sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Support for Linux RISC-V
Labels: c: new feature,engine,platform-linux,P3,team-engine,triaged-engine

## Use case

RISC-V is an upcoming CPU architecture which can similarly to ARM result in very energy-efficient processors. I won't start a discussion on benefits or issues related to RISC-V architecture; there are plenty out in the internet and in scientific environment.

Even though RISC-V is not very common for desktop or mobile devices yet, there is definitely momentum in the development RISC-V. Most major Linux and BSD distributions support RISC-V, such as Ubuntu, Debian or FreeBSD.

- **Present:** not many use cases. There are a few Linux-capable development boards as well as one fully featured desktop SoC available.
- **Future:** expectedly more. There's a lot of ongoing development in the RISC-V community.

And what makes Linux all-day usable: Flutter of course. I would like to have this issue as a tracker for possibly upcoming RISC-V support and implementation.

## Proposal

Flutter currently supports amd64 and aarch64 on Linux. I'd propose to add support for RISC-V in addition.

This should mainly consist of:
- patches in the engine and Flutter tool to handle RISC-V
- pre-built Engine snapshots for RISC-V

## Related:

- Dart SDK MR: https://github.com/dart-lang/sdk/issues/38587
Repository: godot
Issue: Don't persist the View Frame Time panel across restarts to avoid unexpected high power usage in the editor
Labels: enhancement,topic:editor,topic:3d,performance

### Godot version

v4.0.alpha4.official [f47097973]

### System information

Mac OSX (Intel 2019)

### Issue description

The GPU is spamming frames as fast as possible in the editor:

<img width="1111" alt="Screenshot 2022-03-11 at 12 29 57" src="https://user-images.githubusercontent.com/100964/157840167-27ee2d21-5416-4b38-94df-e9f21d1de739.png">

<img width="200" alt="Screenshot 2022-03-11 at 12 30 11" src="https://user-images.githubusercontent.com/100964/157840209-26412ff3-c66a-452b-b726-a7e78a28479e.png">

<img width="230" alt="Screenshot 2022-03-11 at 12 30 43" src="https://user-images.githubusercontent.com/100964/157840316-b049f70e-c00a-4f22-b609-6d6c00dc2bfc.png">



### Steps to reproduce

1. Open the editor
2. Click on the 3D viewport

### Minimal reproduction project

[4.x](https://downloads.tuxfamily.org/godotengine/4.0/alpha4/)
Repository: pytorch
Issue: torchscript RNN modules cannot move between GPU
Labels: oncall: jit

### 🐛 Describe the bug

It is not possible to move a torchsript module traced on one CUDA device, to another.

The following snippet loads a torchsript module traced on `cuda:0`, transfers it to `cuda:1`, and attempts to run its forward method:

```
    module = torch::jit::load(model_path, std::string ("cuda:1")); //It was traced on `cuda:0`.
    batch = batch.to("cuda:1");
    std::vector<torch::jit::IValue> input_batch;
    input_batch.push_back(batch);
    auto scores = module.forward(input_batch);
```

This generates the following traceback:

```
terminate called after throwing an instance of 'std::runtime_error'
  what():  The following operation failed in the TorchScript interpreter.
Traceback of TorchScript, serialized code (most recent call last):
  File "code/__torch__/bonito/crf/model.py", line 10, in forward
    x: Tensor) -> Tensor:
    encoder = self.encoder
    return (encoder).forward(x, )
            ~~~~~~~~~~~~~~~~ <--- HERE
  File "code/__torch__/bonito/nn.py", line 29, in forward
    _0 = getattr(self, "0")
    _10 = (_2).forward((_1).forward((_0).forward(x, ), ), )
    _11 = (_5).forward((_4).forward((_3).forward(_10, ), ), )
                        ~~~~~~~~~~~ <--- HERE
    _12 = (_8).forward((_7).forward((_6).forward(_11, ), ), )
    return (_9).forward(_12, )
  File "code/__torch__/bonito/nn.py", line 72, in forward
    rnn = self.rnn
    input = torch.flip(argument_1, [0])
    input0 = torch.flip((rnn).forward(input, ), [0])
                         ~~~~~~~~~~~~ <--- HERE
    return input0
class LinearCRFEncoder(Module):
  File "code/__torch__/torch/nn/modules/rnn.py", line 22, in forward
    _1 = [hx, hx0]
    _2 = [weight_ih_l0, weight_hh_l0, bias_ih_l0, bias_hh_l0]
    y, _3, _4 = torch.lstm(input, _1, _2, True, 1, 0., False, False, False)
                ~~~~~~~~~~ <--- HERE
    return y

Traceback of TorchScript, original code (most recent call last):
 ... some more stuff here...
RuntimeError: Input and hidden tensors are not at the same device, found input tensor at cuda:1 and hidden tensor at cuda:0
```

This is the same problem as [reported here](https://github.com/pytorch/pytorch/issues/15272) however in that issue tracing a model on GPU is provided as a solution for transferring between CPU and GPU, this issue shows that the problem is deeper than that and multi-GPU inference is not possible.

