sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go: improve handling of tmpdir being noexec
Labels: help wanted,NeedsFix,GoCommand

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.2 linux/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="/home/daenney/.cache/go-build"
GOENV="/home/daenney/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/daenney/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/daenney/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.18.2"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
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 -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2560607780=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Run `go test` on a system with `/tmp` mounted as `noexec`.

### What did you expect to see?

Tests run, or some helpful suggestion on how to fix the problem.

### What did you see instead?

`fork/exec /tmp/go-build/...: .permission denied`

In #8451 the new `GOTMPDIR` was added, allowing a user to configure their system to fix this situation. Unfortunately the Go command does not provide that context or recommendation to me as a user if it runs into this situation.

On systems using systemd a reasonable choice could be to instead default to `XDG_RUNTIME_DIR` (with fallbacks to (`GO`)`TMPDIR`), which has the added benefit of being tied to the user session (instead of being a system-wide thing) and getting cleaned up somewhat regularly. Checking if that environment variable is defined ought to be enough, as it's set by pam-systemd (or was explicitly set by the user).

Regardless of potential changes to the default behaviour, I think it would be helpful to users if the go command could output the suggestion to configure `GOTPMDIR` in case it hits the permission denied case when launching the test binary.
Repository: godot
Issue: Output dock, issues when selecting the first and last line
Labels: bug,topic:gui

### Godot version

v3.5.beta5.official [815f7fe63], and v3.4.4.stable.official [419e713a2]

### System information

Windows 10

### Issue description

Mouse dragging the mouse pointer outside the Output dock messages,
doesn't select the first or last line.

This works in the Script Editor.

### Steps to reproduce

- Create a new project
- Fill the Output dock with multiple messages
- In the Scene dock, click on the button: 2D Scene
- In the Inspector dock, click on Transform to unfold its properties
- Mouse drag on the Position X value,
to fill the Output dock with multiple lines of: `Set position`
- In the Output dock, move the mouse pointer to a message in the middle of the dock
- Hold down the left mouse button and move the mouse pointer to the right of a message
- Now move the mouse pointer in a circle clockwise around the messages.
- Now move the mouse pointer in a circle counterclockwise around the messages.


### Observed
The first and last lines are not selected.

https://user-images.githubusercontent.com/13420573/168838358-8beaa932-3dbe-4f06-b5a4-bbb2dc3313f4.mp4


### Expected
The first line should be selected when the cursor is above and to the left of the first visible message.
And the last line should be selected when the cursor is below and to the right of the last visible message.

This makes it easier to select the first and last lines.

This behavior is observed when selecting in the Script Editor.

https://user-images.githubusercontent.com/13420573/168838457-60e6ae7c-1b81-4374-9277-e9f2b438bb8f.mp4


### Notes
When mouse dragging from the middle of the first line to the left of the first character,
selects from the middle to the end of the first line.

https://user-images.githubusercontent.com/13420573/168840087-3da35ebf-1e0d-4cdb-9566-3016885f3460.mp4

When mouse dragging from the middle of the last line to the right of the last character.
Sometimes the selection stops before one or two of the last characters,
depending on how quickly the selection is made.

This doesn't happen on the lines above the last, there the last character always becomes selected,
it doesn't seem to matter how quickly the selection is made.

https://user-images.githubusercontent.com/13420573/168843186-08711932-462c-42a6-ba8c-8ede6ad8e4ad.mp4



### Minimal reproduction project

_No response_
Repository: next.js
Issue: Montserrat Google Font is not displayed correctly on Firefox and Windows <=10
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

  Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.4.0: Fri Mar 18 00:47:26 PDT 2022; root:xnu-8020.101.4~15/RELEASE_ARM64_T8101
    Binaries:
      Node: 16.14.2
      npm: 8.5.0
      Yarn: 1.22.18
      pnpm: N/A
    Relevant packages:
      next: 12.1.7-canary.6
      react: 18.1.0
      react-dom: 18.1.0

### What browser are you using?

Firefox 99.0

### Describe the Bug

When I run the Next web application using the Firefox browser on Windows 10 or less while using the [Monseratt Google font](https://fonts.google.com/specimen/Montserrat), the text is not displayed correctly. 

Text is visible, but very light:
<img width="927" alt="image" src="https://user-images.githubusercontent.com/55981899/168836826-bb2f109b-69e0-4753-ac70-ee0ecf763e10.png">

This happens only while the [Font Optimization](https://nextjs.org/docs/basic-features/font-optimization) feature is enabled. If I disable the future, everything works correctly.

**Note:** I've tested this using the Lambda test tool since I have the MacBook, but I can confirm that this happens on Windows.

