sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: `get_parent().free()` inside `_ready()` causes crash
Labels: bug,topic:core,crash

### Godot version

aa8ff21

### System information

Windows 10 x64

### Issue description

This is a random bug, but when you do
```GDScript
func _ready() -> void:
	get_parent().free()
```
the project crashes. This is somewhat expected, except there is no stack trace of any sort. The crash is completely silent. Which means that if you somehow trigger it accidentally (e.g. using a signal), you will have a fun time™ debugging.

Not sure if possible, but this should be somehow prevented.

### Steps to reproduce

1.
```GDScript
func _ready() -> void:
	get_parent().free()
```
2. Run

### Minimal reproduction project

_No response_
Repository: flutter
Issue: [Keyboard] Analyze keyboard layout and enforce mandatory logical keys
Labels: a: text input,platform-mac,platform-web,platform-linux,a: desktop,P2,team-text-input,fyi-windows,fyi-linux

We should change the algorithm of deriving logical keys on Web, macOS, and Linus, so that they're more intuitive to use.

This aims to resolve the following problems:
- Shift-Digit keys are broken. For example, physical `Shift-Digit1` produces logical `ShiftLeft + exclamation`. Related:
  - https://github.com/flutter/flutter/issues/90167
  - https://github.com/flutter/flutter/issues/96022
- Digit keys are broken on French layout. For example, physical `Digit1` produces logical `ampersand`.
- Letter keys are broken on Russian layout. For example, physical `keyA` produces logical `ф`. Related:
  - https://github.com/flutter/flutter/issues/59065

Although it is still technically possible to define shortcuts for such scenarios, doing so requires platform- and language- dependent code, which is both unintuitive and cumbersome.

The goal can be demonstrated by the following table:

| When pressing physical keys...| on layout | Previous logical keys | New logical keys |
|---|---|---|---|
| 1 | US | `digit1` | `digit1` (unchanged) |
| Shift-1 | US | `shiftLeft + exclamation` | `shiftLeft + digit1` |
| 1 | French | `ampersand` | `digit1` | 
| Shift-1 | French | `shiftLeft + digit1` | `shiftLeft + digit1` (unchanged) |
| a | Russian | `ф` | `keyA` |


This is specially critical to non-latin layout users (such as Cyrillic letters) because their keyboard currently can not use any shortcuts, including Ctrl-C, Ctrl-V, Ctrl-A, etc.

You might ask: Then how do I know that `Shift-1` is an exclamation mark? Fear not. You can still get it from `{Raw,}KeyEvent.character`. However, this means you can not define shortcuts for `Shift-exclamation` or simply `exclamation` for US layout anymore. This might be resolved by adding another field to `{Raw,}KeyEvent`, but I'm still unsure whether to do so.

## Progress

- [x] Windows: doesn't need it.
- [x] macOS
- [x] Linux/GTK
- [x] Web
- [ ] iOS
- [x] Android: doesn't need it
Repository: react
Issue: Bug: Events in shadow dom get duplicated when bubbling
Labels: Type: Bug,Component: DOM,Status: Unconfirmed

Events dispatching from inside a shadow-root will be handled multiple times while bubbling up the virtual DOM tree. I suspect this is because of event retargeting when crossing the boundary of the shadow dom.

React version: 17.0+, including 18-rc2

## Steps To Reproduce

Click on the button in the code example below:

https://codesandbox.io/s/react-shadow-dom-event-doubling-msgnj1

## The current behavior

`onDivClicked` is called twice per click on the button.

