sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: async block with futures::stream::Buffered is not Send
Labels: C-bug,A-async-await,AsyncAwait-Triaged,WG-async

This issue was originally reported in https://github.com/rust-lang/futures-rs/issues/2636, but it looks like a bug in the compiler.

Here is the example from that issue (posted by @Tuetuopay):

```rust
use futures::stream::{empty, StreamExt};
use std::future::ready;

fn send<T: Send>(_: T) {}

fn main() {
    send(async {
        empty().map(ready::<&()>).buffered(0).next().await
    });
}
```

This should compile without issues, however rustc outputs this error message:

```
error: higher-ranked lifetime error
 --> src/main.rs:7:5
  |
7 | /     send(async {
8 | |         empty().map(ready::<&()>).buffered(0).next().await
9 | |     });
  | |______^
  |
  = note: could not prove `impl futures::Future<Output = Option<&'a ()>>: std::marker::Send`
```

This occurs on current nightly (2022-11-11) and stable. Playground link: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=43484ffb5887c99e0845737c0241c853

There appears to be some issue in how the compiler checks the async block. If you call `.boxed()` on the stream before calling `.buffered()` on it, the error goes away:

```rust
use futures::stream::{empty, StreamExt};
use std::future::ready;

fn send<T: Send>(_: T) {}

fn main() {
    send(async {
        empty().map(ready::<&()>).boxed().buffered(0).next().await
    });
}
```

This compiles without errors on current nightly and stable. Playground link: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9c086487d1ff76b309796efa45846f67
Repository: stable-diffusion-webui
Issue: [Feature Request]: Intel Arc support with Intel Extensions for PyTorch
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Is support for Intel Arc GPU's possible and/or planned?
The 16GB Arc 770 would make a decent card for this (once supply is better)

### Proposed workflow

1. Go to webui
2. Press generate
3. Profit


### Additional information

_No response_
Repository: angular
Issue: "It looks like you're using the disabled attribute with a reactive form directive." messaeg need context info
Labels: hotlist: error messages,area: forms,forms: validators,P4

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

![image](https://user-images.githubusercontent.com/8991783/201569413-e50f7dc3-a2d0-43bc-81ef-ea566e61d3f3.png)


This message isn't helpful. I have more than 100 components on my page and can't check them one by one to see where this issue is happening. 



### Proposed solution

at least needs to tell the name of the component

### Alternatives considered

check each and every component
Repository: flutter
Issue: Strategies for static content rendering performance
Labels: engine,c: performance,P2,team-engine,triaged-engine

I'm rendering document pages, which seems to be very performance intensive. I'm not entirely sure why. The volume of content in the document pages isn't dramatic. Nonetheless, the time to push the display list to the engine takes many frames.

Putting aside the time to push the initial display list, is there a way to cache a document page's display list in the engine, such that the page can be scaled up/down, without sending over another display list? The page content doesn't change after the initial render, only the ancestor transformations, so I would hope that there's a way to avoid any additional `RenderObject` work, but I haven't found such a path.

I tried wrapping each page with a `RepaintBoundary`, but this seems to yield very strange behavior when scaling up/down. Does the display list within a `RepaintBoundary` apply ancestor transformations up front, and then retain global coordinates? Or does the display list within a `RepaintBoundary` retain local coordinates and then play those on top of ancestor transformations in the engine? If the former, that might explain the weird behavior that I'm seeing.

Here are a couple videos that show the `RepaintBoundary` problem. In this first video, I have a series of "pages" that I can scroll and scale. The pages changes size as expected, they continue to meet exactly where they should, and the circle in the center grows and shrinks as expected.


https://user-images.githubusercontent.com/7259036/201578975-b57dc532-5dbc-4619-a74d-06ba96d518cc.mp4



In this next video, I took the exact same code and added a `RepaintBoundary` around a `CustomPaint`, which paints the circle at the center of each page. Here's what happens now.


https://user-images.githubusercontent.com/7259036/201579005-6caa133b-3a4d-4abf-bc8b-b00ee849d31c.mp4


These pages are laid out in a custom `RenderObject`, so it's possible that I'm screwing something up, but in the absence of a `RepaintBoundary`, the children appear with the offset and scale that they should.

