sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Change rustc's AST to support formatting code around unrecognized literals
Labels: A-parser,T-compiler,C-feature-request

From https://github.com/rust-lang/rustfmt/issues/4901:

> I'm writing a Hardware Description Language (HDL) embedded in Rust and I'm using a proc-macro `val!` to convert Rust expressions (`syn::Expr`) to the code needed for generating my compiler IR. rustfmt guesses that the macro arguments are expressions and nicely formats them:
> 
> ```rust
> counter.assign_data_in(val!(if overflowed { 0 } else { counter_output + 1 }));
> ```
> 
> However, I support integer types with less usual bit counts, such as `u20`. rustfmt refuses to format as soon as it sees an odd integer literal, so I have to manually format that section of my code:
> https://salsa.debian.org/Kazan-team/rust-hdl/-/blob/f232063e797ddb097d88df4e6580c7ee861efdef/examples/blinky.rs#L17
> 
> ```rust
> let overflowed = val!(counter_output >= 1_000_000_u20);
> ```
> 
> however `syn` has no problems whatsoever parsing that expression.
> 
> Please adjust rustfmt to still format expressions even if it can't parse the type of a literal.
> 
> Short demo (builds fine):
> https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=3da9013aa7b1b43706ad584e652897c5
> 
> ```rust
> macro_rules! val {
>     ($($tokens:tt)*) => {
>         0 // good enough for demo
>     };
> }
> 
> fn f() -> i32 {
>     // not formatted by rustfmt
>     val!(a >
>     123u20)
> }
> 
> fn g() -> i32 {
>     // formatted by rustfmt
>     val!(a >
>     123u32)
> }
> ```
> 
> formats to:
> 
> ```rust
> macro_rules! val {
>     ($($tokens:tt)*) => {
>         0 // good enough for demo
>     };
> }
> 
> fn f() -> i32 {
>     // not formatted by rustfmt
>     val!(a >
>     123u20)
> }
> 
> fn g() -> i32 {
>     // formatted by rustfmt
>     val!(a > 123u32)
> }
> ```

I think this can be achieved by changing rustc's AST to produce a formattible expression AST even when a literal isn't recognized.

This also has benefits around future-proofing, allowing an old rustfmt to work on a later version of Rust code that added additional literal types (like `123u20` or (`format_args!` literal) `f"abc{var}"`).
Repository: flutter
Issue: Disposable Interface
Labels: framework,c: proposal,P3,team-framework,triaged-framework

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## Use case

As of this writing, a lot classes in the SDK have a method defined on them with the signature `void dispose()`. Some of the examples are,

* `TabController`
* `TextEditingController`
* `PageController`
* `ScrollController`
* `State`
* `ChangeNotifier`

Let's call them disposables.

Right now I cannot write functions/methods/classes that can accept a disposable.

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## Proposal

I propose that a new abstract class definition be added to Flutter with the following definition,
```dart
abstract class Disposable {
  void dispose();
}
```

This abstract class should be implemented within the SDK where ever it already is implicitly satisfied. Eg:

```dart
class ChangeNotifier implements Listenable, Disposable 
```

* No breaking changes.
* No new API (no new methods/functions only marking existing classes).

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Repository: godot
Issue: Folder operation in FileSystem dock cause all assets to be rescanned 3.3.2
Labels: bug,topic:editor,usability,performance

### Godot version

3.3.2.stable.official

### System information

Windows 10, 64 bit

### Issue description

Return of issue #19991. Message "Scanning files. Please wait..." appears in FileSystem dock when creating a new folder or moving any folder and takes time to rescan all assets. Deleting folder doesn't show that message. Instead, deleted folder disappears after a delay. Amount of assets seems to affect length of delay. 