## The expected behavior

`onDivClicked` should only be called once per handled click.
Repository: ant-design
Issue: [Table] 选中子行的时候，提供的信息有限，不能精准定位到是哪个子行被选中
Labels: Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://ant.design/components/table-cn/#components-table-demo-tree-data](https://ant.design/components/table-cn/#components-table-demo-tree-data)

### Steps to reproduce
打开浏览器控制台，选中一个子行，只打印出了子行的信息，并没有包含它的作用域（也就是父级的信息）

### What is expected?
选中一个子行的时候，包含父级的信息，方便精准更改子行的选中状态

### What is actually happening?
只有子行的信息，不能精准定位

| Environment | Info |
|---|---|
| antd | undefined |
| React | 16.4.1 |
| System | OSX |
| Browser | chrome |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: RichTextLabel::get_total_character_count doesn't count newline characters replaced by ItemNewline
Labels: bug,topic:gui

### Godot version

3.5 beta 2 32 bit

### System information

Windows 10

### Issue description

Using an existing string to set a RichTextLabel causes the number of characters to be equal to the string count - number of newlines. This appears to be the case because `ItemNewline` is inserted as a node and replaces the actual newline character making it to where the character count becomes off between the two pieces of text.

### Steps to reproduce

see attached project

### Minimal reproduction project

[ReproductionProject.zip](https://github.com/godotengine/godot/files/8313216/ReproductionProject.zip)
Repository: material-ui
Issue: [ImageList] Add possibility to center remaining items in last row
Labels: new feature,support: question,waiting for 👍,component: image list

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Due to changes of v4 => v5 ImageList the remaining items of last row can't be centered in the last row of an ImageList. In v4 this was possible with adding centered flex-alignment.

### Examples 🌈

As you can see the following ImageList has 2 remaining items in the 2nd row. It would be great for being able to center these.

https://codesandbox.io/s/standardimagelist-material-demo-forked-ojursd

### Motivation 🔦

This seems like a breaking change from migrating v4 => v5 MUI ImageList as the underlying flexbox shifted to grid.
Repository: flutter
Issue: Allow passing exitCode from dart test to flutter test
Labels: a: tests,tool,c: proposal,P3,team-tool,triaged-tool

## Use case
For multi-package management, like [melos](https://github.com/invertase/melos) or [mono-repo](https://pub.dev/packages/mono_repo), we might specify `--tags` and `--exclude-tags` or any other filter arguments... That would cause the test execution result to no test, but It's common on multi-packages, since those might mark some tests as heavy works to split out tests.

In dart test, we have a [exitCode](https://github.com/dart-lang/test/blob/030816c32b6fe78d5fb7653afbd9f63cca18bacf/pkgs/test_core/lib/src/util/exit_codes.dart#L59) list for knowing If It's a `noTestsRan`. But according to https://github.com/flutter/flutter/blob/6af40a7004f886c8b8b87475a40107611bc5bb0a/packages/flutter_tools/lib/src/commands/test.dart#L434-L475

flutter didn't expose the result(exitCode), even though `throwToolExit` support It.

https://github.com/flutter/flutter/blob/7d46d436356bfcde84140913548d7bac80824cdb/packages/flutter_tools/lib/src/base/common.dart#L9-L11

Somehow I sure `result` is `exitCode` is according to the implementation.

https://github.com/flutter/flutter/blob/9e88fe328efcf42d3037a965b39269f0805cd4ce/packages/flutter_tools/lib/src/test/runner.dart#L61-L185

## Proposal

Just curious why not pass `result` to `throwToolExit` to allow more usefulness?

```
   if (result != 0) { 
     throwToolExit(null, exitCode: result); 
   } 
```
Repository: pytorch
Issue: torch has no attribute sparse_csr_tensor
Labels: module: sparse,triaged

### 🐛 Describe the bug

code:
```python
          value = torch.ones(self.nnz(), dtype=dtype, device=self.device())
return torch.sparse_csr_tensor(rowptr, col, value, self.sizes())
```

error:
```
RuntimeError:
object has no attribute sparse_csr_tensor:
  File "/home/linjiayi/anaconda3/envs/graphormer/lib/python3.9/site-packages/torch_sparse/tensor.py", line 511
            value = torch.ones(self.nnz(), dtype=dtype, device=self.device())

        return torch.sparse_csr_tensor(rowptr, col, value, self.sizes())
               ~~~~~~~~~~~~~~~~~~~~~~~ <--- HERE
```

