sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Provide a API to track custom statements in a play function
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
Hi. Frontside team here. We created a storybook addon for our [interactors](https://frontside.com/interactors) to track interactions in storybook inspector https://github.com/thefrontside/interactors/pull/164. But the problem is that we use internal `track` method of storybook instrumenter to show interaction statements. That track method accepts method name, arguments and function. And because our interaction statement is created in runtime and sometime is pretty complicated we can't wrap our API in storybook instumenter, but we are able to provide the code representation call of interaction statement.

**Describe the solution you'd like**
Expose a public `track` function that accepts a statement string and function

**Describe alternatives you've considered**
Hm... Don't have, but we can discuss them

**Are you able to assist to bring the feature to reality?**
I can help with implementation if it's not required a lot of work

**Additional context**
Here is how current implementation looks like in storybook inspector
<img width="511" alt="image" src="https://user-images.githubusercontent.com/6397708/160580826-4c6f7a55-f512-4d6f-8c09-227ae23ed396.png">
Repository: pytorch
Issue: Adding novel 'AdaFamily' optimizer 
Labels: module: optimizer,triaged,needs research,function request

### 🚀 The feature, motivation and pitch

It could be nice to add the novel 'AdaFamily' optimizer (see [1]) to the already available optimizers under 'torch.optim'.
Disclaimer: I am the author of this paper, so I might be a bit biased  :-)

I know the evaluation in the paper is limited, but it seems to give benefits for both normal-size models (ResNet etc.) and also for compact models (MobileNet etc.). I did also an evaluation with NLP finetuning task which is not in the paper, using the code at [2], where it brings an accuracy improvement of ~ 0.5 percent compared to using 'AdamW'.

Furthermore, it is actually not a single method, but a 'family' of algorithms, parametrized by parameter 'myu'.
It's implementation is quite simple (there are just a few lines of code changes compared to code for Adam/AdaBelief/AdaMomentum). 

The code for 'AdaFamily' optimizer can be found at [4] 
If something is unclear, just email me (email: hannes.fassold(at)joanneum.at).

-----------------------

[1] "AdaFamily: A family of Adam-like adaptive gradient methods", H. Fassold, ISPR, 2022
     https://arxiv.org/abs/2203.01603
[2] https://github.com/hfassold/nlp_finetuning_adafamily
[3] https://github.com/hfassold/omni_optimizer/blob/main/my_adafamily.py
      or https://github.com/hfassold/omni_optimizer/blob/main/my_adafamily.py

### Alternatives

_No response_

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD
Repository: godot
Issue: Save on focus loss & RESET animation track, erroneous error message
Labels: bug,topic:editor,confirmed,topic:animation

### Godot version

v3.4.4.stable.official [419e713a2] & v4.0.alpha5.official [d7d528c15]

### System information

Windows 10

### Issue description

What happens:

- Un-focusing the editor window causes an erroneous error message to appear
`Parent node is busy setting up children, add_node() failed. Consider using call_deferred("add_child", child) instead.`

What I expect to happen:

- Nothing

### Steps to reproduce

0. Turn on the editor setting "Save on focus loss" _(can be done at any point in the process)_
1. Create a new scene
2. Add a root node
3. Add an `AnimationPlayer` node as a child to the root node
4. Create 2 animations, one named `RESET`
5. Select the animation that is **not** named `RESET`
6. Un-focus the editor window
7. Tada! You should now have an error in your console output.

If you decide to use the minimal reproduction project, you only have to turn on the "Save on focus loss" editor setting and un-focus the window.