### Steps to reproduce

1. Create a new project and import assets (100+ textures for example)
2.1 Create a new folder
2.2 Move any folder
2.3 Delete any folder 

### Minimal reproduction project

Download any assets online (like Kenney's) and import them into a new project.
Empty project can reproduce it too. But message will instantly appear and disappear
Repository: youtube-dl
Issue: [Safari] Unable to download webpage: HTTP Error 404: Not Found
Labels: broken-IE

[download] Downloading video 1 of 29
[safari:api] Downloading login page
[safari:api] 10009AZ4001/AZ4001_1: Downloading part JSON
[safari] Downloading login page
[safari] 10009AZ4001-AZ4001_1: Downloading webpage
ERROR: Unable to download webpage: HTTP Error 404: Not Found (caused by HTTPError()); please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpspbsbtmq\build\youtube_dl\extractor\common.py", line 627, in _request_webpage
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpspbsbtmq\build\youtube_dl\YoutubeDL.py", line 2238, in urlopen
  File "C:\Python\Python34\lib\urllib\request.py", line 470, in open
  File "C:\Python\Python34\lib\urllib\request.py", line 580, in http_response
  File "C:\Python\Python34\lib\urllib\request.py", line 502, in error
  File "C:\Python\Python34\lib\urllib\request.py", line 442, in _call_chain
  File "C:\Python\Python34\lib\urllib\request.py", line 685, in http_error_302
  File "C:\Python\Python34\lib\urllib\request.py", line 470, in open
  File "C:\Python\Python34\lib\urllib\request.py", line 580, in http_response
  File "C:\Python\Python34\lib\urllib\request.py", line 508, in error
  File "C:\Python\Python34\lib\urllib\request.py", line 442, in _call_chain
  File "C:\Python\Python34\lib\urllib\request.py", line 588, in http_error_default
Repository: godot
Issue: Closing a gdscript in the editor, choosing "Discard" and immediately re-opening it, shows old discarded content
Labels: bug,topic:editor,high priority

### Godot version

3.3.2.stable.official

### System information

Ubuntu

### Issue description

Closing a gdscript in the editor and choosing "Discard" and then immediately re-opening it, actually loads its last state, while not actually saving the changes on file (at least).
This is very dangerous because it can lead to loose massive amounts of coding, especially if one does not know that the actual file has not been actually overwritten with the discarded content.

### Steps to reproduce

* Open the example project, or just create an empty project with at least two gdscripts.
* Open both scripts in the editor.
* Change one of the script, then close it, either by using the script list on the left or the context menu.
* **Immediately** re-open the script.
* See that the last state of the content of the script is given to the user, exactly as it was, even though you chose *"Discard"*.

Update: having multiple scripts opened may not be needed to reproduce the bug.

### Minimal reproduction project
[DiscardScriptBug.zip](https://github.com/godotengine/godot/files/6836000/DiscardScriptBug.zip)
Repository: rust
Issue: Speed up string to integer conversion too
Labels: I-slow,C-enhancement,E-help-wanted,T-libs,A-str,C-optimization

Now that #86761 is merged, it might be worth looking in other places too where potentially faster conversion algorithms can be used. This page has quite a lot of them:
https://johnnylee-sde.github.io/
One of them is this string to integer conversion algorithm: https://johnnylee-sde.github.io/Fast-numeric-string-to-int/
This algorithm is also used and mention in #86761 under **Digit Parsing Improvements**. It seems this approach allows parsing 8 digits at once instead of parsing one digit at a time which is what the algorithm in `core` currently does for integer to string conversion:
https://doc.rust-lang.org/src/core/num/mod.rs.html#843
Perhaps this new algorithm can then be reused in some form or another in the float parsing algorithm for more code reusage.

Here is a proof of concept program making use of the final algorithm at the bottom of the **Fast numeric string to int** article:
```rs
fn main() {
    let num = b"12345678";

    let mut sum = unsafe { *(num as *const u8 as *mut i64) };
    sum = (sum & 0xf0f0f0f0f0f0f0f).wrapping_mul(2561) >> 8;
    sum = (sum & 0xff00ff00ff00ff).wrapping_mul(6553601) >> 16;
    sum = (sum & 0xffff0000ffff).wrapping_mul(42949672960001) >> 32;

    dbg!(sum);
}
```
```
[src/main.rs:7] sum = 12345678
```
Repository: pytorch
Issue: Better argument names for torch.atan2 and other math functions
Labels: triaged,module: numpy

Compare [`torch.atan2(input, other)`](https://pytorch.org/docs/stable/generated/torch.atan2.html) with [`float atan2 ( float y, float x )`](https://en.cppreference.com/w/cpp/numeric/math/atan2). I think, `y, x` is clearer and inherits arg name traditions from old C functions

NumPy uses [`numpy.arctan2(x1, x2)`](https://numpy.org/doc/stable/reference/generated/numpy.arctan2.html), but it's probably still better than `input, other`

cc @mruberry @rgommers @heitorschueroff
Repository: rust
Issue: Make `VtblEntry::MetadataDropInPlace` carry `Instance` value.
Labels: C-cleanup,T-compiler

This is mentioned in https://github.com/rust-lang/rust/pull/86461#discussion_r671802401 .

