sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [go_router] Add default pageBuilder to GoRouter
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

## Use case

For custom transitions there's already the possibility to declare a GoRoute with a pageBuilder. In cases where the same custom transition is needed for every page in the app, this method becomes repetitive and redundant.

```dart
  GoRouter(
    routes: [
      GoRoute(
        path: '/',
        pageBuilder: (context, state) => MyCustomTransitionPage(
          child: RootPage(),
        ),
        routes: [
          GoRoute(
            path: 'page2',
            pageBuilder: (context, state) => MyCustomTransitionPage(
              child: Page2(),
            ),
          ),
          GoRoute(
            path: 'page3',
            pageBuilder: (context, state) => MyCustomTransitionPage(
              child: Page3(),
            ),
          ),
          GoRoute(
            path: 'page4',
            pageBuilder: (context, state) => MyCustomTransitionPage(
              child: Page4(),
            ),
          ),
        ],
      ),
    ],
  );
```

## Proposal

To solve this issue it would be really great to add a custom `pageBuilder` to `GoRouter` constructor and use it (if present) as the default `pageBuilder` for every `GoRoute` that only declares a `builder`

```dart
  GoRouter(
    pageBuilder: (context, state, child) => MyCustomTransitionPage(
      child: child,
    ),
    routes: [
      GoRoute(
        path: '/',
        builder: (context, state) => RootPage(),
        routes: [
          GoRoute(
            path: 'page2',
            builder: (context, state) => Page2(),
          ),
          GoRoute(
            path: 'page3',
            builder: (context, state) => Page3(),
          ),
          GoRoute(
            path: 'page4',
            builder: (context, state) => Page4(),
          ),
        ],
      ),
    ],
  );
```
Repository: PowerToys
Issue: [FancyZones] Zone colors are black after restarting GPU driver
Labels: Issue-Bug,Product-FancyZones,Priority-3,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.63.0

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Set "Overrides Windows Snap" to On.
2. Restart your GPU Drivers by clicking `Win+Ctrl+Shift+B`
3. Try moving a window.

### ✔️ Expected Behavior

The zones should have a blue color or what Windows defaults or Custom Colors like this: 
![image](https://user-images.githubusercontent.com/87552756/195092402-ebcbd66a-9d2c-429e-bbed-b28ccec74fcb.png)


### ❌ Actual Behavior

The zone colors are black

![image](https://user-images.githubusercontent.com/87552756/195091831-215d7e9c-95d6-48fe-b7be-eb8bd9f8418a.png)


### Other Software

_No response_
Repository: three.js
Issue: `Octree`: Box3 support
Labels: Enhancement

For [Octree.js](https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/Octree.js), how would i be able to intersect and get normals and depths for boxes.

Octree["triangleBoxIntersect"]
Octree["getBoxTriangles"]

I tried implementing this on my own but i failed multiple times.

Related issue [three-mesh-bvh#469](https://github.com/gkjohnson/three-mesh-bvh/issues/469)
Repository: vscode
Issue: Consider supporting embedded language grammars when using semantic tokens
Labels: feature-request,tokenization,semantic-tokens

This has been discussed a little in some other issues:

- https://github.com/microsoft/vscode/issues/113640
- https://github.com/microsoft/vscode/issues/53885
- https://github.com/rust-lang/rust-analyzer/issues/7111

The issue is that a language uses semantic tokens, injected embedded grammars do not work. The suggestion given by @alexdima at https://github.com/microsoft/vscode/issues/113640#issuecomment-754061490 is for the embedded language to coordinate with the language server to suppress semantic tokens where this grammar needs to be used (which Rust has gone ahead with, adding an option to suppress semantic tokens on strings).

This does not seem like a very scalable solution. I had a request at https://github.com/Dart-Code/Dart-Code/issues/4212 related to this where another extension is providing highlighting of some strings inside Dart. When semantic tokens are disabled, everything is fine, but with semantic tokens enabled the Dart server produces string tokens (because strings are a non-default colour) that breaks the embedded language.

Having the Dart server suppress these tokens is not a good solution because:

1. It means strings that _aren't_ in the embedded languages format would lose their colouring
2. It requires an LSP server (which is intended to be generic and editor-agnostic by design) to make changes for some specific functionality of another extension (of which there could be many, with varying needs)

It would be much better if this could be done without changes to the server. I don't know what a solution to this would look like, but perhaps the injected language could be allowed to layer it's scopes over the semantic tokens (while semantic tokens are more accurate, I don't believe that's a reason to prevent this), or allow the injected language to apply specifically to some tokens (like strings) from the server (though VS Code's lack of support for multiline semantic tokens may complicate that).