### Versions

PyTorch version: 1.9.1+cu111
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.1 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.31

Python version: 3.9.10 | packaged by conda-forge | (main, Feb  1 2022, 21:24:37)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.4.0-52-generic-x86_64-with-glibc2.31
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration:
GPU 0: A100-SXM4-40GB
GPU 1: A100-SXM4-40GB
GPU 2: A100-SXM4-40GB
GPU 3: A100-SXM4-40GB
GPU 4: A100-SXM4-40GB
GPU 5: A100-SXM4-40GB
GPU 6: A100-SXM4-40GB
GPU 7: A100-SXM4-40GB

Nvidia driver version: 450.80.02
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.22.3
[pip3] torch==1.9.1+cu111
[pip3] torch-geometric==1.7.2
[pip3] torch-scatter==2.0.9
[pip3] torch-sparse==0.6.13
[pip3] torchaudio==0.9.1
[conda] numpy                     1.22.3                   pypi_0    pypi
[conda] torch                     1.9.1+cu111              pypi_0    pypi
[conda] torch-geometric           1.7.2                    pypi_0    pypi
[conda] torch-scatter             2.0.9                    pypi_0    pypi
[conda] torch-sparse              0.6.13                   pypi_0    pypi
[conda] torchaudio                0.9.1                    pypi_0    pypi

cc @nikitaved @pearu @cpuhrsch
Repository: flutter
Issue: [go_router] Can it be redesigned? for push() vs go()
Labels: d: examples,package,P3,p: go_router,team-go_router,triaged-go_router

In fact, the doc is very ambiguous about the difference between go() / push()
I actually found some big difference in the behavior of go and push earlier

1.  call go() then pop():  goes back to the upper level of its inheritance tree (maybe not the previous route), 
    call push() then pop(): goes back to the previous route;
2. go() does not trigger the drawer to close automatically, push() does;

Today I found another big different
 call go() will dispose() the statefulWidget, push() will not

My Questions：
1. Are these differences in behavior fully consistent with design expectations? Or is it actually buggy?
2. Can you provide a clearer document on this topic?
3. For now, How do I get a behavior that both triggers dispose() and automatically closes the drawer?
Repository: svelte
Issue: Custom Elements Hydrated Incorrectly
Labels: bug,custom element

### Describe the bug

I was able to get custom elements for our video player library (https://github.com/vidstack/player) to render server-side, but noticed strange behaviour when elements are hydrated. You can observe in the repro link provided. 

Essentially the element is parsed and rendered by the browser when the initial HTML is served, however, after the element is claimed by Svelte whilst hydrating, it wipes the entire state out and sets all attributes/properties to `null` that were not set by the user ([traced to this line](https://github.com/sveltejs/svelte/blob/master/src/runtime/internal/dom.ts#L442-L445)). 

This means all default prop values are set to an unexpected `null` value,  and the `style` property is also reset which means all CSS variables that are set on the custom element itself are removed.

This behaviour is inconsistent between client-side and server-side rendering with Svelte. I'd expect the custom element to work mostly the same way regardless of how it's rendered.


I'm not entirely sure why the claiming process removes all attributes in the way it does so I can't suggest a solution. Maybe if it's a custom element leaving the attributes as-is?

**NOTE:** To clarify this only occurs with SSR (not an SPA), and only if the elements are registered before they're claimed by Svelte. As mentioned, it's because (1) the browser parses the HTML delivered from the server, (2) the element is registered, (3) the element is "upgraded" to a custom element, and then (4) Svelte in the claiming process wipes all attrs/props by resetting them to `null`.