Is there a resolution to this (even a hacky one?) I don't see why the specific device the module was traced on should be in the torchscript module at all, and why hidden state should be ignored by the `Tensor::to` method?

FYI @goldsborough 

### Versions

Pytorch 1.11.0, C++ API, Linux, CUDA11.3
Repository: react
Issue: Why return now directly in the RenderContext or CommitContext
Labels: Type: Discussion,React 18

```
export function requestEventTime() {
  if ((executionContext & (RenderContext | CommitContext)) !== NoContext) {
    return now();  // why ????
  }
  if (currentEventTime !== NoTimestamp) {
    return currentEventTime;
  }
  currentEventTime = now();
  return currentEventTime;
}
```
Why return now directly in the RenderContext or CommitContext
Repository: godot
Issue: Default parameters are not used when calling a C# method from GDScript
Labels: bug,topic:dotnet

### Godot version

3.4.3.stable.mono

### System information

Arch Linux x86_64, 5.16.10-arch1-1 kernel

### Issue description

When attempting to call a C# script method that has default parameters, the game will crash with the error message "Invalid call. Nonexistent function 'Method name' in base 'Object'." unless every parameter is supplied.

```
# Calling method with no default arguments -> Works fine
csharp.MethodWithArguments(Vector2(1, 2), 3.0, 4)

# Calling method with default arguments, and supplying them anyway -> Works fine
csharp.MethodWithDefaultArguments(Vector2(1, 2), 3.0, 4)

# Calling method with default arguments, but only supplying required ones -> "Nonexistent function" error
csharp.MethodWithDefaultArguments(Vector2(1, 2))
```

### Steps to reproduce

1. Create a C# script containing a method with default parameters
2. From a GDScript script, instance the C# script and attempt to call the method
4. Game crashes with 'Nonexistent function' error unless parameters are supplied

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/8231673/TestProject.zip)
Repository: rust
Issue: No more auto-unrolling starting with LLVM 14
Labels: I-slow,P-medium,T-compiler,regression-from-stable-to-stable,C-bug

### Code

I tried this code:

```rust
pub fn find_minimum(values: &[f64]) -> f64 {
    let mut min = f64::INFINITY;

    for &num in values {
        if num < min {
            min = num
        }
    }

    min
}
```

I expected to see this happen: I expect that the generated assembly will unroll the loop to a certain level.

Instead, this happened: There is no more unrolling perform by the compiler.

### Version it worked on

```asm
.LCPI0_0:
        .quad   0x7ff0000000000000
example::find_minimum:
        test    rsi, rsi
        je      .LBB0_1
        lea     rcx, [8*rsi - 8]
        mov     edx, ecx
        shr     edx, 3
        add     edx, 1
        and     rdx, 7
        je      .LBB0_3
        neg     rdx
        movsd   xmm1, qword ptr [rip + .LCPI0_0]
        mov     rax, rdi
.LBB0_5:
        movsd   xmm0, qword ptr [rax]
        add     rax, 8
        minsd   xmm0, xmm1
        movapd  xmm1, xmm0
        inc     rdx
        jne     .LBB0_5
        cmp     rcx, 56
        jae     .LBB0_7
        jmp     .LBB0_9
.LBB0_1:
        movsd   xmm0, qword ptr [rip + .LCPI0_0]
        ret
.LBB0_3:
        movsd   xmm0, qword ptr [rip + .LCPI0_0]
        mov     rax, rdi
        cmp     rcx, 56
        jb      .LBB0_9
.LBB0_7:
        lea     rcx, [rdi + 8*rsi]
.LBB0_8:
        movsd   xmm1, qword ptr [rax]
        minsd   xmm1, xmm0
        movsd   xmm0, qword ptr [rax + 8]
        minsd   xmm0, xmm1
        movsd   xmm1, qword ptr [rax + 16]
        minsd   xmm1, xmm0
        movsd   xmm0, qword ptr [rax + 24]
        minsd   xmm0, xmm1
        movsd   xmm1, qword ptr [rax + 32]
        minsd   xmm1, xmm0
        movsd   xmm0, qword ptr [rax + 40]
        minsd   xmm0, xmm1
        movsd   xmm1, qword ptr [rax + 48]
        minsd   xmm1, xmm0
        movsd   xmm0, qword ptr [rax + 56]
        minsd   xmm0, xmm1
        add     rax, 64
        cmp     rcx, rax
        jne     .LBB0_8
.LBB0_9:
        ret
```