### Minimal reproduction project

[erroneous_error_message.zip](https://github.com/godotengine/godot/files/8370270/erroneous_error_message.zip)
Repository: flutter
Issue: Emojis render no color on macOS Desktop
Labels: c: regression,platform-android,platform-ios,framework,platform-mac,platform-windows,a: typography,c: rendering,a: desktop,has reproducible steps,P2,customer: todo,found in release: 2.13,found in release: 2.12,team-engine,triaged-engine

On desktop, sometimes emojis render no color. I can check it, with macOS or windows. On windows, the problem is more serious

https://user-images.githubusercontent.com/46608407/160598573-7816262a-98c3-4fcd-baf7-ab272f24678e.mov

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel beta, 2.12.0-4.1.pre, on macOS 12.3 21E230 darwin-x64, locale en-VN)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 13.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.2)
[✓] VS Code (version 1.65.2)
[✓] Connected device (2 available)
[✓] HTTP Host Availability

• No issues found!
Repository: youtube-dl
Issue: support for xhamsterlive
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

--> xhamsterlive.com


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single stream: [replace with any stream thats live there right now ( https://xhamsterlive.com/Akilla_Queen ) for example]


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

ERROR: Unsupported URL: https://xhamsterlive.com/Akilla_Queen is always raised. 
saw someone else request the same thing few years ago, but this site still isnt supported and that issue has been closed:
https://github.com/ytdl-org/youtube-dl/issues/21088
Repository: godot
Issue: `ResourceLoader.CACHE_MODE_IGNORE` does not ignore the resource cache
Labels: bug,topic:core,topic:gdscript,confirmed

### Godot version

4.0 (3b4e94c)

### System information

Linux Mint 20.2

### Issue description

When using ResourceLoader to load resources, CACHE_MODE_IGNORE should ignore the cache. At least for scripts, it seems to use the cache regardless. If the script is loaded with CACHE_MODE_IGNORE before there is anything in the cache, it adds the resource to the cache.

### Steps to reproduce

1. Create a new project
2. Create two scripts
3. Have one script load the other twice (one with the cache and one without the cache)
4. Change the source code of the script loaded from the cache
5. Print the source code of the script not loaded from the cache
6. The source code is the same for both

### Minimal reproduction project

[Cache.zip](https://github.com/godotengine/godot/files/8370924/Cache.zip)
Repository: rust
Issue: `-Z terminal-width` should account for compiler-generated text, not just user-supplied text
Labels: A-diagnostics,T-compiler,WG-diagnostics

With source code with a long line (64 columns) but that is less than the chosen width (80 columns):

```rs
fn main() {
    a_very_long_function_name_that_pushes(and_then_an_argument);
}

fn a_very_long_function_name_that_pushes<T>(_: T) {}
```

The error message produced by `rustc` exceeds (90 columns) the width:

```
% rustc +nightly long.rs -Z terminal-width=80
error[E0425]: cannot find value `and_then_an_argument` in this scope
 --> long.rs:2:43
  |
2 |     a_very_long_function_name_that_pushes(and_then_an_argument);
  |                                           ^^^^^^^^^^^^^^^^^^^^ not found in this scope
```

/cc #84673
Repository: material-ui
Issue: [FocusTrap] Import error when trying to build the latest version
Labels: component: FocusTrap

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

I cannot build the latest MUI version, always getting the following error:

```
ERROR in ../../../../node_modules/@mui/x-data-grid/components/panel/GridPanelWrapper.js 49:27-36
export 'default' (imported as 'TrapFocus') was not found in '@mui/material/Unstable_TrapFocus' (module has no exports)
 @ ../../../../node_modules/@mui/x-data-grid/components/panel/index.js 6:0-35 6:0-35
 @ ../../../../node_modules/@mui/x-data-grid/components/index.js 8:0-24 8:0-24
 @ ../../../../node_modules/@mui/x-data-grid/index.js 10:0-29 10:0-29
```

I'm using the following versions:

```
"@mui/material": "^5.5.3",
"@mui/icons-material": "^5.5.1",
"@mui/x-data-grid-pro": "^5.7.0",
"@mui/lab": "^5.0.0-alpha.75",
"@emotion/react": "^11.8.2",
"@emotion/styled": "^11.8.1",
```

What I'm doing wrong?

### Expected behavior 🤔

Project should build.

### Steps to reproduce 🕹

Steps:

1.
2.
3.
4.


