sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/vet: warn about structs marked json omitempty
Labels: Proposal,Proposal-Accepted,Analysis

Marking a struct field of type `time.Time` as json omitempty has no effect. You must use a `*time.Time` for it to work (which is wire compatible). Vet should detect this situation and perhaps suggest `*time.Time` instead.

* Frequency: According to @dsnet, this is a common source of package json confusion. This situation has spawned a handful of proposals: #11939, #27589, #45669.
* Precision: There is no sensible interpretation of omitempty on a time.Time field.
* Severity: Depends on how important the omitempty behavior is. In the case that I just encountered, it was moderate severity. In the most likely scenario, it is resource waste (bandwidth, storage).

This might be reasonably extended to any struct type; see the linked omitzero proposals for more discussion. If an omitzero proposal is accepted, vet could switch to suggesting the use of omitzero rather than suggesting a pointer type.

cc @dsnet @robpike @dominikh
Repository: go
Issue: x/tools/gopls: add an option to suppress or reduce verbosity of diagnostics for `go.mod`
Labels: FeatureRequest,gopls,Tools,gopls/workspace

We have a project that intentionally has deps in the go.mod that appear unused (ex. because of generated code at build time through bazel). VSCode shows a long list of the below problems.

I've tried the suggestion here:
https://github.com/microsoft/vscode-go/issues/3181

```
   "[go.mod]": {
        "editor.codeLens": false
    }
```

and also:
```
    "ui.codelenses": {
      "gc_details": false,
      "regenerate_cgo": false,
      "generate": false,
      "test": false,
      "tidy": false,
      "upgrade_dependency": false,
      "vendor": false,
    },
```

but it still shows warnings/errors:

<img width="531" alt="Screen Shot 2022-02-10 at 4 50 25 PM" src="https://user-images.githubusercontent.com/415779/153503620-1a679294-ed21-4bd1-b458-f3f5c0966a39.png">
Repository: material-ui
Issue: Theme switching doesn't work with Remix
Labels: examples

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

The theme in `ErrorBoundary` and `CatchBoudnary` of remix doesn't match with rest of the app.

### Expected behavior 🤔

The theme selected should be respected in `ErroBoundary` and `CatchBoundary` too.

### Steps to reproduce 🕹

Steps:

1. Visit the [codesandbox](https://codesandbox.io/s/remix-mui-switch-theme-7che2t)
2. Toggle the theme to `dark` if not already
3. Hit the `Test Root CatchBoundary` link
4. You'll see the `dark` theme but if you refresh the page, the theme will fallback to `light` for some reason and you'll see `Warning: Prop 'content' did not match. Server: "#90caf9" Client: "#1976d2"` in the console. This warning is regarding the `<meta name="theme-color" content={theme.palette.primary.main} />` tag in the root.

### Context 🔦

I am trying to accomplish a successful MUI theme switch with error and catch boundaries too.