It most recently worked on: 1.59

### Version with regression

```asm
.LCPI0_0:
        .quad   0x7ff0000000000000
example::find_minimum:
        test    rsi, rsi
        je      .LBB0_1
        shl     rsi, 3
        movsd   xmm1, qword ptr [rip + .LCPI0_0]
        xor     eax, eax
.LBB0_4:
        movsd   xmm0, qword ptr [rdi + rax]
        minsd   xmm0, xmm1
        add     rax, 8
        movapd  xmm1, xmm0
        cmp     rsi, rax
        jne     .LBB0_4
        ret
.LBB0_1:
        movsd   xmm0, qword ptr [rip + .LCPI0_0]
        ret
```

`rustc --version --verbose`:
```
rustc 1.60.0-beta.3 (e5effbd0b 2022-03-07)
binary: rustc
commit-hash: e5effbd0b34c9ede216e21d3f60dcbad0b863676
commit-date: 2022-03-07
host: x86_64-unknown-linux-gnu
release: 1.60.0-beta.3
LLVM version: 14.0.0
```

@rustbot modify labels: +regression-from-stable-to-beta -regression-untriaged
Repository: pytorch
Issue: C++ Context::setDeterministicAlgorithms default 2nd arg not defined in header
Labels: module: cpp,triaged,module: determinism

### 🐛 Describe the bug

With v.1.11.0, a second boolean arg was added to Context::setDeterministicAlgorithms, but the default of false (i.e. warnings=false) is defined in the .cpp file rather than the header file.

in aten/src/ATen/Context.cpp:
```
void Context::setDeterministicAlgorithms(bool b, bool warn_only=false) {
..
}
```

but in in aten/src/ATen/Context.h:
```
void setDeterministicAlgorithms(bool, bool);
```

I'm guessing that the intent was to allow backward compatability with previous versions and allow the function to be called with a single boolean argument, but I think the default of false needs to be included in the header file.


### Versions

I think the bug was introduced with libtorch v1.11.0

cc @jbschlosser @mruberry @kurtamohler
Repository: create-react-app
Issue: How can I avoid CSS3 rgba being converted to hex value in production builds?
Labels: needs triage

Like the title says, is it possible somehow to set up CRA to avoid converting rgba CSS values to hex values?

It is useful for me because I want to define my colors in CSS as rgba variables and then read them later on in my JS code (after parsing them). It only transforms the CSS for production builds, development is fine.
Repository: PowerToys
Issue: Keyboard app selections emulation of windows 7 start menu functioning
Labels: Idea-Enhancement

### Description of the new feature / enhancement

Instead of the windows 10 menu search change it to where you can press a keyboard letter and it will go to the desired items that start with that letter the way the app menu system use to work in Windows 7. Is it possible?

### Scenario when this would be used?

I have tried to use the search feature with one letter but its cumbersome and takes more time than just scrolling to the app in the menu that I need to run. It would be good to be able to turn the menu search part on or off and allow going to the app that starts with the letter chosen. It is way faster than the windows 10 or 11s start menu system.

### Supporting information

_No response_
Repository: flutter
Issue: Widget borders are inconsistent & hard to use
Labels: framework,c: proposal,P3,team-framework,triaged-framework

## Use case

Currently there multiple ways to two specify the border of a widget. This depends on the widget. Some use `Decoration`, some use `InputDecoration` and others `ShapeBorder`.

Everytime is have to set a border, i am confused which type to use. 

If i want to switch from say a `Card` to a `Container`, which is certainly a common occurrence, i will have to Switch to a different Object holding the settings and different way to specify the border itself. 
To make matters worse the type given for the parameter, is mostly an abstract class (besides `InputDecoration`), so the IDE won't help me much as well.