### Expected Behavior

The text should be displayed correctly on Firefox when running on Windows 10, the same as it is displayed on Windows 11 or on other browsers:
<img width="795" alt="image" src="https://user-images.githubusercontent.com/55981899/168838938-9974d10f-15de-4c3b-b9d4-0c707a184742.png">


### To Reproduce

1. Clone the repository: [Link](https://github.com/DusanStojanovic-gowago/next-montserrat-font-optimization)
2. `npm install`,
3. `npm run build`
4. `npm start`
5. Visit `http://localhost:3000`

**Or (if you don't want to clone the repo):**

1. Create the app: `npx create-next-app@latest`,
2. Add the custom `pages/_document.js`:
```
import { Html, Head, Main, NextScript } from "next/document";

export default function Document() {
  return (
    <Html>
      <Head>
        <link
          href="https://fonts.googleapis.com/css?family=Montserrat:400,500,600&amp;subset=latin-ext&amp;display=swap"
          rel="stylesheet"
        />
      </Head>
      <body>
        <Main />
        <NextScript />
      </body>
    </Html>
  );
}
```
3. Update the `styles/globals.css`:
```
html,
body {
  padding: 0;
  margin: 0;
  font-family: Montserrat, -apple-system, BlinkMacSystemFont, Segoe UI, Roboto,
    Oxygen, Ubuntu, Cantarell, Fira Sans, Droid Sans, Helvetica Neue, sans-serif;
}

a {
  color: inherit;
  text-decoration: none;
}

* {
  box-sizing: border-box;
}
```
4. `npm run build`
5. `npm start`
6. Visit `http://localhost:3000`
Repository: material-ui
Issue: useTheme() hook is not returning palette colors
Labels: package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

`const theme = useTheme();

console.log(theme.palette); // => {mode: 'light'}`

### Expected behavior 🤔

`const theme = useTheme();

console.log(theme.palette); // => {mode: 'light', primary: { ... }, secondary: { ... }, ... }`

### Steps to reproduce 🕹

_No response_

### Context 🔦

_No response_

### Your environment 🌎

    @emotion/react: ^11.9.0 => 11.9.0
    @emotion/styled: ^11.8.1 => 11.8.1
    @mui/base:  5.0.0-alpha.81
    @mui/icons-material:  5.6.2
    @mui/lab: 5.0.0-alpha.74 => 5.0.0-alpha.74
    @mui/material: ^5.8.0 => 5.8.0
    @mui/private-theming:  5.6.2
    @mui/styled-engine:  5.6.1
    @mui/styles:  5.6.2
    @mui/system:  5.6.4
    @mui/types:  7.1.3
    @mui/utils:  5.6.1
    @types/react:  18.0.9
    react: ^18.1.0 => 18.1.0
    react-dom: ^18.1.0 => 18.1.0
Repository: flutter
Issue: [web][engine] Add ability to do Gold comparison locally
Labels: c: new feature,team,platform-web,P3,team-web,triaged-web

This isn't a priority at the moment, but I'd like to have this issue for tracking purposes.
Repository: godot
Issue: User-named classes named the same as an editor icon automatically gets said icon assigned
Labels: bug,topic:editor

### Godot version

3.5.beta5 and 4.0.alpha8, still here in 4.2 dev 5

### System information

linux

### Issue description

User named classes (using `class` and `class_name`) get assigned an icon by the editor when the class name is the same as one of the icons in `editor/icons`.

![icon_godot](https://user-images.githubusercontent.com/71937306/168869411-92e4bc08-a748-4dc0-9e2c-33a560df742a.png)

Note also that for example `Grid` icon is blue in 3.5 and gray in 4.0.

This is not a critical bug but is unexpected and may be unwanted.

### Steps to reproduce

Make a class named after any of the [editor icons](https://github.com/godotengine/godot/tree/master/editor/icons).

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Hide all warnings from Dart compilers when running Flutter.
Labels: tool,dependency: dart,c: proposal,a: build,P2,team-tool,triaged-tool

## Use case

Flutter developers see many suprious warnings from the Dart compilers both when they run and compile their Dart applications.
Users see warnings from outside their package and see warnings from their own package even when using the comment syntax to suppress the warnings. These warnings are distracting and not actionable.
See https://github.com/dart-lang/sdk/issues/46264 for more context.

## Proposal

Add the `--verbosity=error` flag to all commands running Dart compilers 
This eliminates showing all warnings in compiler output for Flutter eliminating the problem.

Most Dart warnings for dependencies are not actionable as users should not take any action to resolve the warning and the warnings are harmless. Users who want to see warnings and lints can use the `flutter analyze` command or use the functionality embedded in their IDE.  This isn't the perfect solution but is the most practical short term step to resolve a pain point for users.
Alternative solutions would be significantly more costly to implement with limited benefit. Alternatives include making the Dart compilers support the same rules for filtering warning as the analyzer (including only showing warnings for the local project), enabling automatically running `dart fix` to resolve warnings from dependencies, and integrating the analyzer with the compiler to emit warnings consistently.

