sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Add a bot to ensure classes implemented with `noSuchMethod` don't drift too far from real implementations
Labels: team,framework,c: proposal,P2,team-framework,triaged-framework

### Use Case
Classes that implement interfaces from the engine generally need to have `noSuchMethod` defined to allow for automatic rolls to happen without breaking the flutter repo when new parts of the interface are added. This leads to a separate issue though, because then there is no warning or build error to detect that these implementations are getting out of sync with the engine.

Specific Examples:
* `TestFlutterView`
* `TestWindow`
* `TestPlatformDispatcher`
* `FakeAccessibilityFeatures`

### Proposal
Create a bot that will:
1. Validate one of the following sets of classes:
    * Any classes in the public API that implement an interface and have a definition for `noSuchMethod`, or
    * A specific list of classes that should be monitored

    My preference is the former as it doesn't require knowing about the bot for new cases of this issue to be covered by the bot.
2. Either run on all engine rolls or on a schedule.
3. Validates that if the `noSuchMethod` definition were removed from the class, then the class would not fail to compile.
4. Create a new P2 issue describing the missing parts of the implementation should the validation fail.
Repository: pytorch
Issue: `dynamo.export` "input not consistent with traced input" error when input default value type is `torch.Tensor`.
Labels: triaged,onnx-needs-info,oncall: export

### 🐛 Describe the bug

Example script below. It looks like `b` is always traced as input, so the assertion error happens when `b` is not provided.
Similar scenario happens if the default is a container of `torch.Tensor`.

I know it is bad practice to set mutable defaults, and such code should be avoided, (but there might be models that are written this way). I wonder how should `dynamo.export` respond for these cases?

```python
import torch
import traceback
from torch import _dynamo as dynamo

def func(x, b=torch.tensor(1.0)):
    return x + b

x = torch.randn(3, 4)
b = torch.randn(3, 4)


# Trace without 'b'
# AssertionError: Dynamo input/output is not consistent with traced input/output
try:
    gm, guards = dynamo.export(func, x)
    gm.print_readable()

except AssertionError as e:
    traceback.print_exc()


# Trace with 'b'
# Succeed.
gm, guards = dynamo.export(func, x, b=b)
gm.print_readable()

```

### Versions

master

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @soumith @anijain2305 @Xia-Weiwen @desertfire
Repository: flutter
Issue: [go_router_builder] Define routes in separate files
Labels: c: new feature,customer: crowd,package,c: proposal,P3,p: go_router_builder,team-go_router,triaged-go_router

## Use case

It looks like with go_router_builder, you are supposed to define all your routes into this one gigantic file, this also leads to making two different classes that essentially represent the same thing, like a HomeRoute, and HomePage that you pass in the HomeRoutes build method. At this point the code generation only solves the compile time checking, and instead leaves you with even MORE boilerplate.

## Proposal

We should be able to define route data in separate files.
Repository: PowerToys
Issue: powertoys run
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Directly take over the search of the default browser, such as I alt+space, search for github, but it jumps to github/ If you jump directly to the official website of github or search for github, you can do it

### Scenario when this would be used?

Improve work efficiency

### Supporting information

sorry，i don't have
Repository: pytorch
Issue: [export] "strict subset of traced input/output" error when huggingface `ModelOutput` is returned
Labels: triaged,oncall: export

### 🐛 Describe the bug

Example script below. 

The error stems from discrepancy between outputs that were eagerly traced
https://github.com/pytorch/pytorch/blob/fe05266fda4f908130dea7cbac37e9264c0429a2/torch/_dynamo/eval_frame.py#L706
and outputs that were computed by captured graph
https://github.com/pytorch/pytorch/blob/fe05266fda4f908130dea7cbac37e9264c0429a2/torch/_dynamo/eval_frame.py#L688

The former returns `ModelOutput` type while the latter returns tuple. And since `pytree.tree_flatten` is unable to open up `ModelOutput`, the following `produce_matching` triggers the error.