Here are a couple of examples that all specify the same border in different incompatible ways:

```dart
Widget buildTest(BuildContext context) {
  final shapeBorder = RoundedRectangleBorder(
      borderRadius: BorderRadius.circular(8),
      side: const BorderSide(
        width: 1,
        color: Colors.black,
      ));
  final inputDecorationBorder = OutlineInputBorder(
      borderRadius: BorderRadius.circular(8),
      borderSide: const BorderSide(
        width: 1,
        color: Colors.black,
      ));
  final decorationBorder = BoxDecoration(
    borderRadius: BorderRadius.circular(8),
    border: Border.all(
      color: Colors.black,
    ),
  );
  const child = Text('foo');
  return Column(
    children: [
      Container(decoration: decorationBorder),
      DrawerHeader(decoration: decorationBorder, child: child),
      Material(shape: shapeBorder),
      Card(shape: shapeBorder),
      TextField(decoration: InputDecoration(border: inputDecorationBorder)),
      ListTile(shape: shapeBorder),
      TextButton(
        onPressed: null,
        style: TextButton.styleFrom(shape: shapeBorder),
        child: child,
      ),
      FloatingActionButton(
        onPressed: null,
        shape: shapeBorder,
        child: child,
      )
    ],
  );
}
```

## Proposal

The Proposal is to rework this api, and unify how borders are specified wherever possible.

/edit wording
Repository: vscode
Issue: Color or notification of commits on Github?
Labels: git,scm,under-discussion

<!-- ⚠️⚠️ 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. -->

When there are commits on the remote Gitbub repository of a project we are wroking on VScode shows this in the status bar. But it's not that hard to overlook this. So I was wondering if it would be possible to make this stand out a bit more. Maybe by setting the color (to red) when there are remote commits. An other way woulld be to launch a notification when opening a project that point out there are new commits.

I have used an extension for this for a while ('Am I behind') and this adds a notification of remote commits. That's very usefull ... when it works properly. Unfortunalely it doesn't most of the time.  

Any thoughts?

![2022-03-11_16-54-17](https://user-images.githubusercontent.com/4346247/157903483-57c476e6-6b5b-4b1a-955c-08fdb291be56.png)
Repository: excalidraw
Issue: support different eraser sizes
Labels: discussion,Eraser tool

Either a step-slider similar to opacity, or pick from 3-4 different sizes.

follow-up to https://github.com/excalidraw/excalidraw/issues/4901
Repository: excalidraw
Issue: non-atomic erasing for linear & freedraw shapes
Labels: enhancement,discussion,Eraser tool

Instead of removing whole shapes, with linear and freedraw shapes we can erase points that are close in proximity to the cursor.

@maielo pointed out this behavior may actually be undesirable for most use cases that excalidraw is used for, where deleting whole shapes is faster than being forced to erase all individual points. So if we implement this we should make this opt-in from the properties pannel.

Spec:

- it should split the shape into two when a middle point is removed
- for better results, we should create new points at the edges of the split lines to minimize the effect on the resulting shape

![image](https://user-images.githubusercontent.com/5153846/157909221-e438e53e-96c3-4943-b704-4e6edb2d602c.png)

Ultimately, a solution that creates even more points to better approximate the original shape would be ideal, but not easy:

![image](https://user-images.githubusercontent.com/5153846/157909557-69e49202-f871-4c1f-8a29-c5173da859d5.png)
Repository: pytorch
Issue: torch.jit.script does not custom state_dicts
Labels: oncall: jit,oncall: quantization,low priority,triaged

### 🐛 Describe the bug

It looks like `torch.jit.script` does *not* preserve custom state dicts. If you run the following script:

```python
import torch
from torch import nn

linear = nn.quantized.Linear(1, 1)
scripted = torch.jit.script(linear)

print(linear.state_dict())
print(scripted.state_dict())
```

you can see that the `scripted` state dict is now empty!

```
OrderedDict([('scale', tensor(1.)), ('zero_point', tensor(0)), ('_packed_params.dtype', torch.qint8), ('_packed_params._packed_params', (tensor([[34.]], size=(1, 1), dtype=torch.qint8,
       quantization_scheme=torch.per_tensor_affine, scale=1.0, zero_point=0), tensor([0.])))])
OrderedDict()
```

### Versions

```
Collecting environment information...
PyTorch version: 1.11.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Fedora release 34 (Thirty Four) (x86_64)
GCC version: (GCC) 11.2.1 20220127 (Red Hat 11.2.1-9)
Clang version: 12.0.1 (Fedora 12.0.1-1.fc34)
CMake version: Could not collect
Libc version: glibc-2.33

Python version: 3.8.12 | packaged by conda-forge | (default, Jan 30 2022, 23:53:36)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.15.18-100.fc34.x86_64-x86_64-with-glibc2.10
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.22.3
[pip3] torch==1.11.0
[conda] blas                      2.16                        mkl    conda-forge
[conda] cpuonly                   2.0                           0    pytorch
[conda] libblas                   3.8.0                    16_mkl    conda-forge
[conda] libcblas                  3.8.0                    16_mkl    conda-forge
[conda] liblapack                 3.8.0                    16_mkl    conda-forge
[conda] liblapacke                3.8.0                    16_mkl    conda-forge
[conda] mkl                       2020.2                      256  
[conda] numpy                     1.22.3           py38h05e7239_0    conda-forge
[conda] pytorch                   1.11.0              py3.8_cpu_0    pytorch
[conda] pytorch-mutex             1.0                         cpu    pytorch
```