### Context 🔦

_No response_

### 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>
Repository: PowerToys
Issue: [Color Picker] Be able to leverage clipboard to transcode between formats
Labels: Idea-Enhancement,Product-Color Picker

### Description of the new feature / enhancement

When opening the color picker without selecting a color first (i.e. from "Open editor" activation behavior), it would be very helpful if it would pick up a HEX color which is saved in the clipboard and use it as the "selected color".

I guess that it would be really hard to support all different color formats in different variations (e.g. `rgb(x, y, z)` vs `rgb(x y z)` vs `rgb x y z` etc.), so I'm specifically only asking for HEX support here since it's my main use case.

When it comes to HEX colors, I can only think of 4 variations which I imagine all to be rather easy to support:
1. `RRGGBB`
2. `#RRGGBB`
3. `RRGGBBAA` (AA = alpha values)
4. `#RRGGBBAA`

When recognizing 3 or 4, color picker could IMHO just discard the alpha value as it has no support for it in the UI (as far as I can see).

### Scenario when this would be used?

I sometimes have to convert HEX colors to RGB and I'm using [ColorCop](http://colorcop.net/) for this ATM. Since the PT color picker is my main tool for color picking, it would be really convenient to not having to switch tools.

### Supporting information

_No response_

-----------------

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Thank you for powertoys, your hard work allows me to work more efficiently and is greatly appreciated.
Repository: angular
Issue: extract-i18n JSON format add support for meaning and description
Labels: area: i18n,P3,bug

### Which @angular/* package(s) are relevant/related to the feature request?

localize

### Description

The command `ng extract-i18n --format=json` works fine and generates a JSON with all the translations included, but they are missing the `:meaning|description:` part, which is available in the default XLIFF format (haven't checked the others).
The source strings:
```
$localize `:something|direction:Right`
$localize `:correct:Right`
$localize `Text 1`
$localize `Text 2`
...
```

The generated JSON:
```
{
  "locale": "en-US",
  "translations": {
    "7732309408488818531": "Right",
    "6238291467288576076": "Right",
    "7186168002821041410": "Text 1",
    "7402672269023827698": "Text 2",
    ...
}
```

### Proposed solution

Supporting both the single string value and an object with the value and the meaning/description, like this:
```
{
  "locale": "en-US",
  "translations": {
    "7732309408488818531": {
      "target": "Right",
      "meaning": "something",
      "description": "direction"
    },
    "6238291467288576076": {
      "target": "Right",
      "description": "correct"
    },
    "7186168002821041410": "Text 1",
    "7402672269023827698": "Text 2",
    ...
}
```
`meaning` and `description` would be completely optional, and could be deleted leaving only `target` if needed by the translators.

### Alternatives considered

none
Repository: material-ui
Issue: [Tabs] Snapshot test not matching
Labels: test,component: tabs,package: material-ui

### Current behavior 😯

The generated id, aria-controls and aria-labelledby is always new and snapshot can not match.

<img width="1157" alt="Screenshot 2022-03-29 at 16 08 02" src="https://user-images.githubusercontent.com/99333021/160644028-d9666bb9-1690-4f7c-9e94-c587415463ff.png">


### Expected behavior 🤔

It should generate stable ids to be able to test the snapshot


### Your environment 🌎

@mui/lab: 5.0.0-alpha.74,
@mui/material: 5.5.0,
@testing-library/jest-dom: 5.11.9,
Repository: godot
Issue: Erratic Vehicle Physics
Labels: bug,topic:physics,needs testing,topic:3d

Pre collision / free falling:
![Screenshot from 2022-03-29 17-56-41](https://user-images.githubusercontent.com/8739690/160654278-7730299d-c622-499b-90fc-430cfed0803a.png)