If there are caveats to switching to semantic tokens, it may cause languages to think twice about switching to them (or, may lead to more users turning them off) which would be a shame.
Repository: angular
Issue: Problem with nested projected content
Labels: area: core,core: content projection,P3

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

No

### Description

I have a child component(TabItemComponent). 
In a parent component(TabsComponent) I display items(as projected content) with using ngTemplateOutlet and don't use `<ng-content>`.
I want to create some wrapper (like TabsWrapperComponent) and put there TabsComponent and in this component puts some items which will be there always, and after that use TabsWrapperComponent instead of TabsComponent in which I can pass as a projected content other items if they are. 

The problem is TabsComponent can't find ContentChildren if they are passed across projected content to TabsComponent in TabsWrapperComponent. 

In a test app only headers items show , but the panel items should too 

I also tried to do it not with template variable, but with directive. It is strange behavior, that angular component can't find ComponentChildren by directive if directive is applied, because the projected content to the wrapper above TabsComponent it is also projected content to TabsComponent
 
 **The problem is**  [here](https://stackblitz.com/edit/angular-ivy-8pssex?file=src%2Fapp%2Ftabs%2Ftabs.component.html,src%2Fapp%2Ftabs%2Ftabs.component.ts,src%2Fapp%2Ftabs-wrapper%2Ftabs-wrapper.component.html,src%2Fapp%2Fapp.component.html,src%2Fapp%2Ftab-item%2Ftab-item.component.html,src%2Fapp%2Fapp.module.ts,src%2Fapp%2Ftabs-wrapper%2Ftabs-wrapper.component.ts)
 **How I handle it** is [here](https://stackblitz.com/edit/angular-ivy-ultipy?file=src%2Fapp%2Fapp.component.ts,src%2Fapp%2Fapp.component.html,src%2Fapp%2Fapp.module.ts,src%2Fapp%2Ftabs%2Ftabs.component.html,src%2Fapp%2Ftabs%2Ftabs.component.ts,src%2Fapp%2Fitem%2Fitem.component.ts,src%2Fapp%2Fitem%2Fitem.component.html,src%2Fapp%2Ftf-drive-tabs%2Ftf-drive-tabs.component.ts,src%2Fapp%2Ftf-drive-tabs%2Ftf-drive-tabs.component.html)

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-ivy-8pssex?file=src/app/app.component.html

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: material-ui
Issue: [Autocomplete] renderOption is extremely slow
Labels: performance,component: autocomplete,ready to take

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Go to this sandbox: https://stackblitz.com/edit/react-nv8116-okqafc?file=demo.tsx

Steps:

1. Have more than 500+ entries as Autocomplete options
2. Expand the dropdown or start typing anything
3. Observe the extreme lag on expand or when typing/deleting the first letter



### Current behavior 😯

Extreme lag when Autocomplete is using `renderOption` with somewhat "large" entries.

### Expected behavior 🤔

Expect it to not lag... or at least for things as little as under 1-2000 entries, it shouldn't be that bad.

### Context 🔦

There is another ticket trying to resolve this issue but it looks like the changes to the virtualization never got merged into any release? 

https://github.com/mui/material-ui/issues/25417

The merged fix seems to be only address the documentation (based on the title).

I don't think `renderOption` should be re-rendering **everything** from scratch on every operations (expand, keypress)?



### Your environment 🌎

See sandbox.
Repository: godot
Issue: CollisionShape does not update moving AnimatableBody3D?
Labels: bug,documentation,topic:physics

### Godot version

4.0.beta2

### System information

Windows 11

### Issue description

I created a moving platform composed this way:
![image](https://user-images.githubusercontent.com/32966173/195108944-85eabcaa-bba2-47e2-b868-ac073c552f12.png)
The Playback Process Mode of the Animation Player is set to "Physics", though it looks like the CollisionShape doesn't follow its parent, the AnimatableBody3D.

https://user-images.githubusercontent.com/32966173/195110224-509ebb3e-8085-4b05-9e30-cd3bb587508c.mp4



### Steps to reproduce

I attached the project.
Just open it with Godot 4 and run pressing F5.
Try to walk above the moving platform.

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/9756527/Test.zip)
Repository: opencv
Issue: simpleblobdetector uncertain different
Labels: bug

### System Information

OpenCV python version: 4.6.0
Operating System / Platform: Ubuntu 20.04
Python version: 3.7.0

