sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Proposal] Scaffold should provide an event handler for clicking status bar
Labels: c: new feature,platform-ios,framework,f: material design,f: scrolling,c: proposal,P3,team-ios,triaged-ios

## Use case

`Scaffold` or `CupertinoScaffold` creates `GestureDetector` on status bar, for scrolls to top.
But in nested scaffold, only `GestureDetector` on top-level Scaffold works, and no matter to override event.
So, if you are using `IndexedStack`, and each item in IndexedStack has its own Scaffold, you can't handle events that fit the activated IndexedStack now, but only run designated events.  (i.e. if each page in IndexedStack is scrollable, tapping status bar triggers everything to scroll top https://github.com/flutter/flutter/issues/85603#issuecomment-907757258)

Structure of example below:
```
Scaffold
  - Scaffold
    - ListView
```

|Case1 |Case 2|
|------|---|
|Top-level Scaffold has AppBar|Top-level Scaffold doesn't have AppBar|
|![image](https://user-images.githubusercontent.com/16171447/149616160-cdf8e180-eeeb-4474-9884-8a4e08c4d42c.png)|![image](https://user-images.githubusercontent.com/16171447/149616218-4df45684-5271-4c21-b583-8ceadaf38f71.png)|
|**Problem**: Only top-level Scaffold's GestureDetector can be triggered, there isn’t GestureDetector located on status bar for nested Scaffold|Problem: There is GestureDetector located on status bar on nested Scaffold, but only top-level Scaffold's GestureDetector is triggered, and it can't be handled|

In Case 2, there are two GestureDetectors, but only the parent's GestureDetector works.

|Parent(ScaffoldState#f3333)|Child(ScaffoldState#d9fee)|
|------|---|
|![image](https://user-images.githubusercontent.com/16171447/149616573-458e491f-4da5-4297-8b2e-c16a69dbf1a8.png)|![image](https://user-images.githubusercontent.com/16171447/149616591-eb144320-96ef-4040-ae09-357568cb470d.png)|

```
Scaffold(... state: ScaffoldState#f3333(tickers: tracking 2 tickers))
```
You can see both parent Scaffold and child Scaffold have each GestureDetector on status bar.
I've added GestureDetector to print own context, and only #f3333 (parent)'s GestureDetector works.



## Proposal

**Provides Status bar tapping event handler on Scaffold and CupertinoScaffold.**

```dart
Scaffold(
      onStatusBarTap: () => ...
);
```

If `onStatusBarTap` is null, the default handler should work (scrolls to top on iOS, nothing on Android)
Repository: deno
Issue: The deno does not support the socks5h protocol.
Labels: suggestion

```
https_proxy=socks5h://myproxy:myport  deno upgrade
```
Upgrade failure

```
https_proxy=socks5://myproxy:myport  deno upgrade
```
Upgrade success

Differentiate socks5h from socks5. In a proxy string, socks5h:// means that the hostname is resolved by the SOCKS server. socks5:// means that the hostname is resolved locally.
Repository: PowerToys
Issue: [PT Run] [Registry] Don't treat uac cancellation as error exception
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

We should not treat cancelllation of uac as exception in log:

```
[2022-01-15 17:10:29.0379] [ERROR] [C:\a\_work\1\s\src\modules\launcher\Wox.Infrastructure\Helper.cs::151]
-------------------------- Begin exception --------------------------
Message: Unable to open regedit.exe: Der Vorgang wurde durch den Benutzer abgebrochen.

Exception full name  : System.ComponentModel.Win32Exception
Exception message    : Der Vorgang wurde durch den Benutzer abgebrochen.
Exception stack trace:
   at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
   at System.Diagnostics.Process.Start()
   at Wox.Infrastructure.Helper.OpenInShell(String path, String arguments, String workingDir, Boolean runAsAdmin)
Exception source     : System.Diagnostics.Process
Exception target site: Boolean StartWithShellExecuteEx(System.Diagnostics.ProcessStartInfo)
Exception HResult    : -2147467259
-------------------------- End exception --------------------------
```

### Scenario when this would be used?

User cancel uac dialog when opening registry.

