sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Update all messages and documentation to use `ANDROID_HOME`, warn against using `ANDROID_SDK_ROOT`
Labels: c: new feature,platform-android,tool,c: proposal,P2,team-android,triaged-android

[Search for `ANDROID_SDK_ROOT` in the `flutter` repository](https://github.com/search?q=repo%3Aflutter%2Fflutter+android_sdk_root&type=code) reveals about dozen occurrences of this deprecated environment variable. [Source: Android SDK docs](https://developer.android.com/studio/command-line/variables).

`ANDROID_SDK_ROOT` was replaced with `ANDROID_HOME` some time ago.

### Action suggested

Usages of the deprecated env var should be replaced with the new one.
Repository: vscode
Issue: Some way to provide an enum of suggested values, but still allow any value
Labels: feature-request,settings-editor

I tried something like this:

```json
 "anyOf": [
  {
    "type": "string"
  },
  {
    "type": "string",
    "enum": [
      "Azure China",
      "Azure US Government"
    ],
  }
],
```

but that gave me:
![image](https://user-images.githubusercontent.com/2644648/229233974-a9a5123e-4db6-4646-b9e9-70f1279757b4.png)

It also doesn't seem like there's a magic `*` value for enum that allows anything... or if `enum` allowed a regex.
Repository: three.js
Issue: SkeletonUtils `.retarget()` and `.retargetClip()` error with documented `SkeletonHelper` params
Labels: Documentation

### Description

[SkeletonUtils Docs](https://threejs.org/docs/?q=skeleton#examples/en/utils/SkeletonUtils) indicate that `.retarget()` and `.retargetClip()` expect two `SkeletonHelper` as the source and target.

<table>
<td>
<img width="942" alt="image" src="https://user-images.githubusercontent.com/22670878/229191846-6bc31689-bdb9-48bc-a6fd-96b26c41499e.png">
</td>
</table>


When I call `retarget()` with these arguments, I get an error:

```
❌ SkeletonUtils.js:31 Uncaught TypeError: Cannot read properties of undefined (reading 'bones')
```

The traceback points here:

https://github.com/mrdoob/three.js/blob/a55464eacb39e9a781a91d7848eb7401621d1045/examples/jsm/utils/SkeletonUtils.js#L31-L32

`source.isObject3D` reads `true` for a SkeletonHelper, so it then tries to read `source.skeleton.bones` which is invalid for SkeletonHelper. Instead, bones are stored on `SkeletonHelper.bones`.

I've tried to piece together what type(s) retarget is meant to accept. Taking a look at that `getBones` function:

https://github.com/mrdoob/three.js/blob/a55464eacb39e9a781a91d7848eb7401621d1045/examples/jsm/utils/SkeletonUtils.js#L485-L489

My guess is that retarget is written to accept:

* `SkinnedMesh` (according to `source.skeleton.bones`)
* `Bone[]` (according to `Array.isArray` in `getBones`)
* `Skeleton` (according to `skeleton.bones` in `getBones`)

I tried passing my `SkeletonHelper.bones` array instead, but that didn't seem to perform retargeting. Then I tried passing a `SkinnedMesh` and it sort of worked, but the retargeted pose was wrong. Then I tried passing a `Skeleton` and that worked as expected.

I notice in the Fiddle shared in #25288, they had to explicitly assign a skeleton to `skeletonHelper.skeleton` .

I get the impression that `retarget()` and `retargetClip()` are generally outdated, either in implementation or documentation. As @sunag  mentioned in #25589 this could use an official example. I'd also like there to be some explanation of the `options` object.

### Reproduction steps

1. Load a humanoid animation and create a SkeletonHelper `helperSource` for it
2. Load a humanoid character and create a SkeletonHelper `helperTarget` for it
3. Call `SkeletonUtils.retarget(helperTarget, helperSource, {})`


### Code

```js
const gltfSource = await loadGLTF(urlSource)
const helperSource = new THREE.SkeletonHelper(gltfSource.scene)

const gltfTarget = await loadGLTF(urlTarget)
const helperTarget = new THREE.SkeletonHelper(gltfTarget.scene)

SkeletonUtils.retarget(helperTarget, helperSource, {})
```


### Live example

https://jsfiddle.net/mattrossman/h2473jf0/4/



### Screenshots

_No response_

### Version

r151

### Device

Desktop

### Browser

Chrome

### OS

MacOS
Repository: vscode
Issue: [Extension Development] parsing exception in "when" clause should default to not showing corresponding entry
Labels: feature-request,under-discussion,context-keys

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- VS Code Version: 1.77.0
- OS Version: Windows 11

Steps to Reproduce:

We had an old extension - not actively worked on in a while. that defined a view/item/context like so: 
"define a chat icon to show up for our extension"
![image](https://user-images.githubusercontent.com/45443099/229244166-46b83cae-eff7-41a7-831c-59446d1e09f5.png)

**Behavior:** 
Not sure if there was a recent change that made the regex in quotes invalid. This was causing the context icon to show up in all other views within VS Code even outside of our extension. 