### Detailed description

```for same image,detection result is different after two run```

### Steps to reproduce

`
img =  cv2.cvtColor(img,cv2.COLOR_BGR2GRAY)

    params = cv2.SimpleBlobDetector_Params()
    params.minRepeatability= 2
    #面积
    params.minArea = 10
    params.maxArea = 81

    params.filterByColor=True
    params.blobColor = 256
    #二值化图像叠加
    params.maxThreshold = 256
    params.minThreshold = 0
    #默认10
    #params.thresholdStep =1
    #圆度
    params.filterByCircularity = True
    params.minCircularity = 0
    params.maxCircularity = 1
    #惯性率
    params.minInertiaRatio = 0
    #最小距离
    params.minDistBetweenBlobs = 2
    #灯检测
    detector = cv2.SimpleBlobDetector_create(params)
    start_time = time.time()
    blobs = detector.detect(img)`

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: excalidraw
Issue: [feature request] option to zoom with scroll wheel
Labels: discussion,UX/UI

coming from other creative tools like miro, cad, blender, etc. and even consumer products like maps, it's common to have scroll wheel zoom without needing to hold ctrl.

maybe changing this default now is more harm than good, but it would be nice to have an **option to change the mouse behavior** to this. i don't often need to scroll up/down on the canvas when i can middle-mouse drag.
Repository: pytorch
Issue: Feature request: Deterministic test input generation
Labels: feature,module: tests,triaged

### 🚀 The feature, motivation and pitch

Today, PyTorch tests, especially OpInfo tests used in test_ops, generate random inputs. We then send the random inputs through tests and then compare them with some expected output with some pre-specified tolerance. This leads to some potential issues:

- test flakiness. It is often the case that a different set of random inputs will cause the test to fail because the new result is just beyond the bounds of the tolerance. From anecdotal experience this happens more often than a legitimate bug being discovered.
- inability to reproduce tests. There are also cases where it is difficult to reproduce a failure in CI (because the test inputs in CI produced a random tensor, but on a local machine the test inputs are a different random tensor).

Proposal: we should associate each OpInfo sample with a seed value that can be used to deterministically generate the same input (modulo floating point differences) across all (or most) platforms and devices. This will help test flakiness and test reproducibility, but may come at the cost of fewer bugs caught (because the seed will never change unless someone manually changes it).

### Alternatives

Instead of pre-associating each OpInfo sample with a seed, we could generate a new seed every time the test suite is run and print it out in the logs. This would make it so that our tests are reproducible but not help the flakiness problem

### Additional context

cc our testing tsars (@mruberry, @ngimel), and also @pytorch/pytorch-dev-infra (I'm curious how many flaky tests come up as a result of different random inputs being generated)

cc @mruberry
Repository: godot
Issue: Texture data is only freed after all textures are imported
Labels: bug,enhancement,topic:import

### Godot version

4.0 beta 2 mono

### System information

Arch Linux

### Issue description

When importing multiple textures at once, all of the textures stay in memory until the last one finishes being imported.
In my case, I was importing 150 2k and 4k textures, which wouldn't fit into the memory all at once, so I had to copy and paste those textures in batches of 10 so the engine doesn't crash because there's no memory available.

### Steps to reproduce

* Create a new project
* Drop a lot of high resolution textures into the project folder
* Observe the memory usage rising until the last texture is finished importing, then it will return to normal

### Minimal reproduction project

_No response_
Repository: rust
Issue: Tracking issue for `-Z instrument-xray`
Labels: C-tracking-issue,A-CLI

This is a tracking issue for `-Z instrument-xray` flag, enabling XRay instrumentation support.

- Docs: TBD
- MCP: rust-lang/compiler-team#561

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [x] Implement the feature
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

- Do we want to stabilize this at all? That will be know after the unstable option sees some use.

### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->

- https://github.com/rust-lang/rust/pull/102963
Repository: pytorch
Issue: Performance tests mnist_hogwild-cpu_memory CPU memory increase by 30%
Labels: triaged,module: regression

### 🐛 Describe the bug

We are observing following performance regression 

mnist_hogwild-cpu_memory
1.12.1 cu116 (MB) : 307.691
1.13.0 cu116 (MB) : 395.91


CUDA 11.6, python 3.9 pytorch 1.12.1 vs 1.14 master
This confirms with the following test:
```
>> import torch
>>> print(f"torch: {torch.__version__}")
torch: 1.12.1
>>> import psutil
>>> psutil.Process().memory_info().rss / (1024 * 1024)
196.52734375
```
vs
```
>>> import torch
>>> psutil.Process().memory_info().rss / (1024 * 1024)
287.75390625
>>> print(f"torch: {torch.__version__}")
torch: 1.14.0.dev20221011
```





### Versions

1.13 and 1.14 master

cc @ezyang @gchanan @zou3519
Repository: electron
Issue: [Bug]: `tray.getBounds()` initially returns the incorrect `x` and `y` values on macOS
Labels: platform/macOS,component/tray,bug :beetle:,status/confirmed,has-repro-gist

### 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

21.1.0

### What operating system are you using?

macOS

### Operating System Version

12.6 (Monterey)

### What arch are you using?

arm64 (including Apple Silicon)

### Last Known Working Electron version

_No response_

### Expected Behavior

`tray.getBounds()` should return current bounds when called shortly after the initialisation of the `Tray`. If this is not possible then the `tray` instance should emit a `ready` event so that we know when `getBounds()` will return the correct bounds.

### Actual Behavior

`tray.getBounds()` returns an incorrect value until some arbitrary time has passed. In my testcase it takes approx 500ms for the correct value to be returned.

### Testcase Gist URL

https://gist.github.com/davej/be1503e76acb237fc2ef513445d80b70

### Additional Information

Output of my test case above. Only `setTimeout:500` is correct.
```
Electron v21.1.0 started.
sync { x: 0, y: 956, width: 16, height: 36 }
setImmediate { x: 0, y: 956, width: 16, height: 36 }
setTimeout:50 { x: 0, y: 956, width: 16, height: 36 }
setTimeout:500 { x: 931, y: 0, width: 16, height: 36 }
```

This is probably the same bug as reported in #33515.
Repository: material-ui
Issue: Allow use `styleOverrides` to target parts in new component variants
Labels: package: system,customization: theme,enhancement,customization: dom

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Allow use of `styleOverrides` in custom variants so we can target and theme component parts (e.g. `root`, `listbox`) that are not accessible by specificity from root.

### Examples 🌈

Global component overrides can theme component parts via `styleOverrides`.