### Supporting information

_No response_
Repository: pytorch
Issue: [feature request] Multidim support for softmax/log_softmax/softmin 
Labels: triaged,enhancement,module: norms and normalization

### 🚀 The feature, motivation and pitch

This was lost in comments in https://github.com/pytorch/pytorch/issues/9703#issuecomment-407137379 and https://github.com/pytorch/pytorch/issues/12316#issuecomment-433362779, and still seems not implemented. This is often needed/convenient when implementing spatial attention over several dims and can save typing a bunch of flatten/unflatten calls.

Real-world usecase that could be simplified: https://github.com/fundamentalvision/Deformable-DETR/blob/main/models/ops/modules/ms_deform_attn.py#L99-L100

Current error message (on v1.9.1):
```
TypeError: softmax() received an invalid combination of arguments - got (dim=tuple, ), but expected one of:
 * (int dim, torch.dtype dtype)
 * (name dim, *, torch.dtype dtype)
```
Repository: youtube-dl
Issue: How to help Uberspace?
Labels: question

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## Checklist

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- [x] I'm asking a question
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## Question

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From the website:

>  We would also like to heartily thank our main website hoster Uberspace who is currently being sued in Germany for hosting our essentially business card website and who have already spent thousands of Euros in their legal defense. 

How can we donate or help either the youtube-dl project or Uberspace during this lawsuit?
Repository: godot
Issue: Deleting a folder the editor not refresh folder tree and freeze
Labels: bug,topic:editor,needs testing

### Godot version

v3.5.beta1.mono.official [b9b23d222]

### System information

Debian 11

### Issue description

I delete a folder in editor and the folder is deleted correctly ( I see the folder deleted disappear in vscode)
But i can still see the folder in editor.if I try to click it nothing happen.
No errors. 
I tried: 

- fold/unfold folders in editor 
- open close scenes
- set spins to update continuos
- change dock position
- open close scripts

Just to check if is related in some way with something else but no avail, folder still there.
At end I decided to restart the editor but its stuck at
![image](https://user-images.githubusercontent.com/13235119/149631493-0c764a71-661b-4473-93c6-e0434a78385e.png)

"cancel" and "quit" button are irresponsive.
I have another godot session and it close regularly.
To close the stuck godot session I had to kill it
  
 

### Steps to reproduce

see before

### Minimal reproduction project

NA
Repository: go
Issue: path/filepath: WalkDir pass unclean path to WalkDirFunc while using unclean root
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18beta1 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/Users/auxten/Library/Caches/go-build"
GOENV="/Users/auxten/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/auxten/Codes/go/pkg/mod"
GONOPROXY="github.com/auxten/*"
GONOSUMDB="github.com/auxten/*"
GOOS="darwin"
GOPATH="/Users/auxten/Codes/go"
GOPRIVATE="github.com/auxten/*"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.18beta1"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/8l/5v4c2kl17hx82psrh8x09grm0000gq/T/go-build2410796747=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

assume there is a dir with one file in it, which is `dir/file1` and `dir/file2`
```golang
filepath.Walk("dir/../dir", func(path string, info fs.FileInfo, err error) error {
		fmt.Println(path)
		return err
	})
```

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->


### What did you expect to see?

```
dir
dir/file1
dir/file2
```


### What did you see instead?

```
dir/../dir
dir/file1
dir/file2
```

which is the similar case for `filepath.WalkDir`
Repository: terminal
Issue: Elevated profile doesn't open Quake terminal
Labels: Product-Terminal,Issue-Task,Area-Remoting