It will make `MetadataDropInPlace` more like `Method`, and be handled more consistently.
Repository: godot
Issue: run exported html fails intermittently
Labels: bug,platform:web,topic:editor,needs testing,topic:export

### Godot version

3.3.2 stable mono

### System information

MacOs 10.15.7 on macbook pro

### Issue description

clicking the  'run exported html' button in the editor will sometimes run my project in the browser and other  times fail this makes a consistent development workflow impossible. and I haven't been able to find information about any logs documented anywhere to try and find any detail (the output message is v general)
see screenshot attached:
<img width="1120" alt="issue-sshot" src="https://user-images.githubusercontent.com/68197715/126075181-ee5e7c81-00e0-493d-a25b-d4fd087da739.png">


### Steps to reproduce

as I explained in the summary it intermittently occurs so I cant  document consistently reliable steps to reproduce, (particularly as there is no error detail to gain any insight into the cause)

### Minimal reproduction project

this only occurs in my main (significant sized) project, perhaps you could share some information about logged detail and I may be able to help more..
Repository: flutter
Issue: [web] enable tests that use webgl on Firefox
Labels: a: tests,team,engine,platform-web,e: web_html,browser: firefox,P2,dependency: firefox,team-web,triaged-web

Firefox does not support WebGL in headless mode: https://bugzilla.mozilla.org/show_bug.cgi?id=1375585

We have a few tests disabled due to this limitation, such as `draw_vertices_golden_test.dart` for the HTML renderer. To find tests skipped due to this issue look for TODOs that link to this issue.

CanvasKit is not affected, as it has a software rasterizer fallback.
Repository: PowerToys
Issue: Power Rename > Options > Enumerate Items, Sorting needed
Labels: Idea-Enhancement,Product-PowerRename

Power Rename is a good feature however the enumerating is not efficient. Power Rename > Options > Enumerate Items, in this path, a sorting option would be helpful while enumerating as the files to be renamed are not sorted in the first place. This would be helpful in renaming a video playlist that is not sorted properly.
Repository: pytorch
Issue: [discussion] Support other index dtypes for scatter, scatter_reduce and other indexing functions in addition to int64: uint8, int16, int32, uint16 etc (without casting copies/reallocations)
Labels: triaged,enhancement,module: type promotion,module: advanced indexing,actionable,module: scatter & gather ops

I checked briefly, but could not find another issue about this. If there exists another existing one, please feel free to close this one.

I propose to support other index dtypes than current int64 for torch.scatter_ / gather / index_select and other similar indexing functions. Often we already have int16, int32 or even uint8 as indices (when these correspond to some cluster IDs and we want to aggregate by cluster), so conversion just inflates used memory.

Even if the underlying code wants to deal only with int64, could it not cast the indices internally to the desired dtype during loop/iteration? Upcasting integers is easy and maybe can be done efficiently without templating (or maybe could be jit-compiled?).

cc @nairbv @mruberry @mikaylagawarecki
Repository: godot
Issue: Vulkan: Sprite3D filter property not implemented yet (to replace the import flag)
Labels: topic:rendering,regression,topic:3d

### Godot version

v4.0.dev.calinou.de83ee57e

### System information

Windows 10 x64

### Issue description

In Godot 3 you'd specify the Filter settings under the texture import options; generally the best practice for pixel-based games was to set the Texture2D default to have Filter turned off (meaning it'd use Nearest Neighbor filtering instead of Bilinear).

In Godot 4 there is an option in the project settings to set the `Default Texture Filter`, but that doesn't seem to apply to Sprite3Ds. With other sprite based objects there's an option to manually specify the `texture_filter` with something like Nearest or Linear, but such options don't appear present on Sprite3D.

Hopefully either I'm just missing something (though I feel like I've checked everything over twice) or it was just an oversight and needs to be exposed.