### Reproduction

https://github.com/mihar-22/svelte-custom-elements-hydration-bug

### Logs

_No response_

### System Info

```shell
System:
    OS: macOS 12.0.1
    CPU: (8) arm64 Apple M1
    Memory: 76.64 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.1 - ~/.volta/tools/image/node/16.13.1/bin/node
    Yarn: 1.22.17 - ~/.volta/tools/image/yarn/1.22.17/bin/yarn
    npm: 8.1.2 - ~/.volta/tools/image/node/16.13.1/bin/npm
  Browsers:
    Chrome: 98.0.4758.102
    Firefox: 97.0.2
    Safari: 15.1
  npmPackages:
    svelte: ^3.44.0 => 3.46.4
```


### Severity

annoyance
Repository: go
Issue: crypto/tls: be more specific about errors `bad record MAC`
Labels: NeedsInvestigation

I've got error `tls: bad record MAC`
Problem was that service was making request over `https://127.0.0.1`, rather `http://127.0.0.1`.
Proposal would be, to provide more specific error message that could be used resolving incidents.
Example: `bad record MAC - request without domain`
Repository: godot
Issue: The debugger errors tab keeps showing warnings after clicking on the clear button
Labels: bug,topic:editor

### Godot version

v4.0.alpha4.official.f47097973

### System information

Windows 10, Vulkan Clustered, NVIDIA GeForce GTX 1050

### Issue description

The debugger errors tab displays the presence of warnings when they have been cleared. Doesn't disappear when switching between tabs.
![image](https://user-images.githubusercontent.com/83962292/159225740-8535c632-adf1-4b2b-b215-b61de8dbc568.png)


### Steps to reproduce

Create a simple script that generates a warning, such as an unused variable: 
```
extends Node2D

func _process(delta):
	pass
```
Launch game. Close game.
In the Errors tab, click the Clear button.
Now you have a warning that doesn't exist. 

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: Mar 22, 09:02Missing Build Logs New incident: Identified We are currently investigating  of logs. The issue has been identified and a resolution is in progress. We will provide a further update when available.
Labels: needs triage,issue: bug report

identified - we are currently investigating reports of missing build logs. the issue has been identified and a resolution is in progress. we will provide a further update when available.
mar 21, 05:50 utc
Repository: vscode
Issue: Consider incomplete vs complete results from inline completion provider
Labels: feature-request,inline-completions

[CompletionList](https://github.com/microsoft/vscode/blob/02e8bd149ca3fb68e7f26ebec33f920ba0feef96/src/vscode-dts/vscode.d.ts#L4303) is consider to be complete by default and incompletions are the opposite
Repository: go
Issue: x/net/http2: empty request body sent by HTTP/2 client under high-throughput
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 go1.17.6 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?
Building for RHEL 7, on OS X MacOS Monterey 12.2.1

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/abc/Library/Caches/go-build"
GOENV="/Users/abc/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/abc/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/abc/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="go1.17.6"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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/pj/by4fdgcd4z159jc_l9hdws_r0000gn/T/go-build3032146476=/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.
-->
Create an HTTP/2 client using the net/http2 transport as below (I am using non-TLS/SSL connection to the HTTP/2 server) :
```
httpTransport = &http2.Transport{
					AllowHTTP: true,
					DialTLS: func(network, addr string, cfg *tls.Config) (net.Conn, error) {
						return net.Dial(network, addr)
					},
					StrictMaxConcurrentStreams: true,
				}
```

Multiple goroutines using the same http client (which uses this above transport), then attempt to send an HTTP POST request to the server. The number of goroutines attempting could be anywhere between 1000 to 10000 per second.

### What did you expect to see?
Single TCP connection in the netstat output

### What did you see instead?
Hundreds of TCP connections especially when the rate of invoking the http client is more than about 2000 per second.
I understand that this is related to https://github.com/golang/go/issues/13397 for which a fix has apparently made it's way since Go 1.6.
But I am not sure why the number of TCP connections keeps growing to the order of hundreds.
Repository: opencv
Issue: [Feature Request] Add perceptual (Oklab) colour conversions
Labels: feature,category: imgproc

##### Detailed description

Perceptual colour spaces are useful for consistency and accuracy of processing results, of both images and videos.