### Windows Terminal version

main 7061c54

### Windows build number

10.0.19044.0

### Other Software

_No response_

### Steps to reproduce

- add new profile and set `"elevate": true`
- open new profile
- close previous terminal window
- open Quake terminal

### Expected Behavior

- quake mode terminal

### Actual Behavior

- no quake mode terminal window:

![wt_elevate_quake_mode_not_working](https://user-images.githubusercontent.com/3933920/149632404-4cd1c007-80ee-4ef0-839d-b15b8ea7d920.png)
Repository: godot
Issue: Editor Camera2D `current` outline disappearing when zooming out
Labels: enhancement,topic:rendering,topic:editor,topic:2d

### Godot version

3.4.2.stable.mono.official

### System information

Windows 10, GLES3, GeForce GTX 1060 3GB

### Issue description

I noticed an ugly "bug" you could say but I shouldn't say it's a bug but rather a problem in design

Whenever you zoom slightly like here, the current camera and the default camera have normal border lines that fill a single pixel
![image](https://user-images.githubusercontent.com/45469625/149632578-75f070f8-0c28-4914-bd3c-48e1136b868e.png)

When you zoom out the lines start to disappear and blink pixels when zooming out like in here
![image](https://user-images.githubusercontent.com/45469625/149632596-de37d904-8557-420d-acd6-d7171c2c6817.png)

Here is my conclusion, I think the border is being drawn with a model, two triangles for every side (top, bottom, left, right)
While this can do the job, it doesn't look nice and crisp when the viewport camera zooms in or out, I think it would look better if a real border is drawn (like with glDrawLine) it follows the scale of the viewport at exactly 1 pixel no matter how zoomed in or out the viewport is

I've noticed that because when you zoom in you see the border gets bigger and bigger
![image](https://user-images.githubusercontent.com/45469625/149632673-ba36f2e1-1009-4bd8-9a05-1e92f79fb73a.png)


### Steps to reproduce

No steps needed just open the editor and zoom out and you'll see

### Minimal reproduction project

_No response_
Repository: go
Issue: x/text/unicode/bidi: `ReverseString` doesn't preserve modifiers
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.4 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/hajimehoshi/Library/Caches/go-build"
GOENV="/Users/hajimehoshi/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/hajimehoshi/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/hajimehoshi/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.17.4"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/hajimehoshi/ebiten/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/60/khbk2xqn1c5bml1byjn89dwc0000gn/T/go-build4087252806=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

Run this with x/text 0.3.7

```go
package main

import (
	"fmt"

	"golang.org/x/text/unicode/bidi"
)

func main() {
	str := "a\u0308u"
	fmt.Println(str)
	fmt.Println(bidi.ReverseString(str))
}
```

### What did you expect to see?

```
äu
uä
```

The document of `ReverseString` says:

> Modifiers will still follow the runes they modify.

So the modifiers should be reserved. Probably this is the same for `AppendReverse`.

By the way, in the ideal world, should all the graphemes be reserved (e.g., emoji flags)?

### What did you see instead?

```
äu
üa
```

CC /@pgundlach
Repository: pytorch
Issue: Torchvision Installation Logic Python vs C++ "Mismatch"
Labels: module: build,triaged

### 🚀 The feature, motivation and pitch

I ran into https://github.com/pytorch/pytorch/issues/48932 with a slightly different model getting exported via `torch.jit`, but ultimately the fix is straightforward -- install `libtorchvision`, find it with CMake, and include the header.

Proposal for this issue: have `setup.py` do whatever `pytorch/pytorch` does to produce a "unanimous install", where in addition to all the python files, me running `setup.py` will give `include`, `lib`, `share/cmake/TorchVision` etc that comes from the CMake build.

Maybe this is just a documentation issue or I'm confused!

