`.
![image](https://user-images.githubusercontent.com/57522583/176374447-760bc6b1-cac0-468c-851e-cd2f6f48de16.png)
![image](https://user-images.githubusercontent.com/57522583/176374525-4daabc71-6687-4fb7-8c63-f31468651a63.png)
Repository: flutter
Issue: `flutter build appbundle` is missing support for `--local-engine`
Labels: c: new feature,platform-android,tool,c: proposal,a: build,a: release,P3,team-android,triaged-android

Debugging engine/VM issues with this flow is very tedious because many commands have to be manually adjusted to use binaries with local changes. This is even more tedious because flutter tool's --verbose output adds extra newlines to commands that also have to be manually fixed.
Repository: PowerToys
Issue: Fancy Zones: Multiple windows of the same application snapping to the same zone
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.59.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I am using Fancy Zones to quickly set up a system monitoring machine's window layout in a business environment but am having issues with the "Move newly created windows to their last known zone" feature. This machine is running 7 monitors and we have our different resource monitors set up in specific spots. Most applications work fine and snap to their last known location on reboot but I am having issues getting it to work with web browsers. We have 3 separate Edge windows and 7 separate Chrome windows. Unfortunately, I am not able to upload a bug report log as I found sensitive information in the log.

Steps to reproduce:
1. Set up custom layouts and snap windows to desired locations
2. Reboot machine
3. Open Edge and click restore; Open Chrome, if start up settings are not configured click restore.



### ✔️ Expected Behavior

Separate windows of the same browser type should be treated as separate windows and snap to their last known location. 

### ❌ Actual Behavior

This may be a limitation of how Edge and Chrome handle the at startup config or page restoration process but I thought I'd add it here. I hope this can be addressed or maybe verbiage should be adjusted to something like "Move newly opened applications to their last known zone" or something.

Upon startup it seems Fancy Zones selects one of these windows for each application, places it in it's last known location, then stacks the remaining windows under or over that. Edge and Chrome and exhibiting slightly different behavior, though. 

Edge: 
If the system is just rebooted, Edge will give you the option to restore your pages the next time it's opened, keeping them as separate windows. Upon doing this it behaves as described above with all windows being stacked on the same zone. 

If you close Edge properly first it will behave according to its configured start up settings. "Open tabs from your previous session" will only pick tabs from 1 window and will not restore multiple windows while "Open a specific set of pages" will open the pages in 1 window. This seems like a limiting factor but behaves as expected. 

Chrome: 
Remembers multiple windows and will open them as such if startup browser settings are set to "Continue where you left off" but one window will be snapped to a zone and all other windows will be stacked on the same zone. 

### Other Software

_No response_
Repository: flutter
Issue: Engine C++ code should not use [=] to capture variables for lambdas
Labels: engine,P3,team-engine,triaged-engine

The use of `[=]` is lazy programming on its own. But more importantly, in the case of the Engine code, many of the lambda expressions are referencing variables that have controlled lifetimes and require disposal on other threads via queues and it is easy to miss these dependencies when the captured variables are not explicitly listed in the capture syntax.
Repository: rust
Issue: Compilation fails when same trait apears twice in type bounds with different lifetimes.
Labels: A-trait-system,T-compiler,C-bug

I tried this code:

```rust
trait Foo<'a> {}

fn foo<'a, 'b, T: Foo<'a> + Foo<'b>>() {}
```

[Here's link to playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=dfeb407ee38fe3164c4d9f42663d5696)

I expected to see this happen: Successful compilation

Instead, this happened: Compilation failed

```
error[[E0283]](https://doc.rust-lang.org/nightly/error-index.html#E0283): type annotations needed
 --> src/lib.rs:4:19
  |
4 | fn foo<'a, 'b, T: Foo<'a> + Foo<'b>>() {}
  |                   ^^^^^^^ cannot infer type for type parameter `T`
  |
  = note: cannot satisfy `T: Foo<'a>`
```

### Meta

`rustc --version --verbose`:
```
rustc 1.60.0 (7737e0b5c 2022-04-04)
binary: rustc
commit-hash: 7737e0b5c4103216d6fd8cf941b7ab9bdbaace7c
commit-date: 2022-04-04
host: aarch64-apple-darwin
release: 1.60.0
LLVM version: 14.0.0
```


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Repository: vscode
Issue: Line Has Inline Suggestion Audio Cue — Pain Point Solution
Labels: accessibility,editor-core,under-discussion

While on a given line with Inline Suggestions, the cue gets triggered by any keystroke, often resulting in rapid fire repetition. 

(Hi! Audio UX/Sound Designer from D3 studios here, btw, working with Isidor, who suggested I open an issue here). 