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  System:
    OS: Linux 5.4 Debian GNU/Linux 10 (buster) 10 (buster)
  Binaries:
    Node: 16.12.0 - ~/.nvm/versions/node/v16.12.0/bin/node
    Yarn: 1.22.17 - ~/.nvm/versions/node/v16.12.0/bin/yarn
    npm: 8.1.0 - ~/.nvm/versions/node/v16.12.0/bin/npm
  Browsers:
    Chrome: Not Found
    Firefox: Not Found
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1
    @emotion/styled: ^11.6.0 => 11.6.0
    @mui/base:  5.0.0-alpha.69
    @mui/icons-material: ^5.4.1 => 5.4.2
    @mui/material: ^5.4.1 => 5.4.2
    @mui/private-theming:  5.4.2
    @mui/styled-engine:  5.4.2
    @mui/system:  5.4.2
    @mui/types:  7.1.2
    @mui/utils:  5.4.2
    @types/react: ^17.0.38 => 17.0.39
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    typescript: ^4.5.4 => 4.5.5
```
</details>
Repository: storybook
Issue: Consider renaming Parameters type so that it doesn't conflict with core TypeScript utility type?
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
The `Parameters` type that Storybook uses shares a name with a [core TypeScript utility type](https://www.typescriptlang.org/docs/handbook/utility-types.html#parameterstype), which means that importing Storybook's `Parameters` into a module without renaming it prevents use of the core utility type in that file.

**Describe the solution you'd like**
Maybe change the name of `Parameters` to `StoryParameters` in a future major release? Not sure if it's worth the hassle, though, since one can easily work around the problem with syntax like `import { Parameters as StoryParameters }`.

**Describe alternatives you've considered**
Leave it be.

**Are you able to assist to bring the feature to reality?**
Probably not any time soon, but maybe at some point in the future.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: go
Issue: x/tools/gopls: propagate`directoryFilter` to underlying go command go/packages
Labels: gopls,Tools

As discussed in https://github.com/golang/go/issues/42965#issuecomment-1044648182 `gopls` can utilize `go`'s `overlay` feature to make `go` commands ignore directories. Reflect the `directoryFilter` setting when building overlay.
Repository: electron
Issue: [Bug]: Odd appearance after moving maximized window to new monitor
Labels: platform/windows,bug :beetle:,status/confirmed,component/BrowserWindow,17-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

17.0.1

### What operating system are you using?

Windows

### Operating System Version

Windows 10 Version 20H2

### What arch are you using?

x64

### Last Known Working Electron version

N/A - I can repro back to 14.0.0 (last version available in Electron Fiddle)

### Expected Behavior

If I have multiple monitors, my window is maximized on one of them, and I call `window.setBounds()` with bounds that move the window to the other monitor, I would expect either a.) nothing happens, b.) the window moves to the given bounds and unmaximizes itself, or c.) the window moves to maximized on the other monitor, and is positioned at the given bounds when unmaximized. From there, double-clicking the title bar would unmaximize or maximize as expected and appropriate.

### Actual Behavior

The window appears on the other monitor at the specified bounds, but still considers itself maximized. Double-clicking the title bar "unmaximizes" the window to its last-known bounds back on the first monitor.

### Testcase Gist URL

https://gist.github.com/01b4bcc99d666ba134358e3389f2b83e

### Additional Information

In my testing I had at least two monitors at 1920x1080 resolution, 100% scaling (to avoid DPI issues), with the primary monitor on the left. Using the testcase gist, entering X = 2320, Y = 200, Width = 1120, Height = 640 and clicking Set Bounds should reproduce the issue.
Repository: flutter
Issue: Slider relies on brittle paint order to work properly
Labels: framework,f: material design,team-design,triaged-design

The material Slider widget relies on the order in which nodes get precessed during PAINT in order to present itself visually correctly. That's brittle.

Here's the problem: In its paint method `_RenderSlider` configures the `paintValueIndicator` painter... 

https://github.com/flutter/flutter/blob/5684b9f69e86712107b14c39dcbcd16c7d4dc08f/packages/flutter/lib/src/material/slider.dart#L1453

... which is used in the paint method of `_RenderValueIndicator`:

https://github.com/flutter/flutter/blob/5684b9f69e86712107b14c39dcbcd16c7d4dc08f/packages/flutter/lib/src/material/slider.dart#L1611

This only works if `_RenderSlider` is processed before `_RenderValueIndicator` during PAINT. Otherwise, `_RenderValueIndicator.paint` will not see the painter configured by `_RenderSlider.paint` and instead paint with an outdated painter.

Since nodes are processed from deepest to shallowest, this works fine when `_RenderSlider` is deeper in the tree than `_RenderValueIndicator` and breaks otherwise. It will also break when the order in which we process nodes during PAINT is flipped around as we did in https://github.com/flutter/flutter/pull/98219, which may give us some performance benefits. That PR saw breakages in google3 because of the problem described here (see b/219153804). 

Long story short: Slider should not relay on the somewhat brittle order in which nodes get processed during PAINT.

~Side node: We should also add a test for this to the framework since this was only caught during a google3 roll.~ Done: https://github.com/flutter/flutter/pull/98772
Repository: godot
Issue: String setter not affecting inspector for tool Resource scripts
Labels: bug,topic:editor,needs testing

### Godot version

v3.4.1.stable.official [aa1b95889]

### System information

Pop_OS! v21.10

### Issue description

Defining a setter for a String in a Resource tool script seems to behave strangely.

https://user-images.githubusercontent.com/43795565/154766240-e24b8bb5-0f81-43d9-9041-f03fbf8a1f86.mp4

The setter _is_ called when typing, verified by placing a print call anywhere in the setter - even in the conditionals - and the conditional does apply when saving and reloading the Resource. However, for some reason, setting `string` from within the setter does nothing in the inspector as I would expect.

### Steps to reproduce

1. Create a new script with the following code:
```gdscript
tool
extends Resource
class_name StringResource