### Godot version

4.0.alpha.5

### System information

Ubuntu 21.04

### Issue description

**Observed behaviour**
A VehicleBody3D with multiple VehicleWheel3Ds flys off the second a collider is hit.

**Expected behaviour**
The vehicle would come to rest, with the suspension dampening the fall after a couple of seocnds.

Post collision / just before flying off into the distance:
![Screenshot from 2022-03-29 17-56-09](https://user-images.githubusercontent.com/8739690/160654346-eea48d5e-2d1a-4270-abe3-f4730f593921.png)



### Steps to reproduce

1. Open the reproduction project
2. Start the reproduction project
3. Observe free fall
4. Observe vehicle very much not coming to rest

The example project contains a basic VehicleBody3D vehicle with 6 wheels added. Only wheel radii were adjusted and moved to the meshes correct posion.

### Minimal reproduction project

[godot-vehicle-demo.zip](https://github.com/godotengine/godot/files/8373175/godot-vehicle-demo.zip)
Repository: flutter
Issue: ReorderableListView should be able to have drag gestures recognized instantly on all platforms with default handles
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

## Use case

When using `ReorderableListView`, it is currently not possible to configure it to internally use `ReorderableDragStartListener` instead of `ReorderableDelayedDragStartListener` for iOS and Android. What this means is that you must do a long press and hold before being able to drag an item.

Based on the behavior section of lists in the material design specs, we can see a gif showing a list instantly reacting to a drag gesture, and the text "to reorder a list item, drag it." 

https://material.io/components/lists#behavior

## Proposal

Allow `ReorderableListView` to be configured such that it instantly reacts to drag gestures (via `ReorderableDragStartListener`) on all platforms

## Related

https://github.com/flutter/flutter/issues/25065
Repository: yt-dlp
Issue: [yandex.disk] Unable to extract store
Labels: cant-reproduce,site-bug

### Checklist

- [X] I'm reporting a broken site
- [X] I've verified that I'm running yt-dlp version **2022.03.08.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/ytdl-org/youtube-dl#video-url-contains-an-ampersand-and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [ ] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

_No response_

### Description

Hello, yt-dlp can't extract the yandex.disk.

URL: https://disk.yandex.ru/i/Jt2vGr_fU0p9AQ

### Verbose log

```shell
C:\Users\Administrator>youtube-dl -FUv "https://disk.yandex.ru/i/Jt2vGr_fU0p9AQ"
[debug] Command-line config: ['-FUv', 'https://disk.yandex.ru/i/Jt2vGr_fU0p9AQ']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8, err utf-8, pref cp1252
[debug] yt-dlp version 2022.03.08.1 [c0c2c57] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19042-SP0
[debug] exe versions: ffmpeg 5.0-full_build-www.gyan.dev (setts), ffprobe 4.4.1-full_build-www.gyan.dev
[debug] Optional libraries: brotli, Cryptodome, mutagen, sqlite, websockets
[debug] Proxy map: {}
Latest version: 2022.03.08.1, Current version: 2022.03.08.1
yt-dlp is up to date (2022.03.08.1)
[debug] [YandexDisk] Extracting URL: https://disk.yandex.ru/i/Jt2vGr_fU0p9AQ
[YandexDisk] Jt2vGr_fU0p9AQ: Downloading webpage
ERROR: [YandexDisk] Jt2vGr_fU0p9AQ: Unable to extract store; please report this issue on  https://github.com/yt-dlp/yt-dlp , filling out the "Broken site" issue template properly. Confirm you are on the latest version using  yt-dlp -U
  File "yt_dlp\extractor\common.py", line 617, in extract
  File "yt_dlp\extractor\yandexdisk.py", line 62, in _real_extract
  File "yt_dlp\extractor\common.py", line 1192, in _search_regex
```
Repository: pytorch
Issue: Include finfo(dtype).[min, max, eps, tiny] in the extremal test case
Labels: module: tests,triaged

### 🚀 The feature, motivation and pitch

In test_unary_ufuncs.py and test_binary_ufuncs.py, (float('inf'), float('-inf'), float('nan')) are listed as extremal test case. 

We should extend the test case to include dtype dependent [min, max, eps, tiny]. 