[`Oklab`](https://bottosson.github.io/posts/oklab/) is a recent(ish) colour-space designed to be computationally simple (Lab-like) structure, with parameters optimised to perceptual uniformity. As I understand it the implementation could be similar to OpenCV's existing [`CIE La*b*` conversion](https://docs.opencv.org/4.x/de/d25/imgproc_color_conversions.html#color_convert_rgb_lab) options, given the similar structure, although [the intended sRGB-linear conversion](https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F) seemingly isn't the same and I'm not sure why (#18813 may be relevant).

[This blog](https://bottosson.github.io/) provides quite extensive (and very interesting) context.

While the `RGB<->Oklab` conversion is likely the most directly important for a library like OpenCV, it could also be beneficial to implement conversions for [`Okhsv` and `Okhsl`](https://bottosson.github.io/posts/colorpicker/), for [colorpicker](https://bottosson.github.io/misc/colorpicker/) purposes and the like. They're `Oklab`-derived equivalents to the existing HSV and HSL spaces, but with transforms optimised for shape regularity and perceptual uniformity.

##### Issue submission checklist

 - [x] I report the issue, it's not a question
   <!--
   OpenCV team works with forum.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with questions without a real issue statement will be
   closed.
   -->
 - [x] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found any solution
   <!--
   Places to check:
   * OpenCV documentation: https://docs.opencv.org
   * FAQ page: https://github.com/opencv/opencv/wiki/FAQ
   * OpenCV forum: https://forum.opencv.org
   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
   * Stack Overflow branch: https://stackoverflow.com/questions/tagged/opencv
   -->
Repository: react
Issue: Allowing custom reconciler host-context in React 18 
Labels: Type: Discussion,React 18

in a custom renderer we would like to do something like this:

```jsx
<inject foo="bar">
  <group>
    <group>
      <obj />
    </group>
  </group>
</inject>
```

✅ `obj` is supposed to know it is within `inject`, this is possible

❌ `inject` is supposed to make its props (foo="bar") the host context for all of its nested contents, `obj` should be able to access it. this is not possible

we create a host context like this:

```jsx
getRootHostContext(rootContainer) { return {} }
getChildHostContext(parentHostContext, type, rootContainer) {
 if (type === "inject") {}
 else return parentHostContext
```

when `getChildHostContext` gets called for `inject`, we only have access to string type, not props. i thought i can return an empty object `{}` and fill it later in:

```jsx
finalizeInitialChildren(instance, type, props, rootContainer, hostContext) {
  if (type === "inject) hostContext.props = props
```

but when `finalizeInitialChildren` is called for `inject` it refers to root context, it can't refer to its own host context that was created by `getChildHostContext`. 

i find this puzzling, we don't seem to have any relation between a host context and the element that created it.

## solution

if we can access the current context it would be very useful to create a richer host context, that will also update.

```jsx
finalizeInitialChildren(instance, type, props, rootContainer, hostContext, currentContext)
prepareUpdate(instance, type, oldProps, newProps, rootContainer, hostContext, currentContext)
```

alternatively, allowing us to receive props would at least allow for a static host context that doesn't update but at least carrier some deeper information.

```jsx
getChildHostContext(parentHostContext, type, rootContainer, props)
```
Repository: excalidraw
Issue: add option to disable snap to grid in grid mode
Labels: enhancement,discussion

Hey!

the snap to grid functionality makes certain lines impossible, like:

![grafik](https://user-images.githubusercontent.com/75018284/159285524-d441a5fe-99ce-48c5-99ee-8a963de974c6.png)

I think it would be nice to be able to disable this feature from time to time (whilst keeping the grid!) just so such lines could be drawn without using the freehand-drawn line, which makes the sketch a little messy.

Thanks for your work!