Fyi @christopherfujino.
Repository: godot
Issue: MacOS Input.is_key_pressed(KEY_META) returns invalid true when switching back from Finder
Labels: bug,platform:macos,topic:input

### Godot version

3.4.4 stable

### System information

MacOS 12.2

### Issue description

Input.is_key_pressed(KEY_META) returns invalid `true` after switching to the Finder or other application and returning to the godot project.

I checked this against Godot 4.0 alpha 7 and the issue has been fixed there.

### Steps to reproduce

See project

### Minimal reproduction project

[Input_key_is_pressed_bug.zip](https://github.com/godotengine/godot/files/8710619/Input_key_is_pressed_bug.zip)
Repository: pytorch
Issue: Extend BC test to test for __torch_function__ overridability
Labels: triaged,module: __torch_function__

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/pull/77477#discussion_r874982910

### Versions

master

cc @hameerabbasi @rgommers @peterbell10
Repository: transformers
Issue: UNETR: Transformers for 3D Medical Image Segmentation
Labels: New model

### Model description

I would like to add a new model:

Proposed in the paper: [UNETR: Transformers for 3D Medical Image Segmentation](https://arxiv.org/abs/2103.10504)

UNEt TRansformers (UNETR) utilize a transformer as the encoder to learn sequence representations of the input volume and effectively capture the global multi-scale information, while also following the successful "U-shaped" network design for the encoder and decoder. The transformer encoder is directly connected to a decoder via skip connections at different resolutions to compute the final semantic segmentation output.



### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Model Implementation: https://github.com/Project-MONAI/research-contributions/tree/master/UNETR

Pretrained Model: https://drive.google.com/file/d/1kR5QuRAuooYcTNLMnMj80Z9IgSs8jtLO/view?usp=sharing (Based on BTCV dataset)
Repository: pytorch
Issue: PrimTorch refs do not match argument naming with their PyTorch counterparts
Labels: triaged,module: primTorch

### 🐛 Describe the bug

```
>>> import torch
>>> torch.nn.functional.elu(input=torch.randn(2))
tensor([-0.3709,  0.5241])
>>> import torch._refs.nn.functional
>>> torch._refs.nn.functional.elu(input=torch.randn(2))
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/raid/ezyang/pytorch-scratch2/torch/_prims/wrappers.py", line 93, in _fn
    bound = sig.bind(*args, **kwargs)
  File "/scratch/ezyang/pytorch-scratch2-env/lib/python3.8/inspect.py", line 3025, in bind
    return self._bind(args, kwargs)
  File "/scratch/ezyang/pytorch-scratch2-env/lib/python3.8/inspect.py", line 2940, in _bind
    raise TypeError(msg) from None
TypeError: missing a required argument: 'a'
```

Unfortunately because nothing in PyTorch is positional-only, the argument names are public API

### Versions

master

cc @ezyang @mruberry @ngimel
Repository: flutter
Issue: Complex path drawing has rough edges
Labels: c: new feature,engine,a: typography,c: rendering,P3,team-engine,triaged-engine

I'm working on a project that implements a tiny LaTeX engine on Flutter (please see here: https://github.com/NanoMichael/MicroTeX/pull/125). Flutter does not provide an interface to draw glyphs, and my project needs to draw those glyphs that do not have a Unicode code-point, thus I can not use the drawText (or TextPainter) API interface (and I've noticed this feature request #96617, please make it quick :smile: ).

So, my workaround is to parse the glyphs to Paths (actually I do the same thing on WASM for the web APP), and I get this:

![Screenshot from 2022-05-18 05-21-45](https://user-images.githubusercontent.com/20122696/168912287-0cd812c1-acac-40eb-beee-33384f8e3c3f.png)

Obviously, the rendering by glyph is much clear, and somehow the rendering by path has rough edges.

I've turned the `Paint.isAntiAlias` to on, and I've viewed all the `Paint`'s settings and didn't get any clue. Any suggestions? I really need your help.
Repository: godot
Issue: VisualScript nodes are self-referential
Labels: bug,topic:visualscript

### Godot version

v4.0.alpha.calinou.067c1eb92

### System information

Windows  10

### Issue description

VisualScript resources have references to themselves.   Nodes of ```Function``` type try to resolve the script from which the function comes and look that script resource up in the ```ResourceCache```.    However, this script is itself in the usual case, leading to an indirect dependency on itself.

This causes:

Resources involved in the cycle are never cleaned up. 

Resources can't be serialized without the ResourceCache catching the dependency of the Resource on itself.   This should be handled in the Resource, which should correctly handle being serialized or deserialized regardless of whether the cache is used.