So that's a problem that's actively preventing me from using a `RepaintBoundary`, but I'm also wondering if there are any other caching strategies that would allow content transformation without regenerating the display list for each page?
Repository: TypeScript
Issue: More specific `ProxyHandler` types for `apply`, `get`, etc
Labels: Suggestion,Awaiting More Feedback

# lib Update Request

<!--
  Please fill in each section completely. Thank you!

  Are you here for one of these commonly-requested lib changes?
    * Object.keys - see https://stackoverflow.com/questions/55012174/
    * Array methods - see https://github.com/microsoft/TypeScript/issues/36554
    * parseInt, parseFloat, isFinite, isNaN, etc. - see https://github.com/microsoft/TypeScript/issues/4002

  The DOM lib is maintained elsewhere and you can skip a step by filing issues/PRs for the DOM at that repo.
  See https://github.com/microsoft/TypeScript-DOM-lib-generator
-->

## Configuration Check

My compilation *target* is `ES2019` and my *lib* is `["DOM", "DOM.Iterable", "ES2019"]`.

## Missing / Incorrect Definition

`ProxyHandler` `apply`: https://github.com/microsoft/TypeScript/blob/main/src/lib/es2015.proxy.d.ts#L6
`ProxyHandler` `get`: https://github.com/microsoft/TypeScript/blob/main/src/lib/es2015.proxy.d.ts#L36
and other `ProxyHandler` methods which use `string | symbol` for property access.

## Sample Code

```typescript
function sum(a: number, b: number) {
  return a + b;
}

const handler: ProxyHandler<typeof sum> = {
  apply: function(target, thisArg, argumentsList: Parameters<typeof target>) {
    // argumentsList is typed as `any` but should be 
    // `Parameters<T>`
  }
};
```

```typescript
const monster = {
  secret: 'easily scared',
  eyeCount: 4
};

const handler: ProxyHandler<typeof monster> = {
  get(target, prop: keyof typeof monster) {
    // prop is normally typed as `string | symbol`, can potentially be
    // narrowed to `"secret" | "eyeCount"`
  }
};
```


## Documentation Link
For `apply`, this documentation: https://tc39.es/ecma262/#sec-proxy-object-internal-methods-and-internal-slots-call-thisargument-argumentslist suggests to me that we can infer the `apply` handler is only usable when our target type, `T` extends `Function`. Which let's us do better typing than `any`. 

For `get` & others, here's the [spec](https://tc39.es/ecma262/#sec-proxy-object-internal-methods-and-internal-slots-get-p-receiver). Similar to normal object access, I believe we can be more prescriptive/specific about which keys consumers are available.


---------

I think there's probably similar low-lift effort for the sister, `Reflect` api as well, if this ends up being a desirable change.
Repository: pytorch
Issue: Glog macro redefinition problem when including headers from both libtorch and glog
Labels: module: build,triaged

### 🐛 Describe the bug

Hi, I am trying to build a C++ shared library that uses Pytorch C++ custom class (torchscript class). I linked the library aganist Libtorch and glog but got macro redefinition warnings. Those macros are loggers like `LOG` and `CHECK`, which are defined in both Libtorch (`torch/include/c10/util/logging_is_google_glog.h` or `torch/include/c10/util/logging_is_not_google_glog.h`) and glog. I can see Pytorch have similar issues before (#31822, #14724) and a PR (#41504) to solve the redefinition issue when libtorch is not built with glog. However, I still have the redefinition problem when including the headers of glog and `torch/custom_class.h` (which will include `torch/include/c10/util/logging_is_not_google_glog.h` in the end, resulting in macro redefinition). I wonder whether there is a workaround to get rid of this problem?


### Versions

[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.1
[pip3] torch==1.12.1+cu113
[pip3] torchaudio==0.12.1+cu113
[pip3] torchmetrics==0.10.0
[pip3] torchvision==0.13.1+cu113

cc @malfet @seemethere
Repository: godot
Issue: Private properties show in GDScript documentation when using get/set on another public property
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.beta4

### System information

Windows 10

### Issue description

I have a private property, `var _parent: Node` with no documentation on it. If I add another, public property with a get method, `_parent` shows up in the "Property Descriptions" section of the documentation. I would expect that it to not show up unless I explicitly add documentation to it.