This "chat icon" is displayed in other parts of vcode: for example the Remote Explorer View 
![image](https://user-images.githubusercontent.com/45443099/229244314-d1626ca0-a5a8-4765-af5b-34280830d795.png)

**Expected**
Not a huge deal that the regex in string is invalid after the recent update to 1.77. But our team feels that a parsing exception in a "when" clause should "disable it to make it obvious that something went wrong" rather than "show up for everyone in all parts of vscode"
Repository: stable-diffusion-webui
Issue: [Request]: Watcher/Maintainer for requirements.txt
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 ?

Adds: 
- vladmandic - nvidia
- brkirch - Mac

as codeowner for requirements.txt file.

Provides a way for this project to bump or pin python packages quickly, if absolutely needed. The default state of webui should be to do nothing, as to not upset extension development.

### Additional information

This could be helpful to extension authors who develop extensions on weekdays.
Repository: godot
Issue: Graph editor sends wrong index for children
Labels: enhancement,documentation,topic:gui

### Godot version

3.5.2 stable Mono

### System information

Windows 11

### Issue description

When using graph editor you set slots when you initate it, then you might do something like what is in the mock code below,

SetSlot(5,rightside, color.white)
setSlot(6 rightside, color.white, leftside, color.blue)

However if you get a connect signal between slot 5 and slot 6 in this case. you actually get a connect signal between slot 0 and slot 0. Because the connect signals are counted from the first slot on the left to the first slot on the right.

This is incredibly confusing and should be fixed, I know there is a rework of graphedit for 4.0 but 3.5.2 should be in longterm support so this should be fixed.

My suggestion is either fix so we get the slot number when connecting (preferred) or make it so we can translate this ID we get to slot number (like in Godot 4.0)

### Steps to reproduce

Make a graph edit with several nodes.
Add several controls to each node.
Add that is not in slot 0.
Connect two slots in the visual editor, you will see that they send slot 0.



### Minimal reproduction project

[GraphNodes.zip](https://github.com/godotengine/godot/files/11128045/GraphNodes.zip)
Repository: next.js
Issue: ESM and TypeScript version of PostCSS config, doesn't load.
Labels: bug,TypeScript

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
> npx next info

    Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Sat Apr 01 2023 08:47:57 GMT+0800 (Taipei Standard Time)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 7.13.6
    Relevant packages:
      next: 13.2.5-canary.24
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

TypeScript

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-p7yaj5?file=pages/index.tsx

### To Reproduce

1. Initiate a sample next.js project
2. Install TailwindCSS by `npm install -D tailwindcss`
3. Generate Tailwind & PostCSS config with `npx tailwindcss init --esm --postcss --ts`

### Describe the Bug

[Since TailwindCSS as of version `^3.3.0` supports ESM and TypeScript config](https://tailwindcss.com/blog/tailwindcss-v3-3#esm-and-typescript-support), the `postcss.config.ts` doesn't load at all - the content of the config file is not read up - I could confirm by adding a `console.log()` with a random message.

### Expected Behavior

The PostCSS of config - ESM or TypeScript - should load. Hence the styles of the heading message should be applied.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: [Build] Validation script for ADMX
Labels: Area-GitHub workflow,Area-Enterprise

Check on PRs if
- each admx string exists in adml.
- admx is valid xml.
- adml is a valid xml.
- each category property is added as category definition in admx.
- each supportedOn property is added as supportedOn definition in ADMX.
- generic property (class, ...) has a supported value.
- the "last changed" comment has the same or a newer version as the newest `supportedOn` definition.
- the registry value name doesn't exist more than one time. (Otherwise it's a copy-paste mistake.)

@crutkas
I am not sure if this is possible. But it would be a nice feature to have an ADMX check I think.
Repository: pytorch
Issue: Request to cherrypick a fix into v1.13.1 (v1.8 has a CVE)
Labels: module: binaries,triaged

### 🐛 Describe the bug

We ran into a CVE on v1.8, details at https://nvd.nist.gov/vuln/detail/CVE-2022-45907. The CVE got fixed in v1.13.1 but this version has a bazel bug which stops us from using it: https://github.com/pytorch/pytorch/issues/92096#issuecomment-1492771044. 