Ideas to reduce this friction: 

1) (Most likely the ideal option). Keystrokes made beyond a certain threshold during a timeframe of X seconds trigger a different audio file which sounds like the original file, but is either filtered, lower volume, or a micro-variation.  

2) Create a threshold where the system only plays the cue one time every X amount of keystrokes within a timeframe of Y seconds.
Repository: PowerToys
Issue: Win11 tier 1 context menu needs explorer.exe restart
Labels: Product-PowerRename,Area-Quality,Product-Image Resizer

... investigating how to avoid needing to restart explorer for the context menu to recognize the new entries under Windows 11.

_Originally posted by @jaimecbernardo in https://github.com/microsoft/PowerToys/pull/19000#pullrequestreview-1024530325_
Repository: flutter
Issue: Engine layers should lazily apply saveLayers
Labels: engine,c: proposal,P3,team-engine,triaged-engine

One of the disadvantages to the current design of the engine layers is that they are single purpose layers many of which have to apply a rendering attribute to their children. As such, each of those layers will create a Paint object, set the single attribute, then call saveLayer and recurse to their children. If multiple modifications are needed, then multiple saveLayers are invoked.

When there are cases where we can avoid the saveLayer, we need to communicate those conditions between the layers during Preroll so that we can choose an alternate strategy at Paint time. But this is a burdensome way to detect synergies as the communication is done through the PrerollContext and requires a fair bit of logic devoted to detecting and storing information about the synergies in that context.

Instead, these layers should record their attribute in the PaintContext (or a Paint object embedded therein) and just pass it along to their children in all cases. Most layers can easily pass along their modification and it really only comes down to the eventual DisplayListLayer where we need to deal with those "inherited" attributes. Minimally, if the DisplayListLayer just always did a saveLayer with those attributes (assuming that they aren't the defaults), then we'd save any duplicate saveLayer calls that the parents might have done one-by-one in isolation. But, the DisplayListLayer can easily detect if it can absorb the attributes and avoid the saveLayer without having a lot of inter-layer communication in the Preroll phase.

There are other layers in a similar position. For example, TextureLayer can typically apply any of the attributes in its drawImage call, so it wouldn't really even need to check the incoming attributes.

ContainerLayers with more than one child would likely just emit the saveLayer with all of the accumulated attributes as well.

Nested layers that modify the same attribute would have to make sure their modifications chain properly (i.e. opacity on top of opacity, or composing 2 Image or ColorFilter objects with each other).

Much of this could be handled by a simple "AutoSave" mechanism that took a description of which attributes the layer can apply itself and it would check the attributes set in the PaintContext/Paint object and automatically invoke the saveLayer for the child. TextureLayer would likely have a permissive list of attributes it accepts and DisplayListLayer would start out with just the opacity attribute for now, but could expand that list later as more attributes are vetted through its peephole mechanism.

The main simplification and optimization this brings is that the information is provided to the children who have the actual work to do rather than trying to guess what the children are capable of from the parent layer's Paint/Preroll method.
Repository: godot
Issue: Exported variables' default value is not set when certain variable names are used
Labels: bug,topic:gdscript,topic:editor,needs testing

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Pop!_OS 21.04

### Issue description

When exporting variables in a script the variable name can interfere with the speicified default value.

`export(Array, int) var cullMask = [2]`
This works properly and the default value in the inspector is an array with 1 element that is 2.

`export(Array, int) var culledVisualLayers = [2]`
This does not work, the default value is an array with 0 length.

Notice that only the variable name is different in the two cases. 
I assume there is some cleverness with the names of the variables but obviously a variable name should not override the explicitly specified type and value.

### Steps to reproduce

Create a Spatial node with a script attached that has either of the above lines.
Add it as a child scene to another node and see the default value in the inspector.

### Minimal reproduction project

https://github.com/Norodix/GodotMirror
Repository: terminal
Issue: Close the gap between Terminal and Conhost ITerminalApi
Labels: Area-VT,Product-Terminal,Priority-2,Issue-Scenario

There's a number of TODOs in Terminal's implementation of `ITerminalApi`, herein captured:

```
58-void Terminal::SetAutoWrapMode(const bool /*wrapAtEOL*/)
59-{
60:    // TODO: This will be needed to support DECAWM.

63-void Terminal::SetScrollingRegion(const til::inclusive_rect& /*scrollMargins*/)
64-{
65:    // TODO: This will be needed to fully support DECSTBM.

73-bool Terminal::GetLineFeedMode() const
74-{
75:    // TODO: This will be needed to support LNM.

109-bool Terminal::ResizeWindow(const til::CoordType /*width*/, const til::CoordType /*height*/)
110-{
111:    // TODO: This will be needed to support various resizing sequences. See also GH#1860.

115-void Terminal::SetConsoleOutputCP(const unsigned int /*codepage*/)
116-{
117:    // TODO: This will be needed to support 8-bit charsets and DOCS sequences.

120-unsigned int Terminal::GetConsoleOutputCP() const
121-{
122:    // TODO: See SetConsoleOutputCP above.
```

These were introduced in the merger of TerminalDispatch and AdaptDispatch, which unified conhost's and Terminal's output state machine engine dispatchers in and around #13024.