### Steps to reproduce

Add this to a class:
```
var _parent: Node

var another: Node:
    get:
        return null
```
And view the "Property Descriptions" documentation, note that `_parent` is visible. Then remove the get function and `_parent` is no longer visible. (`_parent` is also not visible if `another` is renamed to `_another`.)

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Add Inno Setup installation steps to complete Flutter windows documentation
Labels: platform-windows,d: api docs,a: desktop,P2,team-windows,triaged-windows

Unable to follow steps on Flutter windows documentation after Inno setup.

@domesticmouse could you please add Inno setup installation steps and also the process of uploading flutter windows build files to the inno setup software?
Repository: create-react-app
Issue: What is the use of "dependencies.js" in "babel-preset-react-app"?
Labels: needs triage

Feels like it's not exported at all.

And its config is kind of out of date, .e.g the target is still IE9.

Maybe we could remove it?
Repository: react-native
Issue: [IOS] FlatList inside FlatList blocks other touchables (children of parent FlatList) in IOS during scroll
Labels: Needs: Triage :mag:,Needs: Repro

### Description

inside a parent vertical FlatList, use a horizontal child FlatList.
While scrolling the child FlatList the other children of parent FlatList cannot trigger onPress. They are blocked.


### Version

0.66.0, 0.69.0

### Output of `npx react-native info`

System:
    OS: macOS 12.1
    CPU: (8) x64 Apple M1 Pro
    Memory: 28.88 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 14.10.0 - ~/.nvm/versions/node/v14.10.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v14.10.0/bin/yarn
    npm: 6.14.8 - ~/.nvm/versions/node/v14.10.0/bin/npm
    Watchman: Not Found
  Managers:
    CocoaPods: 1.11.0 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 15.0, DriverKit 20.4, macOS 11.3, tvOS 15.0, watchOS 8.0
    Android SDK: Not Found
  IDEs:
    Android Studio: 2021.2 AI-212.5712.43.2112.8815526
    Xcode: 13.0/13A233 - /usr/bin/xcodebuild
  Languages:
    Java: 14.0.2 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.0.0 => 18.0.0
    react-native: 0.69.6 => 0.69.6
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

inside a parent vertical flatlist, use a horizontal child flatlist.
While scrolling the child flatlist the other children of parent flatlist cannot trigger onPress. They are blocked.


### Snack, code example, screenshot, or link to a repository

`
import React, { Component } from 'react';
import { View, Text, TouchableOpacity, SafeAreaView, FlatList, ScrollView  } from 'react-native';


const App =  ()=> {
  const renderListItem = ({ item, index }: any) => {
return (
      <View>
	 <FlatList
            data={data}
            horizontal
            renderItem={renderDataListItem}
            onScroll={() => {
              console.log(" onScroll called in child Flatlist ");
            }
          }
          />    
      </ScrollView>

           <TouchableOpacity
           style={{backgroundColor: 'yellow', padding: 20}}
           onPress={() =>console.log('on Press')}>
           <Text>Count</Text>

         </TouchableOpacity>
         </View>
		);
	};

    return (
      <SafeAreaView>
          <FlatList
            data={['']}
            renderItem={renderListItem}
            onScroll={() => {
              console.log(" onScroll called Flatlist ");
            }
          }
          />
          </SafeAreaView>
      
    );
}
export default App
Repository: godot
Issue: NavigationServer rebaking performance can be too low
Labels: discussion,topic:navigation,performance

### Godot version

3.5

### System information

Linux, AMD Ryzen 9 5900HX, RTX 3080

### Issue description

In my 3D game, I have fairly large levels and the player is able to construct objects (walls, barriers, etc) to defend himself from incoming enemies. This means that I can prebake a navigation mesh for the level but I need to update it when the player finishes a construction or when one is destroyed. The problem is that currently it takes around 5s on my system to rebake the navmesh, and the level is not even complete yet. This leads to enemies bumping into the new constructions for a while until the navmesh is rebaked and they find a new path.

Ideally the rebaking should be done in <1s so that's it's not too visible for the player.

Is there a workaround for this problem? 