export (String) var string setget _set_string

func _set_string(val : String):
	if val.length() < 10:
		string = val
                print(string)
	else:
		string = ""
                print(string) # Prints an empty string as you would expect
	property_list_changed_notify()
```
2. Create a StringResource and type in the String field.
3. Confirm that the setting does not properly apply to the inspector despite both conditionals functioning as intended.

### Minimal reproduction project

_No response_
Repository: rust
Issue: If/when LLVM switches to deref-at-point semantics, start applying `dereferenceable` to Box args/returns and loads of dereferenceable types
Labels: A-LLVM,T-compiler,S-blocked

Latest LLVM issue for context (currently abandoned and may not be revived): https://reviews.llvm.org/D110745

1. because `dereferenceable` currently means "dereferenceable everywhere", we avoid applying `dereferenceable` attribute to `Box`:

https://github.com/rust-lang/rust/blob/b8c56fa8c30821129b0960180f528d4a1a4f9316/compiler/rustc_middle/src/ty/layout.rs#L3074-L3080

```
// we could apply `dereferenceable_at_point` to the `x` argument
fn foo(x: Box<u64>) -> u64 {
    let value = *x;
    // ...but we can't apply `dereferenceable_globally` to it, because that would allow `x` to be loaded from at this point, after the box is freed
    value + 1
}
```

2. we could use the same logic to apply `!dereferenceable` metadata to loads, e.g. here:

https://github.com/rust-lang/rust/blob/b8c56fa8c30821129b0960180f528d4a1a4f9316/compiler/rustc_codegen_llvm/src/builder.rs#L476-L531

```
let x = Box::new(42);
let ref1: &&u64 = &x.as_ref();
// we could apply `!dereferenceable_at_point` to this load of `&u64`
let ref2: &u64 = *ref1;
dbg!(ref2);
drop(x);
// ...but we can't apply `!dereferenceable_globally` to it, because that would allow `ref2` to be loaded from at this point, after the box is freed
```

@rustbot label A-llvm T-compiler S-blocked
Repository: pytorch
Issue: make c++ logger preamble meaningful
Labels: triaged,module: c10d

### 🚀 The feature, motivation and pitch

when first encountering:
```
[W socket.cpp:701] The server socket on [jean-zay-iam01-ib0]:55035 is not yet listening (errno: 111 - Connection refused), will retry
```
we had no idea whether this was NCCL, OS, pytorch or else that was complaining - I had to `grep` sources until I found it was `c10d` in pytorch.

I'm proposing to make the preamble into something more meaningful, perhaps:
```
[W torch:c10d ...] ...
```

Thank you!

@cbalioglu
Repository: vscode
Issue: Both custom editors are reloaded when clicking on a diff tab if it's already opened
Labels: bug,help wanted,custom-editors

Repro:

1. Install Luna Paint
2. Make a change to an image
3. Save it
4. Click the change in the SCM view, the diff should load
5. Click the tab, the diff custom editors will both reload

<img width="517" alt="Screen Shot 2022-02-18 at 2 58 06 pm" src="https://user-images.githubusercontent.com/2193314/154772249-b4972005-8d90-459b-8744-c920e31cc328.png">

This doesn't seem to happen with text editors.

No gif as gifcap is acting up on edge and safari atm.
Repository: neovim
Issue: Start interactive terminal with parameter
Labels: enhancement

### Feature already in Vim?

No

### Feature description

When using `:terminal` I would like (on Windows) to start a powershell terminal with the parameter `-NoLogo`, but apparently there is no way to achieve it.


According to the documentation (https://neovim.io/doc/user/various.html#:terminal)