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @Xia-Weiwen @leslie-fang-intel
Repository: rust
Issue: `BorrowMut::borrow_mut` taking precedence over `RefCell::borrow_mut` can be confusing
Labels: A-diagnostics,T-compiler,D-confusing

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
use std::{borrow::BorrowMut, cell::RefCell, rc::Rc};

pub struct Foo {
    bar: (),
}

fn foo() {
    let foo = Rc::new(RefCell::new(Foo { bar: () }));
    let bar = foo.borrow_mut().bar;
}
```

[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=27c35dea78a72527eff5eaf0c86c0095)

The current output is:

```
error[E0609]: no field `bar` on type `&mut Rc<RefCell<Foo>>`
 --> src/lib.rs:9:32  |
9 |     let bar = foo.borrow_mut().bar;
  |                                ^^^ unknown field
```

Here, `borrow_mut` uses `BorrowMut::borrow_mut` instead of `RefCell::borrow_mut` which can be confusing especially for beginners. Wondering if the diagnostics can/should be improved to help.

`borrow` doesn't have the same problem because it will cause an error, AFAICT because of the conflict between `<&T as Borrow>::borrow` and `<Rc as Borrow>::borrow`.
Repository: material-ui
Issue: [docs] TextField examples have `endAdornment` as a prop, but implementation requires it on `InputProps`
Labels: docs,component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

In the docs here: https://mui.com/components/text-fields/#main-content

It shows that a standard TextField should take an endAdornment prop directly:

    <TextField
      label="Size"
      endAdornment={<InputAdornment position="end">
          <Typography variant="caption">asdf</Typography>
        </InputAdornment>}
    />

But the actual implementation seems to require it to be inside `InputProps`:

    <TextField
      label="Size"
      InputProps={{
        endAdornment: <InputAdornment position="end">
            <Typography variant="caption">asdf</Typography>
          </InputAdornment>
      }}
    />

I'm not really sure where the correct place to update the docs is (likely in the code definition itself?) If you agree this is wrong, and can point me where the right place to update it is, I can send a PR in.

### Expected behavior 🤔

Docs might be wrong? Should be

    <TextField
      label="Size"
      InputProps={{
        endAdornment: <InputAdornment position="end">
            <Typography variant="caption">asdf</Typography>
          </InputAdornment>
      }}
    />


### Steps to reproduce 🕹

N/A

### Context 🔦

N/A

### Your environment 🌎

N/A
Repository: TypeScript
Issue: Make @see tags link directly.
Labels: Suggestion,Awaiting More Feedback

Hi, I write a lot of code definitions and referencing code in the form of `@see {@link ...}` is not an option for me.
It also looks a bit redundant (I know they are not the same).

I've used code editors in the past where they only use `@see`.
You can also find it in lots of code around like in [this example](https://code.visualstudio.com/updates/v1_57#_parentsession-on-debug-sessions) from VSC:
![image](https://user-images.githubusercontent.com/1121725/157948101-f669e88f-017a-4297-a543-7a9a53e5f7b9.png)

It would be nice if the `@see` tag could link directly.
Repository: three.js
Issue: Loft NURBS
Labels: Enhancement

In most of the common 3d applications, there aare different types of NURBS object, one of the most useful ones are Loft NURBS where one can define the shape of an objects by curves. For now, three.js supports only very few of these NURBS objects, and neither of them accepts a curve as input - just arrays with vertices.

I'm always frustrated when I have an object that I cannot directly use as input. The way it is now, I'd have to extract vertices from a curve, put these into an array and feed this array into the NURBS object's constructor.

I'd like to see support for more types of NURBS objects (with proper documentation) than those that are already implemented,  like Loft NURBS. These should be able to directly get the defining curves as input, instead of vertex arrays.

I want to be able to define curves based on mathematic formulae and make smooth surfaces of 3d objects out of them (in this case, I'm working on procedurally generated mushrooms).

I have considered using other libraries, but in this case, my customer wants to keep the project as small as possible, ie no external libraries are allowed.

![fungus 1](https://user-images.githubusercontent.com/19553316/157957034-0d050d0c-4fd9-4729-968c-930a96b3a32e.jpg)
Screenshot shows different types of NURBS in Cinema 4d.