```js
const theme = createTheme({
  components: {
    MuiAutocomplete: {
      styleOverrides: {
        listbox: background: 'red';
      },
    },
  },
});
```

However, when creating [new component variants](https://mui.com/material-ui/customization/theme-components/#creating-new-component-variants) you are put into `root`.

```js
const theme = createTheme({
  components: {
    MuiAutocomplete: {
      variants: [
        {
          props: { newVariant: true },
          style: {
            // how do I theme MuiAutocomplete-listbox as it isn't enclosed by root?
          },
        },
     ]
    },
  },
});
```

The [current workaround](https://mui.com/material-ui/customization/theme-components/#global-style-overrides) is to use the global style overrides syntax with `styleOverrides` and a callback with `ownerState`. This results in variant logic in two syntaxes and spread outside the variants array.

```js
const theme = createTheme({
  components: {
    MuiAutocomplete: {
      styleOverrides: {
        // component variant logic mixed with global
        listbox: ({ ownerState }) => ({
          ...(ownerState.newVariant === true && {
            background: 'red',
          }),
        }),
      },
      variants: [
        // other variants ...
     ]
    },
  },
});
```

I propose we allow the use of the `styleOverrides` syntax with custom variants.

- Cleaner than the callback syntax
- Keeps variant logic in the variants array
- Reuses `styleOverrides` syntax
- Cleaner targeting of component parts instead of drilling through CSS specificity

```js
const theme = createTheme({
  components: {
    MuiAutocomplete: {
      variants: [
        {
          props: { newVariant: true },
          styleOverrides: {
            listbox: {
              background: 'red',
            },
          },
        },
     ]
    },
  },
});
```

### Motivation 🔦

`MuiAutocomplete` uses several parts by portal that are inaccessible via CSS specificity from the root component. By allowing the use of `styleOverrides` in the new component variants we can target and theme those parts just as we do in global style overrides. This avoids putting variant logic in callbacks outside of the variants array.
Repository: terminal
Issue: Continued issues with the shell extension
Labels: Help Wanted,Issue-Bug,Product-Terminal,Area-ShellExtension

I have updated to Terminal Preview 1.16.2641.0 and am still not seeing "Open in Terminal Preview" anywhere except when RMBing on a folder. Does not appear when clicking in the background of a folder, or on the desktop, which both should theoretically be fixed according to the commit

From Win10 20H2

_Originally posted by @xenobytezero in https://github.com/microsoft/terminal/discussions/13977#discussioncomment-3851763_
Repository: go
Issue: x/vuln: delay reporting vulnerabilities for N days 
Labels: NeedsInvestigation,UX,vulncheck or vulndb

Once a new Go bugfix is released `govulncheck` will start to report issues from the standard library if security flaws were fixed in the latest bugfix. This causes a lot of failed builds across a fleet of CI jobs because the underlying machine may not have been upgraded yet. Failing builds for an issue that teams will address but haven't had time to solve yet causes frustration and pushes teams to silence warnings or rush through upgrades.  

One option would be to delay reports for a `time.Duration` value. This would let teams upgrade dependencies and Go versions before seeing failures. 

I'm proposing that the `govulncheck` command accepts a `-stability-days N` flag where `N` is a value parsable by `time.ParseDuration`. The check could read a vulnerabilities [`published` field in the OSV format](https://ossf.github.io/osv-schema/#published-field) and use the machines local time for comparison. 

Prior art: https://docs.renovatebot.com/configuration-options/#stabilitydays