````
:te[rminal][!] [{cmd}]	Run {cmd} in a non-interactive 'shell' in a new |terminal-emulator| buffer. Without {cmd}, start an interactive 'shell'.
````

Thus if providing a parameter, the shell is non-interactive.

Also something like  `set shell=powershell.exe -nologo` does not help, as "powershell.exe -nologo" is not a valid shell.
And `set shellcmdflag` does not help, as it is used only for non-interactive shells too.

Other shells, like "bash" also accepts parameters, so this problem is not windows or powershell specific.
Repository: rust
Issue: rustdoc-json: replace jsondocck with jsondocckng
Labels: A-testsuite,T-rustdoc,A-contributor-roadblock,A-rustdoc-json

We want to use <https://github.com/aDotInTheVoid/jsondocckng> which allows writing the tests in a seperate rust files, instread of the current `jsondocck` and `check_missing_items.py`

## Reasons to do this

- Easier for new contributors: They don't need to learn how to use `JsonPath`  and `@set`... commands
- Easier for exising contributors: Common idioms (`"$.index[*][?(@.name=='...')]`) can be converted to rust code to avoid duplication. [Paths referenced repeatedly](https://github.com/rust-lang/rust/blob/b17226fcc11587fed612631be372a5b4cb89988a/src/test/rustdoc-json/type/generic_default.rs#L13-L24) can be replaced with a let
- We can avoid the problems with quoting of the shlex/serde_json frankensteined value system that leads to things like `'"\"vectorcall\""'`

## Drawbacks

- We dont test the raw json, but instead the Rust Repr
- Unclear how to integrate into rustbuild in current from
- Existing tests need to be rewritten


## Todo

- [ ] Improve features of jsondocckng
    - [ ] Allow multifile crates
    - [ ] Allow passing args to rustdoc
    - [ ] Allow multiple json outputs
    - [ ] When failure occours, diff with nightly and prity print
- [ ] Integrate with rustbuild
- [ ] Port existing tests
- [ ] Document 

@rustbot modify labels:  +A-contributor-roadblock +A-testsuite +T-rustdoc +A-rustdoc-json +A-rustbuild
Repository: rust
Issue: rustdoc-json: Track Performance
Labels: T-rustdoc,A-rustdoc-json

@rustbot modify labels: +T-rustdoc +A-rustdoc-json 

_Originally posted by @aDotInTheVoid in https://github.com/rust-lang/rust/issues/93954#issuecomment-1045406785_
Repository: pytorch
Issue: Support writing tensorboard traces to AWS S3 (and other cloud storage services) in profiler
Labels: feature,triaged,module: tensorboard,OSS contribution wanted

### 🚀 The feature, motivation and pitch

I would like to write profiler logs directly to S3 so that they can be read from tensorboard remotely.

Details of datasets and model runs can already be logged in a tensorboard format and saved directly to S3 with a call like

```
import torch

log_dir = "s3://bucket/prefix/"
writer = torch.utils.tensorboard.SummaryWriter(log_dir=log_dir)
writer.add_scalar("test", 1)
writer.close()
```

Those logs can be displayed running `tensorboard --logdir=s3://bucket/prefix/`.

_Profiling_ logs are handled somewhat differently, and while the pytorch profiler tb_plugin [instructions](https://github.com/pytorch/kineto/blob/main/tb_plugin/README.md?plain=1#L67) show how to _read_ logs from S3 into a tensorboard instance, currently it doesn't seem possible to _write_ logs to S3 while profiling.

Specifically, an example like:

```
with torch.profiler.profile(on_trace_ready=torch.profiler.tensorboard_trace_handler("s3://bucket/prefix")) as prof:
    ...
    prof.step()
```

does not write logs to S3 but instead tries to create a local dir of the same name and raises an error `ValueError: No logger registered for the s3 protocal prefix`. (I am unsure whether this should be filed as a bug or a feature request, but since the documentation doesn't spell out that this should be possible I'd consider it the former)

### Alternatives

A current workaround could be to write all tensorboard logs to a local dir, then copy to S3 with boto. But partial writing to S3 is already supported (in `SummaryWriter`, but not `profiler` AFAICT), and it would smoother if it was supported uniformly.

### Additional context

_No response_

cc @robieta @chaekit @aaronenyeshi @guotuofeng @guyang3532 @dzhulgakov @davidberard98 @briancoutinho @sraikund16 @sanrise @ilia-cher @gdankel @bitfort @ngimel @orionr @nbcsm @gaoteng-git
Repository: godot
Issue: Window editor menus on MacOS can't decide which element has focus
Labels: bug,platform:macos,topic:porting

### Godot version

4.0 dev (c944c9e572e616c2f0eba1e392fd17ca030625ec)

### System information

MacOS Monterey, Vulkan, MacBook Air M1 

### Issue description

Menus behave very erratic, more or less impossible to select an item.

See attached screen capture:
https://user-images.githubusercontent.com/157787/154778829-c3c84c8c-aecf-4b08-8153-e01d70b3fcf9.mov



### Steps to reproduce

1. Open Godot
2. Try to open an editor menu

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Line numbers in the Problems windows not easy to read when it comes to cells
Labels: under-discussion,languages-diagnostics,notebook,notebook-language

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- Version: 1.64.0-insider (system setup)
- Commit: 45060913204279d4ecfe0575ca69d68211fb3798
- Date: 2022-01-26T05:17:50.284Z
- Electron: 13.5.2
- Chromium: 91.0.4472.164
- Node.js: 14.16.0
- V8: 9.1.269.39-electron.0
- OS: Windows_NT x64 10.0.19044

Steps to Reproduce:

1. Return some Diagnostic via LSP for a notebook.

In the screen shot below, clicking on the problem takes you to the right cell and the correct line. But just reading the problem it is not straightforward to say where the problem is. The `[1, 1]` or `[2, 7]` does not clearly say which cell the problem is in.

![linting_line_numbers](https://user-images.githubusercontent.com/3840081/154779782-8ac4617c-fec1-4c1c-bf9d-6d64bec8c05a.png)
Repository: pytorch
Issue: Test functionalization doesn't run
Labels: module: internals,triaged

For some reason that whole test file is blocklisted in the CI runner: https://github.com/pytorch/pytorch/blob/f41db99a5690bf0ae4d51d9cdb9aaff95703f6c6/test/run_test.py#L106

Trying to run it locally just segfaults.

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh not sure what the priority of this should be?
Repository: ant-design
Issue: Table 总结栏使用ColSpan前后风格不一致
Labels: 🐛 Bug,help wanted,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/basic-usage-antd-4-18-7-forked-81my95?file=/index.js)

### Steps to reproduce
Table 总结栏使用ColSpan前后风格不一致

### What is expected?
Table 总结栏如果不使用ColSpan，最右下角单元与标题以及内容栏一致，并预留出滚动条宽度
右边栏正常
![0](https://user-images.githubusercontent.com/86905784/170610756-b51a907c-bb6a-4b2d-b65f-3828bbb99ee2.png)

### What is actually happening?
Table 总结栏如果不使用ColSpan或其值为1，最右下角单元与标题以及内容栏风格不一致，并没有预留出滚动条宽度，内容没有对齐，强迫症表示不能接受。另外右上角的边框也有点怪，希望能优化一下。
右边栏被覆盖
![1](https://user-images.githubusercontent.com/86905784/170610802-468cf7e4-5f08-4f49-8985-e03ea5422f0d.png)

| Environment | Info |
|---|---|
| antd | 4.18.7 |
| React | 16.14.0 |
| System | Windows 10 Pro N 19043.1348 |
| Browser | Microsoft Edge Version 96.0.1054.41 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Reload Current Project should open in current console
Labels: enhancement,platform:windows,topic:editor,topic:porting

### Godot version

v3.4.2.stable.official [45eaa2daf]

### System information

Windows 10

### Issue description

I normally use multiple tabs in Windows Terminal and run Godot using `godot -e` in one of them so I can monitor it. Occasionally I need to reload a project. Doing so by clicking "Reload Current Project" ends up disowning the process from the terminal you opened it in and opens a new command prompt.

### Steps to reproduce

* In your terminal of choice, open Godot with `godot -e`
* Once in a project click "Reload Current Project"
* Godot will reopen with a new command prompt/terminal instead of your original terminal.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Crashing due to audio loop offset! 
Labels: bug,confirmed,topic:audio,crash

### Godot version

3.4 Stable

### System information

Windows 11, GLES2/3

### Issue description

In Godot 3.4 

When you import an audio file (MP3) and then test play it in the editor, it works normally, but when you update the loop offset and return to test, Godot crashes and closes itself without warning, and oddly, when you reopen the project again, you will find the updated **loop offset** as expected, and if you do it again, it will do the same!

This was tested on my machine, and at first I thought it was only related to a specific project or my machine, but I can confirm that my friend tried to reproduce the issue on his machine as well, though my machine is Windows 11 and his is Windows 10. Godot crashed and closed on both of us!

### Steps to reproduce

1. > Open Godot 3.4
2. > Create new project
3. > Import MP3 Audio File
4. > Play the file in the editor
5. > Pause the audio
6. > Change the loop_offset 
7. > Reimport
8. > Play it again
9. > Godot will crash and close itself. 


https://user-images.githubusercontent.com/100008167/154797185-5785c707-afa7-4881-81e6-04519137a8f4.mp4



### Minimal reproduction project

_No response_