~~@j4james are there any that I've missed? I was pretty hamfisted with it. :smile:~~

Notes from @j4james:

> That looks right from the point of view of `ITerminalApi`. But I think the main things outstanding are that the `_WriteBuffer` and `_AdjustCursorPosition` methods in `Terminal` need to be unified with the `WriteCharsLegacy` and `AdjustCursorPosition` functions from conhost, since the `Terminal` versions are missing a bunch of functionality.
> 
> And once those methods are merged into `AdaptDispatch`, we might also be able to get rid of some `ITerminalApi` methods like `SetScrollingRegion`, `GetLineFeedMode`, and `LineFeed`.
> 
> > There are also things that Terminal supports which conhost does not. I am not sure whether it is right to track them here.
> 
> I didn't think anyone really cared about the conhost side, but these are the ones I'm aware of:
> 
> - `EnableXtermBracketedPasteMode`
> - `CopyToClipboard`
> - `SetTaskbarProgress`
> - `SetWorkingDirectory`
> - `AddMark`
> 
> Although in the case of `SetWorkingDirectory`, I'm not sure there's anything useful conhost can do with that information. And `AddMark` should really be moved out of `ITerminalApi` and implemented directly on the `TextBuffer` somehow. As currently implemented, it's kind of blocking the `AdjustCursorPosition` unification.
> 
> > Also, `Build-SupportedSequenceIndex` still expects to find `terminalDispatch`. Right now, we don't have a way to tell it that Terminal doesn't support a particular control sequence
> 
> Yeah, I was thinking we should maybe come up with a new way of tracking that info - maybe with a well-defined pattern in the `AdaptDispatch` doc comments. That way we would have more room to add annotations like "ConHost-only" or "Terminal-only" for operations that aren't yet supported in both.
Repository: create-react-app
Issue: HttpErrorGeneral: 404 Not Found - GET https://registry.npmjs.org/@types/eslint/-/eslint-8.4.4.tgz - Not found
Labels: needs triage,issue: bug report

Hello All,

I am trying to create a new react app with the command "npx create-react-app user-react --template typescript", and I am getting the below error:

9399 verbose stack HttpErrorGeneral: 404 Not Found - GET https://registry.npmjs.org/@types/eslint/-/eslint-8.4.4.tgz - Not found
9399 verbose stack     at C:\Program Files\nodejs\node_modules\npm\node_modules\npm-registry-fetch\lib\check-response.js:93:15
9399 verbose stack     at runMicrotasks (<anonymous>)
9399 verbose stack     at processTicksAndRejections (node:internal/process/task_queues:96:5)
9400 verbose statusCode 404
9401 verbose pkgid @types/eslint@https://registry.npmjs.org/@types/eslint/-/eslint-8.4.4.tgz
9402 verbose cwd C:\Repository\user-react
9403 verbose Windows_NT 10.0.19042
9404 verbose node v16.15.1
9405 verbose npm  v8.11.0
9406 error code E404
9407 error 404 Not Found - GET https://registry.npmjs.org/@types/eslint/-/eslint-8.4.4.tgz - Not found
9408 error 404
9409 error 404  '@types/eslint@https://registry.npmjs.org/@types/eslint/-/eslint-8.4.4.tgz' is not in this registry.
9410 error 404
9410 error 404 Note that you can also install from a
9411 error 404 tarball, folder, http url, or git url.
9412 verbose exit 1

could you please take a look on it?

thank you and regards,
Repository: rust
Issue: Generators should be able to yield references to local variables
Labels: A-coroutines

Consider this:
```rust
let mut generator = || {
    let mut buf = [0u8; 4];
    yield &buf[..];
    
    buf[0] = 0;
    yield &buf[..];
};
```

Currently, this causes:
error[[E0515]](https://doc.rust-lang.org/nightly/error-index.html#E0515): cannot yield value referencing local variable `buf`

I don't see a reason why the compiler couldn't track that lifetime like it does when returning references to `self`  from synchronous functions. As long as you want to use the return value, you'd simply not be allowed to call `resume()` since you'd need a reference to the generator for that.