### Alternatives

As far as I could tell, you essentially have to just `python setup.py install` for access in python land, and produce an entirely different CMake build (`mkdir build`, `cmake` ... `ninja install`) to another location.  Fortunately torchvision is a lot less time consuming to compile than pytorch :slightly_smiling_face:

So the alternative is require users to compile and install twice, installing to two different locations.  Kind of awkward, no idea what happens when versions differ significantly (so I just uninstalled and re-double-installed from the same commit).

I took a quick look at `CMakeLists.txt` and `setup.py` but did not see an obvious / easy fix.

### Additional context

Interested party: @adamjstewart who helps maintain the spack packages (`py-torch` and `py-torchvision`).

We weren't really sure what the right approach in spack would be.  Should we add an additional package `libtorchvision`?  Or can we modify the current package to do both installs?  Or is upstream open to having `setup.py` do whatever `pytorch/pytorch` does?  (Or alternatively, have the `CMakeLists.txt` do python related logic).

Adding a new package for the CMake build is straightforward, we'd like input from you all as to what you would prefer.  In an "ideal packaging scenario", in my opinion, the `setup.py` installing the C++ api and related CMake configs from a single build would be preferable to two different packages / installs.

Thanks for any input!

-------------------------------------

Edit: spack related note, if a separate package is added

- depend on `py-torch`
- set `Torch_ROOT` (or `Torch_DIR`) environment variable in the build env to be `spec["py-torch"]`'s python specific site-packages dir joined with `share/cmake/Torch`.  mine is at `py-torch-{hash}/lib/python3.8/site-packages/torch/share/cmake/Torch`

cc @malfet @seemethere
Repository: rust
Issue: The assembly code generated by calling `<[T]>::sort_unstable_by` contains bounds checking code
Labels: I-slow,E-hard,A-codegen,E-help-wanted,T-libs,A-slice

See <https://godbolt.org/z/fE18sq4WK>, you can find serval calls to the following functions:

- `core::panicking::panic`
- `core::panicking::panic_bounds_check`
- `core::slice::index::slice_end_index_len_fail`
- `core::slice::index::slice_index_order_fail`
- `core::slice::index::slice_start_index_len_fail`

To my understanding, if the sorting algorithm implementation is correct, no bounds checking failure will occur, so this might be something we can optimize, but I am not sure how much these bounds checking codes can affect performance or whether it’s worth looking into.

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Repository: TypeScript
Issue: TSServer doesn't send `projectLoadingStart` until project loading is complete. 
Labels: Bug,Help Wanted,Domain: TSServer

# Bug Report

If a `configure` request is sent prior to an `open` request, the `projectLoadingStart` event doesn't arrive until the project is finished loading.

### 🕗 Version & Regression Information

This behaviour exists in 4.5.4 and HEAD (at the time of writing).

### 💻 Code

Here's a minimal tsserver client which demonstrates the issue. If you tail the `tsserver.log` you'll see that the `projectLoadingStart` is being sent at the correct time. If I remove the `configure` request, the `projectLoadingStart` arrives right away.

``` ts
import { fork } from "child_process";

const tsserver = "/home/icholy/src/github.com/microsoft/TypeScript/bin/tsserver";
const args = [
    "--logFile", "tsserver.log",
    "--logVerbosity", "verbose",
];
const proc = fork(tsserver, args, { silent: true });

proc.once("exit", () => {
    console.error("tsserver exited");
    process.exit();
});

const { stdin, stdout } = proc;
if (!stdin || !stdout) {
    throw new Error("failed to get stdin/stdout");
}

stdout.on("data", (data) => {
    console.log(data.toString());
});

const configure = {
    command: "configure",
    seq: 1,
    type: "request",
    arguments: {
        preferences: {}
    }
};

const open = {
    command: "open",
    seq: 2,
    type: "request",
    arguments: {
        file: "/home/icholy/src/example/main.ts",
    },
};

const msg = JSON.stringify(configure) + "\n" + JSON.stringify(open) + "\n";
stdin.write(msg);
```

### 🙁 Actual behavior

The `projectLoadingStart` event arrives at the same time as `projectLoadingFinish`.