I tried including these values in the test case, and it exposes 15+ test failures. Some requires more detailed investigation. 

### Alternatives

N/A

### Additional context

See original discussion https://github.com/pytorch/pytorch/pull/74795#discussion_r836668125 

cc @mruberry
Repository: flutter
Issue: [datastore] make parent key non nullable
Labels: team-infra,P2,triaged-infra

When using google cloud datastore, the entity we would like to store, lookup or retrieve might have a null parentKey, and would therefore cause an error

context https://github.com/flutter/cocoon/pull/1688#discussion_r837511251
Repository: rust
Issue: Tracking Issue for SyncUnsafeCell
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(sync_unsafe_cell)]`

This is a tracking issue for SyncUnsafeCell.
### Public API

```rust
// core::cell

#[repr(transparent)]
pub struct SyncUnsafeCell<T: ?Sized> {
    value: UnsafeCell<T>,
}

unsafe impl<T: ?Sized + Sync> Sync for SyncUnsafeCell<T> {}

// Identical interface as UnsafeCell:

impl<T> SyncUnsafeCell<T> {
    pub const fn new(value: T) -> Self;
    pub const fn into_inner(self) -> T;
}

impl<T: ?Sized> SyncUnsafeCell<T> {
    pub const fn get(&self) -> *mut T;
    pub const fn get_mut(&mut self) -> &mut T;
    pub const fn raw_get(this: *const Self) -> *mut T;
}

impl<T> From<T> for SyncUnsafeCell<T>;
impl<T: Default> Default for SyncUnsafeCell<T>;
impl<T: ?Sized> Debug for SyncUnsafeCell<T>;
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Implementation: https://github.com/rust-lang/rust/pull/95438
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- Name: SyncUnsafeCell? RacyUnsafeCell? RacyCell? UnsafeSyncCell? ..?
- Should it be `Sync` only if `T` is `Sync`, or should it unconditionally be `Sync`?
Repository: godot
Issue: Multitouch releasing not working on iOS with Control Signal gui_input
Labels: bug,platform:ios,needs testing,topic:input,topic:gui

### Godot version

3.4.4 stable

### System information

MacOS 12.3

### Issue description

Hi, I didn't know if open an issue as I don't know if this is a bug or is it on purpose because of how the Control node treats signals  Trying to make a pinch to zoom camera, following a tutorial from kidscancode. My code wasn't working, I started to figure out and found that I can't detect when multiple touches are released, but I realized that this happen only when using gui_input signal from a Control node, when using _input method this is not happening.

   
```
  if event is InputEventScreenTouch:
             if event.pressed:
                 print("touch pressed: " + str(event.index))
             else:
                print("touch released: " + str(event.index))

```

So this on an Iphone 8 plus is printing:

```
touch pressed: 0
touch pressed : 1

touch released: 0
```

The event with index 1 is never releasing no matter what I try with my fingers, these can be a bug on iOS??

### Steps to reproduce

Add a Control node to your scene, then add a script to the Control node. Then open the signals from the editor of Control Node. Connect the signal gui_input to your Control Script, then just copy and paste the code from above in the method created by the signal.  Export the project to your phone, press the screen with one finger, then with another and finally release one and then the other finger.

### Minimal reproduction project

[iOSControlBug.zip](https://github.com/godotengine/godot/files/8375211/iOSControlBug.zip)
Repository: flutter
Issue: Proposal: `sort_constructors_first` lint be part of flutter lints
Labels: c: new feature,dependency: dart,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

The style guide of Flutter states that [constructors come first in a class](https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo#constructors-come-first-in-a-class), and there is a lint [sort_constructors_first](https://dart-lang.github.io/linter/lints/sort_constructors_first.html) which helps in this regard.

I believe it is better to include this this lint in [flutter_lints](https://github.com/flutter/packages/blob/master/packages/flutter_lints/lib/flutter.yaml).

This was part of the discussion around https://github.com/dart-lang/sdk/issues/45812