Admittedly it'd currently be impossible (to my knowledge) to write a reference-yielding Generator manually by implementing the trait since you can't specify the lifetimes properly. It might be possible using GAT but afaik that'd require a change to the signature of the Generator trait.
Repository: pytorch
Issue: Add TorchDynamo as a submodule to Pytorch?
Labels: module: build,triaged

### 🚀 The feature, motivation and pitch

It has been hard to recommend TorchDynamo usage with Pytorch given that TorchDynamo does not have an official release and users often want to use specific versions of Pytorch (Nvidia releases containers on a monthly basis from TOT), however, TorchDynamo requires using Pytorch TOT, currently, and can break when not in sync.  

I wanted to propose adding TorchDynamo as a submodule to Pytorch.

### Alternatives

_No response_

### Additional context

_No response_

cc @malfet @seemethere
Repository: material-ui
Issue: [Autocomplete] Unable set the text value for a rendered TextField inside a AutoComplete component
Labels: bug 🐛,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

The value of the TextField input is not updated through the ref like usual. On a regular TextField input the same ref setup will result in the value of the text being updated to the version filtered by the regex. [Codesandbox link to problem demo](https://codesandbox.io/s/mui-autocomplete-filtering-3r3cy0?file=/src/Comp.tsx)

### Expected behavior 🤔

_No response_

### Steps to reproduce 🕹

Steps:

1.
2.
3.
4.


### Context 🔦

The value of the TextField input should be filtering according to the regex pattern.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: Script editor Save-as mixes up resources.
Labels: bug,topic:editor

### Godot version

4.0.alpha c41e4b1

### System information

Windows 10

### Issue description

When using the script editor, sometimes I want to start with one script and make a duplicate with a different name, so I go to File -> Save as....

In Godot, this appears to save to a new file and switches the active editor to point to the new file which appears correct. But then things start misbehaving, and it is impossible to open the old file again, or it leads to resource paths being mixed up.

### Steps to reproduce

Open the attached project
1. Open `test_script.gd` in the script editor.
2. Run the game. it should print
```
Correct
My Script path: res://test_script.gd
```
3. Go to "File -> Save As..." Type "wrong_script.gd"
4. Make sure you are editing `wrong_script.gd`. Change line 7 from `print("Correct")` to `print("Wrong")`
5. (Optional: Press ctrl-s to save the script. This will cause other unusual behavior in which both scripts point to the same resource until editor restart. Try both with and without saving the script at this point.)
6. Run the game. it will print
```
Wrong
My Script path: res://wrong_script.gd
```
This is surprising because that means the scene has changed to point to the new reference, but debatably correct.
7. Open test_script.gd in the editor. Note that line 7 now says `print("Wrong")` despite editing test_script.gd
8. Run the game. it will print:
```
Wrong
My Script path: res://test_script.gd
```
This is even more surprising. we didn't change anything, but simply ran the game.
9. Open wrong_script.gd again. Note that Line 7 now shows: `print("Correct")`
10. Run the game. It still prints 
```
Wrong
My Script path: res://test_script.gd
```

I've seen different variations for steps 7 through 9, probably depending on when you pressed Ctrl-s. I've had it switch back and forth multiple times between wrong_script.gd and test_scipt.gd

### Minimal reproduction project
[save_as_bug.zip](https://github.com/godotengine/godot/files/9024030/save_as_bug.zip)
Repository: storybook
Issue: actions: argTypesRegex not matching using Pick typescript utility type
Labels: bug,needs triage

**Describe the bug**

Using a more complex props typing definition using `Pick` typescript utility leads to missing match of `argTypesRegex` actions option.

**To Reproduce**

https://github.com/soullivaneuh/storybook-sandbox-cra-typescript/pull/1

1. Open the "Button" story
2. Click on the button

**System**

```
Environment Info:

  System:
    OS: Linux 5.15 Manjaro Linux
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 16.15.1 - ~/.nvm/versions/node/v16.15.1/bin/node
    Yarn: 3.2.1 - /usr/bin/yarn
    npm: 8.11.0 - ~/.nvm/versions/node/v16.15.1/bin/npm
  Browsers:
    Chrome: 103.0.5060.53
    Firefox: 101.0.1
  npmPackages:
    @storybook/addon-actions: ^6.5.9 => 6.5.9 
    @storybook/addon-docs: ^6.5.9 => 6.5.9 
    @storybook/addon-essentials: ^6.5.9 => 6.5.9 
    @storybook/addon-interactions: ^6.5.9 => 6.5.9 
    @storybook/addon-links: ^6.5.9 => 6.5.9 
    @storybook/builder-webpack5: ^6.5.9 => 6.5.9 
    @storybook/manager-webpack5: ^6.5.9 => 6.5.9 
    @storybook/node-logger: ^6.5.9 => 6.5.9 
    @storybook/preset-create-react-app: ^4.1.2 => 4.1.2 
    @storybook/react: ^6.5.9 => 6.5.9 
    @storybook/testing-library: ^0.0.13 => 0.0.13 
```

**Additional context**

N/A