### 🙂 Expected behavior

The `projectLoadingStart` arrives immediately after the `open` request is sent.

### Details

The `configure` response is sent first and sets `canWrite = false`. The `projectLoadingStart` event is then placed into the `pending` array. I'm assuming the project loading/analysis is starving the event loop which prevents `setCanWriteFlagAndWriteMessageIfNecessary` from being called.

https://github.com/microsoft/TypeScript/blob/c71ff4dcdf60c373ea0ccca56b112311470c38b0/src/tsserver/nodeServer.ts#L321-L336

It seems like the analysis/loading would need some preemption points to allow for the event loop to process pending tasks.
Repository: godot
Issue: Delete and Insert keys do not work at all, Shift+arrow selects text permanetly
Labels: bug,platform:linuxbsd,confirmed,topic:input

### Godot version

3.4.2 stable

### System information

Xubuntu 18.04.6 LTS

### Issue description

The problem are with keys on Numpad section - Num Lock is off. These keys work perfect in any linux application, do not work only in Godot. The same Godot verson on the same PC on Windows 10 works.

> cat /etc/default/keyboard
> 
> XKBMODEL="pc105"
> XKBLAYOUT="us,ru"
> XKBVARIANT=","
> XKBOPTIONS="grp:alt_shift_toggle,numpad:microsoft"
> 
> BACKSPACE="guess"

XFCE settings - Use system default

### Steps to reproduce

Open Godot, open a script, try to press `Del`, `Insert` or `Shift`+arrow in script-text-editor

### Minimal reproduction project

_No response_
Repository: neovim
Issue: Support for CSI sequences as `lhs` in mappings
Labels: enhancement,tui,input,complexity:high,mappings

Would it be possible to have syntax for setting CSI sequence mappings ? E.g.:

```vimrc
# keybindings.vim
nnoremap "<Esc>[1;9A" 5k
nnoremap "<Esc>[1;9B" 5j
nnoremap "<Esc>[106;9u" bprevious
nnoremap "<Esc>[107;9u" bnext
nnoremap "<Esc>[117;9u" <cmd>…<cr>
```
Repository: pytorch
Issue: make pytorch support different hardware acceleratioin configuration
Labels: module: binaries,module: cuda,low priority,triaged

### 🚀 The feature, motivation and pitch

Currently, the installation of pytorch `torch` is strictly depend on a specific platform (`cpu`, `cuda10.2`, `cuda11.3` (the latest is 11.5)). 

To release the strength of dynamic feature of python language. It would be nice to make pytorch support different platform for a single installation.

The package of pytorch is over 100MB, I don't think it will have any affordably size increment when can make single pytorch wheel runs on different hardware driver configuration.

Because it is really difficult to manually install `torch` from different source due to different hardware condition.

And it would also make release work much easier.  

### Alternatives

_No response_

### Additional context

Add additional hardware adaption will not affect machine learning performance. 

The only cost is the storage requirement, but it would not be matter for a machine which is eligible to perform machine learning tasks. 

## Overall expected behaviors

No matter what hardware you use, just `pip install torch` will works.



cc @ezyang @seemethere @malfet @ngimel
Repository: material-ui
Issue: [Autocomplete] List scrolls back up when opening after select option (with virtualization)
Labels: docs,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

Using virtualization after you select an option and open the options again, it will have scrolled back to the start to the list.

The issue happens even on the docs page, so I wanted to know if this is intended or not.



### Expected behavior 🤔

After selecting an option and opening the list again, the list should be at the same position as the selected option, possibly highlighted. That's how non-virtualized Autocomplete seems to act, based on my tests.

### Steps to reproduce 🕹

Steps:

1. Open https://mui.com/components/autocomplete/#virtualization
2. Select a option after scrolling down a bit
3. Open the list again

### Context 🔦

_No response_

### Your environment 🌎

_No response_