### Steps to reproduce

[Sprite3DFilter.zip](https://github.com/godotengine/godot/files/6836869/Sprite3DFilter.zip)

There are three objects. One is a QuadMesh with a material using the default `texture_filter` (Linear), one is a QuadMesh/material with Nearest selected (providing the desired pixel-oriented look), and one is a Sprite3D, which seems to lack any option or override or import setting to cause the texture to not be blurry.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Improved OpInfo dtype testing
Labels: module: tests,triaged

Currently OpInfos must specify which dtypes they support and have a test validating they do so correctly:

https://github.com/pytorch/pytorch/blob/593e8f41cae82a279a323510dfcf1da6466ad5c9/test/test_ops.py#L60

There are a couple improvements we could make to this test:

- It should report all changes for both forward and backward
- It should test all sample inputs and show how many failed, if any, so engineers can understand if an operator has partial support for a dtype

cc @mruberry @VitalyFedyunin @walterddr
Repository: flutter
Issue: Support weight/boldness configuration of an Icon
Labels: c: new feature,framework,f: material design,f: cupertino,c: proposal,team-design,triaged-design

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## Use case

<!--
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I want to increase the boldness of an Icon.

Example 👍🏻 
Icon I want ->
<img width="56" alt="Screenshot 2021-07-19 at 11 35 44 AM" src="https://user-images.githubusercontent.com/32421196/126110777-6fd1df15-7ac2-4aa4-985f-53530b143010.png">
Icon I get ->
<img width="42" alt="Screenshot 2021-07-19 at 11 35 59 AM" src="https://user-images.githubusercontent.com/32421196/126110787-fa585ad9-c51b-4a7f-9ffb-28067a1eee6f.png">

## Proposal

```
Icon(
    CupertinoIcons.chevron_down,
    weight: IconWeight.bold // <---- add this
)
```

<!--
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Repository: pytorch
Issue:  Bail out if `-std=c++` setting is detected during build
Labels: module: build,triaged

## 🚀 Feature

 Bail out if `-std=c++` setting is detected during build.

## Motivation

If you today try to build with an C++ standard set, for example `CXXFLAGS=-std=c++17`, you get the following warning:

```
CMake Warning at CMakeLists.txt:36 (message):
  C++ standard version definition detected in environment variable.PyTorch
  requires -std=c++14.  Please remove -std=c++ settings in your environment.
```

## Pitch

Since the build will fail for anything other than `c++14`, IMO we should bail out at this point.

## Context

I'm not consciously setting the standard, but it is a side effect of trying to isolate my build environment. It is set automatically by the `conda` package [`compilers`](https://anaconda.org/conda-forge/compilers) and currently I need to remember to unset it.


cc @malfet @seemethere @walterddr
Repository: youtube-dl
Issue: Request NZTV.co.nz
Labels: site-support-request

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## Checklist

<!--
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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.06.06**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
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- Single video: https://www.tvnz.co.nz/shows/bluey/episodes/s1-e1
- Playlist: https://www.tvnz.co.nz/shows/bluey


## Description

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The videos on this site are only available from New Zealand.

Thanks!
Repository: vscode
Issue: [json] create links for values of format `uri-reference`
Labels: help wanted,feature-request,json

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
When authoring json it'd be great to have a richer experience when referencing other files, without having the overhead of defining a `file://` URI whenever this is required (see example below).
![image](https://user-images.githubusercontent.com/6848427/126122608-f91499ec-3d1f-4792-8e5b-6b46f3dc8b32.png)

I would expect this behaviour by standard when the schema is defining the values as file-references, this is also related to my more pertinent issue in the vscode-yaml repository concerning the handling of k8s kustomize resources ([vscode-yaml#559](https://github.com/redhat-developer/vscode-yaml/issues/559))
Repository: flutter
Issue: Benchmark graphics memory usage in add-to-app after dismissing Flutter view.
Labels: team,platform-android,perf: memory,P2,c: tech-debt,team-android,triaged-android

To prevent issues like https://github.com/flutter/flutter/issues/82790 and to prevent risk of memory leaks, we should benchmark the memory usage of flutter in add-to-app scenarios to verify we clean up any graphics buffers when Flutter is dismissed.