If not, can something be done to improve the performance? In my case, which should be common, I rebake the navmesh just to add or close a hole in it so I have a feeling that this operation could be done very fast. I don't mind having to call specific functions on `NavigationServer` and pass the new/deleted object manually for this.

### Steps to reproduce

I can't really share my level and I don't know any large and free environments I can use for testing. But generating a navmesh for a single large cube (800x20x800) seems to be equally slow as in my level.

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: After upgrading react-scripts to 5.0.1 chrome debugger - show variable value after mouse over doesnt work
Labels: needs triage,issue: bug report

in older react-script version "react-scripts": "4.0.3" feature was working. In chrome i was able to see variable values after mouse over (this is not the same feature as 'display variable values inline while debugging')
after upgrading to 5.0.1 it stopped working
Repository: rust
Issue: error messages incorrectly display where bounds with higher ranked self types
Labels: A-diagnostics,T-compiler,D-incorrect,A-higher-ranked

```rust
struct Inv<'a>(&'a mut &'a ());

trait Trait {}

fn with_bound<T>()
where
    (for<'a> fn(Inv<'a>)): Trait,
{
}

fn main() {
    with_bound();
}
```

The current output is:

```
warning: unnecessary parentheses around type
 --> src/main.rs:7:5
  |
7 |     (for<'a> fn(Inv<'a>)): Trait,
  |     ^                   ^
  |
  = note: `#[warn(unused_parens)]` on by default
help: remove these parentheses
  |
7 -     (for<'a> fn(Inv<'a>)): Trait,
7 +     for<'a> fn(Inv<'a>): Trait,
  |

error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `for<'a> fn(Inv<'a>): Trait` is not satisfied
  --> src/main.rs:12:5
   |
12 |     with_bound();
   |     ^^^^^^^^^^ the trait `Trait` is not implemented for `for<'a> fn(Inv<'a>)`
   |
note: required by a bound in `with_bound`
  --> src/main.rs:7:28
   |
5  | fn with_bound<T>()
   |    ---------- required by a bound in this
6  | where
7  |     (for<'a> fn(Inv<'a>)): Trait,
   |                            ^^^^^ required by this bound in `with_bound`
```
The incorrect warning is tracked in #104397. The error message is also wrong though. `for<'a> fn(Inv<'a>): Trait` is a different from `(for<'a> fn(Inv<'a>)): Trait`.
Repository: kubernetes
Issue: Remove volumes migrated to CSI from nodevolumelimits scheduler predicate
Labels: sig/storage,kind/feature,help wanted,needs-triage

### What would you like to be added?

We removed most of the code that handles in-tree OpenStack Cinder volumes (= PVs with `pv.spec.cinder`) in https://github.com/kubernetes/kubernetes/pull/113826. We need to investigate if we still need to keep Cinder code in scheduler, pkg/scheduler/framework/plugins/nodevolumelimits/non_csi.go - the scheduler _could_  see the volumes with `pv.spec.cinder` as translated to CSI already.


### Why is this needed?

To remove unnecessary code in scheduler.
Repository: godot
Issue: Visual shader texture preview works only with baked-in textures
Labels: enhancement,topic:rendering,topic:shaders

### Godot version

v4.0.beta.custom_build [b05e1e7d6]

### System information

Fedora, RX 590

### Issue description

When switching to samplerport + texture parameters, all the visualization in the visual shader just shows a white texture.
This effectively makes the previews not useful unless built-in textures are used.
![Screenshot from 2022-11-14 11-55-59](https://user-images.githubusercontent.com/7917475/201642962-af2aac40-94f2-4de6-85c7-91fbd16f3623.png)
![Screenshot from 2022-11-14 11-55-41](https://user-images.githubusercontent.com/7917475/201642966-e7537c1f-3732-48a8-b385-68a4bdd91840.png)

NOTE: when making mrp, I actually got it to work, but i have no idea how. I believe the texture node when created also adds a texture2D parameter which i assigned before swapping to samplerport.