Since, 1.8 -> 2.0.0 is a major version upgrade (which is a risk for us), the request is to cherrypick the fix for the bazel issue to 1.13: Fix is https://github.com/pytorch/pytorch/pull/92122. 

### Versions

N/A

cc @seemethere @malfet
Repository: node
Issue: memory leak in shadow realms
Labels: memory,realm

### Version

all

### Platform

all

### Subsystem

shadow-realm

### What steps will reproduce the bug?

```js
// Flags: --experimental-shadow-realm --max-old-space-size=20
'use strict';

for (let i = 0; i < 1000; i++) {
  const realm = new ShadowRealm();
  realm.evaluate(`new TextEncoder(); 1;`);
}
```

### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior? Why is that the expected behavior?

Shouldn't crash from OOM

### What do you see instead?

Crash from OOM

### Additional information

See analysis https://github.com/nodejs/node/pull/47339#issuecomment-1492816480. This was introduced in https://github.com/nodejs/node/pull/46809. The current memory management of shadow realms requires that there should be no strong global references in the graph, but we currently have many of them in the code base - among them are the binding data and the aliased arrays associated with the encoding binding, which is lazily created when `TextEncoder` is accessed, for example.

I think we have at least two options:

1. Change the memory management of shadow realms so that it doesn't rely on the context being GC'ed to GC itself (otherwise any out-of-band global reference to objects in that context holds the context alive forever) - I am not sure how feasible it is, superficially that seems plausible, because the shadow realms boundary ensures that no objects can be leaked out of the shadow realms, therefore once the shadow realms wrappers are unreachable the context should be unreachable, but it might get more complex once there's asynchronicity/modules involved
2. Avoid making BaseObjects strong - there are strong BaseObjects everywhere in the code base, however, I am not sure if it's actually practical to simply eliminate all strong global references - we might end up having some of them just impossible to make weak, and they'll result in a leak once they end up in a shadow realm.

Or, we could use some help from V8 to get notified about the realms being unreachable, and release the realms in some callback instead of in a weak callback of the context. It's not clear to me what's enough for us at this point, though.
Repository: stable-diffusion-webui
Issue: [Bug]: Give different result with same settings.
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

Same prompt,seed,checkpoint,ensd,eat,sigma noise etc.
Gives different output.

Here is the examples.
Should be:
![20230401_124015](https://user-images.githubusercontent.com/60924830/229264012-e77a7a3b-974e-43df-8401-db715360ed44.png)
But gives:
![20230401_124024](https://user-images.githubusercontent.com/60924830/229264011-1795120a-5c95-4666-8d0b-7510adba75f4.png)


as you can see, big parts are similar(arrangements,shape) but detailed parts are cleary different.
Funny thing is, it happens randomly every time start colab. Not in the middle of running.
 Sometimes it generates original outputs. 
But sometimes(restart colab after 1 minute to day dosent matter)generates different outputs.
It's not the level of xformers indeterminate.
IIt's not original VS worse variations. It's like 50:50; original output VS worse output(no variations. only 1 output)
older commit didnt fixed the issue. 

### Steps to reproduce the problem

1. start colab
2. wait for setup
3. starts webui
4. boom. Gambling tme


### What should have happened?

give consistent outputs

### Commit where the problem happens

cant specify. tested multiple commits

### What platforms do you use to access the UI ?

_No response_

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
--data-dir /content/drive/MyDrive/SD --xformers --xformers-flash-attention
```


### List of extensions

locon,image browser,civitai etc

### Console logs

```Shell
Tooo long and nothing helpful
```


### Additional information

Colab, commit web ui every time i start. I fixed commit to older one, nothing solved the issue
Repository: next.js
Issue: `redirects()` in `next.config.js` are not working for app schema URL
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Mon Dec 19 20:44:01 PST 2022; root:xnu-8020.240.18~2/RELEASE_X86_64
    Binaries:
      Node: 18.14.0
      npm: 9.3.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.25
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/lingering-resonance-en9626

### To Reproduce

1. Click in the only link present in the website
2. You can check the error in Network tab in developers' browser tools 

### Describe the Bug

In `next.config.js` `redirects` are not working when they are app schemas. Example:

```
/** @type {import('next').NextConfig} */
const nextConfig = {
  reactStrictMode: true,

  async redirects() {
    return [
      {
        source: '/login-with-openid',
        destination: 'nofilter://login-with-openid',
        basePath: false,
        permanent: false,
      },
    ];
  },
};

module.exports = nextConfig;
```

If you open the codesandbox, and click on the link, it will navigate to a page that should REDIRECT to `nofilter://`. `nofilter` is an app. If you have getnofilter.com app installed, you will see it doesn't open because the `location` http header is wrong in the request.

Something is weird:
In my prod version (using `"next": "13.1.6",`), the `location` http header is: `nofilter:/login-with-openid` (there is 1 slash missing), but in `canary` is `nofilter:login-with-openid` (there are 2 slashes missing).

<img width="1440" alt="Screen Shot 2023-04-01 at 01 30 44" src="https://user-images.githubusercontent.com/1837969/229265642-1f310def-efcc-424e-8a76-c3d250146fff.png">

^^^ Check in the bottom, the `location` http header. That's the one how is `nofilter:/` in `13.1.6` and `nofilter:` in `canary`



### Expected Behavior

The redirection should go to the proper one defined in the configurations (with double slash), as in: `nofilter://login-with-openid`

### Which browser are you using? (if relevant)

Safari in the phone (where it will be used)

### How are you deploying your application? (if relevant)

Push to the repo who Vercel is listening changes
Repository: Python
Issue: Optimize Project Euler solutions
Labels: enhancement,help wanted,optimization

### Feature description

If someone would like to take a stab at optimizing these solutions, feel free to open a PR or ask for any help here:

## Slowest 10 durations
- [ ] Problem 145 / sol1.py  (***25.00s***)
- [ ] Problem 070 / sol1.py  (***13.86s***)
- [ ] Problem 104 / sol1.py  (***6.84s***)
- [ ] Problem 092 / sol1.py  (***6.01s***)
- [ ] Problem 010 / sol2.py  (***3.90s***)
- [ ] Problem 010 / sol1.py  (***3.76s***)
- [ ] Problem 078 / sol1.py  (***3.67s***)
- [ ] Problem 135 / sol1.py  (***3.59s***)
- [ ] Problem 073 / sol1.py  (***2.64s***)
- [ ] Problem 034 / sol1.py  (***2.54s***)

_Reference: https://github.com/TheAlgorithms/Python/actions/runs/4580132675/jobs/8088552368#step:5:356_
Repository: stable-diffusion-webui
Issue: [Bug]: saving to a directory, save all image in same folder in (\txt2img-images folder) not working!
Labels: bug-report

Same Settings
-->  saving to a directory
-- --> Directory name pattern = clearing [date]

goal : need to save all image in same folder in (\txt2img-images folder) as always....
![Screenshot_3](https://user-images.githubusercontent.com/1768531/229269811-3653c70e-1c70-47fc-9556-e9851ca437a2.png)
![Screenshot_4](https://user-images.githubusercontent.com/1768531/229269815-d4ab808e-be5c-4e7d-b815-eb9a3551762c.png)

after updates
bug: it is saving to each "prompt name folders" under (\txt2img-images folder)
![Screenshot_2](https://user-images.githubusercontent.com/1768531/229269759-d2fa26ea-ec66-4f57-8e69-1f52dd5bd591.png)

 it used to put all images in chronical order in same root (\txt2img-images folder) by just removing the [date]
how to make all images sit in (\txt2img-images folder) like it used to?
Repository: godot
Issue: C# - Exporting a variable called 'scale' locks the scale of the Node3D to (0, 0, 0)
Labels: bug,topic:editor,topic:dotnet

### Godot version

4.0.1.stable.mono

### System information

Windows 10, VS Code

### Issue description

Exporting a variable called `scale` causes the scale of the Node3D to (0, 0, 0), and it's not possible to change it (unless you remove the exported variable of course).

If the script is put on a Mesh or similar you won't notice it right away, because there are no changes in the scene. I only discovered this after moving some files around and the meshes "disappeared" from my scene. It took some time to figure out what was wrong.

![image](https://user-images.githubusercontent.com/9482792/229271069-582657cb-f55b-4351-aee0-94e88cf6e3be.png)

The issue was unexpected as the build-in property is capitalized `Scale` while the issue occurs with lowercase `scale`.

I would have expected either that scale were still (1, 1, 1) - or a warning that it's not possible to use that specific keyword.


### Steps to reproduce


1. Add a MeshInstance3D to the scene
2. Add a script to the node and export `scale`
    ```
    public partial class Sphere : MeshInstance3D
    {
        [Export]
        float scale = 0.3f;
    }
    ```
3. Build and go to the inspector, to see the scale has changed to (0, 0, 0)

### Minimal reproduction project

[Godot-4.0.1-ScaleTest.zip](https://github.com/godotengine/godot/files/11128741/Godot-4.0.1-ScaleTest.zip)