### Steps to reproduce

# How to

- ```godot --verbose```
- create a project
- create a node, for example Control
- for this top node, create a VisualScript
- add a node like "switch" call
- save the project

![image](https://user-images.githubusercontent.com/817160/168914339-af1773cc-5c98-4872-a3d5-94a28ea12a30.png)

# Problem 1

On exit:

```
Leaked instance: VisualScriptSwitch:-9178347035697301922 - Resource path: res://Control.vs::VisualScriptSwitch_bu1cq
Leaked instance: VisualScript:-9178346485941488033 - Resource path: res://Control.vs
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:479)
Resource still in use: res://Control.vs::VisualScriptSwitch_bu1cq (VisualScriptSwitch)
Resource still in use: res://Control.vs (VisualScript)
Orphan StringName: Control
Orphan StringName: VisualScript
Orphan StringName: ports_changed
Orphan StringName: VisualScriptSwitch
StringName: 4 unclaimed string names at exit.
```

# Problem 2 

This problem does not occur in the product today but can be used to easily see the dependency on itself.

Load this resulting *.vs resource with ```Resource.load(... CACHE_MODE_IGNORE)```

This will lead to infinite recursion, and Godot will crash hard with stack limit exceeded, or number of open file handles exceeded, whichever comes first. 

# Notes

This issue was discussed on ```#scripting``` in chat and requested by @theoway  

### Minimal reproduction project

_No response_
Repository: electron
Issue: [Feature Request]: Allow manual configuration of using DNS type A or AAAA when looking up a host
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

Currently loadURL() automatically attempts to detect if using ipv4 or ipv6 and sends a A or AAAA request. Apparently chromium uses a public ipv6 address to probe to detect connectivity. This is breaking ipv6 for offline applications.

### Proposed Solution

It would be great if we could pass in an option dnsQueryType = "A"  |  "AAAA" into `loadURL()` to manually tell chromium which query type to use.

### Alternatives Considered

I've tried a few workarounds but unfortunately the hostname used in `loadURL()` is then heavily propagated through the browser in inaccessible (to JS) places.

### Additional Information

_No response_
Repository: rust
Issue: Stop using inherent impl to generate auto/blanket impl
Labels: T-rustdoc,A-technical-debt

https://github.com/rust-lang/rust/blob/4c5f6e6277b89e47d73a192078697f7a5f3dc0ac/src/librustdoc/passes/collect_trait_impls.rs#L84-L89

This tactic of using inherent impl blocks for getting
auto traits and blanket impls is a hack. What we really
want is to check if `[T]` impls `Send`, which has
nothing to do with the inherent impl.

Rustdoc currently uses these `impl` block as a source of
the `Ty`, as well as the `ParamEnv`, `SubstsRef`, and
`Generics`. To avoid relying on the `impl` block, these
things would need to be created from wholecloth, in a
form that is valid for use in type inference.
Repository: PowerToys
Issue: Standard resolution window sizes in fancyzones like HD, FHD, 2K & 4K. 
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

large monitors with high resolutions are sometimes distracting to look at at a 100% scaling " which is the best scaling that apps work naturally at " It helps a lot with large monitors with high resolutions like 4K or 8K at 100% scaling they offer plenty of UI. Some users like me want the ability to make a **one custom size fancyzones' window**. It would be cool to have Standard Res window sizes in fancyzones like HD, FHD, 2K & 4K. Thanks.

### Scenario when this would be used?

with large monitors with high resolutions like 4k.

### Supporting information

_No response_
Repository: pytorch
Issue: FSDP: enhanced shared parameter support
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

As of 1.12, only limited shared param support exists for FSDP, i.e., they must be part of the same FSDP unit, user cannot shared parameters if their respective modules end up being wrapped as part of different FSDP units. Creating this issue to track full support.

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: material-ui
Issue: [SELECT] Mui-selected class always gets applied in the first MenuItem when rendering my Select Group component
Labels: bug 🐛,component: select

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

I'm trying to do a list dropdown where my menu items are grouped by some category. Unfortunately, the first item in the first group is always highlighted when I'm implementing grouping in the menu items. The issue is not existing in the old material UI Select component

![image](https://user-images.githubusercontent.com/30021612/168956270-ddbcab0c-a59f-4cfb-8111-7421641ebfc7.png)
![image](https://user-images.githubusercontent.com/30021612/168956371-b3fa8b43-4ba9-4786-a686-bae87035566c.png)

### Expected behavior 🤔

Mui-selected class should not be applied in the first item of my list

### Steps to reproduce 🕹

https://codesandbox.io/s/select-group-issue-3862fj?file=/src/Demo.tsx

### Context 🔦

Mui-selected class should not be applied in the first item of selection list

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>