### Steps to reproduce

1. Create a visual shader
2. Drop a texture in the visual shader
3. Connect the texture node to any node with preview (i'm using  multiply)
4. Convert the texture node to a Texture2DParam + sampler port on texture node



### Minimal reproduction project

![image](https://user-images.githubusercontent.com/7917475/201644337-0861bfc7-5e92-48e2-a6cc-3f584b804a9a.png)
[VS-texturepreview-mrp.zip](https://github.com/godotengine/godot/files/10002362/VS-texturepreview-mrp.zip)
Repository: fastapi
Issue: Managing out-of-date official doc translations 
Labels: feature,investigate,reviewed

### First Check

- [X] I added a very descriptive title to this issue.
- [X] I used the GitHub search to find a similar issue and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/samuelcolvin/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Description

* For contributing translations, it helps that tools or notification to Inform us out of dates translations.
* (I believe) translated documents should shows if up-to-date or out-of-dates to original document. it help users.

### Wanted Solution

First of all, to solve how to search out-of-date translations, I created simple tools ([PR](#5641)) to compare committed date between original and translated docs. It works (but not correct).

How about merging the tools and collaborate them to notify it for developer and user with something like GitHub Actions?

### Alternatives

* adding revision number in each documents and parse it for developer. this way has advantages as for user to check if up-to-date or not when reading.

### Additional Context

_No response_
Repository: godot
Issue: Size of HTML5 exports has increased significantly between 3.x and 4.0.beta
Labels: enhancement,platform:web,topic:porting,confirmed,regression,topic:export,performance

### Godot version

4.0 Beta 4

### System information

Windows 64

### Issue description

The HTML5 export of a single empty 2D node has a size of >40MB. Godot 3.5 HTML5 export is already >20MB.

Users on low bandwidth are kept away from the game. The most important advantage of HTML5 over native apps is the easy access. You can start a game via scanning a QR code. But exactly this benefit of HTML5 is weakened in regions like Germany where cellular coverage and wifi quality are low.

The other issue is the CPU load caused by the huge amount of executable code. 40MB JS and WASM code affects the device speed more than a PNG of 40MB. I didn't benchmark this though.

I am aware Godot does come with some basic functionality and WASM wrapper that already needs about 1MB. But the other engine size could be optimized. Maybe a selection of different engines could make sense that are chosen depending on the featured needed for the game.

There are methods for compression of WASM. It can be done by Apache mod_deflate or even the Javascript zlib library pako. This helps a lot but does not shrink the game by a magnitude.

### Steps to reproduce

Create a new project. Add 2D node. Export HTML5.

### Minimal reproduction project

_No response_
Repository: deno
Issue: `deno-coverage-ignore` comments
Labels: feat,cli,help wanted,testing

It would be nice to have the `deno-coverage-ignore` and `deno-coverage-ignore-file` comments which would essentially act the same as all other `deno-*-ignore` comments but for ignoring a specified line, branch or file when collecting coverage.
Repository: pytorch
Issue: nvprims.native_batch_norm doesn't support fake tensor inputs
Labels: triaged,module: nvfuser,module: primTorch

### 🐛 Describe the bug

Add `tracing_mode="fake"` here to see the error: https://github.com/pytorch/pytorch/blob/9943d46aab4465b887039aa1a9b5d9ebc0a01a35/test/test_prims.py#L614

In order to support fake tensors `prim` should have "prim_meta_impl" attribute that is a callable used for propagating fake tensors. See the usage here: https://github.com/pytorch/pytorch/blob/9943d46aab4465b887039aa1a9b5d9ebc0a01a35/torch/_subclasses/fake_tensor.py#L864-L870

### Versions

latest master

cc @kevinstephano @jjsjann123 @ezyang @mruberry @ngimel @Lezcano @fdrocha @peterbell10
Repository: material-ui
Issue: [docs] Update API design approach guide
Labels: docs

The content of this guide https://mui.com/material-ui/guides/api/ is getting outdated, it's not longer in sync with how we design APIs. We raised in https://github.com/mui/material-ui/issues/34895#issuecomment-1304205535 that it could be great to update it. The value would be:

- For MUI
  - To create more consistent APIs
  - To know why specific APIs exist. It's going to be hard two years from now to find the GitHub or Notion pages where we agreed on the given APIs and **why**. This will avoid making unnecessary changes to how we design APIs because we are missing the full context of the constraints with the current guidelines.
- For the community 
  - To know how best to extend MUI.