https://github.com/pytorch/pytorch/blob/fe05266fda4f908130dea7cbac37e9264c0429a2/torch/_dynamo/eval_frame.py#L716-L720

```python
import traceback
import torch
import dataclasses
from torch import _dynamo as dynamo
from typing import Optional
from transformers.modeling_outputs import ModelOutput


@dataclasses.dataclass
class UserDefinedModelOutput(ModelOutput):
    x: Optional[torch.Tensor] = None
    y: Optional[torch.Tensor] = None


def fn(x, y):
    return UserDefinedModelOutput(x + y, x - y)


x = torch.randn(3, 4)
y = torch.randn(3, 4)


# AssertionError: Dynamo input and output is a strict subset of traced input/output
try:
    gm, guards = dynamo.export(fn, x, y)
except AssertionError as e:
    traceback.print_exc()


out = dynamo.optimize("eager", nopython=True)(fn)(x, y)
# UserDefinedModelOutput(x=tensor(...), y=tensor(...))
print(out)


```

### Versions

master

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @soumith @anijain2305 @Xia-Weiwen @desertfire
Repository: pytorch
Issue: [dynamo] add hook to modify instructions before/after instructions be generated
Labels: feature,low priority,triaged,module: dynamo

### 🚀 The feature, motivation and pitch

Our team is working on dynamo and pytorch code optimize, found it's easy to implement dynamo backend,but hard to modify instructions that generated by dynamo;
There are some usecase show that modify instructions is necessary:
1. want take whole graph infomation about compute and communication ,but `InstructionTranslator` break graph when it not support some function such as `AutogradFunction`, as dynamo backend, we can only see partial graph which called `compute graph`
2. modify just a little instructions after dynamo have generated them, such as auto add `checkpoint` function call or add context

we can make some discuss if this feature request is accepted ,and I will make a PR to implement this

for this feature requests ,I will modify code:
1. _dynamo/convert_frame.py _compile closure: transform function,before `InstructionTranslator(instructions) `
2. _dynamo/convert_frame.py _compile closure: transform function, before `instructions[:] = output.output_instructions`  
There also are some issue will be consider
1. _dynamo.hooks.py `Hooks` only have two hooks, using at: `_dynamo.optimize` like `def optimize(..,guard_export_fn=None,
    guard_fail_fn=None,)`,should it change to `optimize(..,hooks=None,)` to add more hooks? it will cause not compatible with old version code/unittest/doc .I will modify them all

@ezyang @soumith @msaroufim @wconstab @ngimel @bdhirsh

### Alternatives

_No response_

### Additional context

_No response_

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @soumith @anijain2305 @Xia-Weiwen @desertfire
Repository: excalidraw
Issue: All my images break
Labels: bug,images

I have a huge workspace and All my images suddenly break.
Please help!
Repository: godot
Issue: Lights and meshes contribute to GI even if not on the same visibility layer as the camera
Labels: discussion,topic:rendering,topic:3d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 11, Vulkan Forward+

### Issue description

First off, I understand that this might be a problem impossible to easily solve, or that the GI nodes weren't made with this use in mind.

I am making a game where the player sees the world through two cameras at once, both seeing objects and lights the other doesn't. I do it by simply using two cameras, and setting what each sees by setting the visibility layers of objects and cull mask on the cameras. One for shared, one for camera A only and one for Camera B only.

However for all GI solutions, it takes all lights and objects in the scene, disregarding which ones the camera actually sees and making them contribute to GI.
Even objects that dont exist on any layer and lights with every layer disabled on the culling mask still contribute to GI. But that might warrant its own report.

### Steps to reproduce

1. Make a simple scene
2. Add a Camera3D, disable the second layer in the culling masks
3. Add some objects and lights, make it so they only exist on the second layer
4. Add any type of GI.
5. Run the scene, there should be GI coming out of invisible objects.

### Minimal reproduction project

[GILeaking.zip](https://github.com/godotengine/godot/files/10928801/GILeaking.zip)
Repository: godot
Issue: Signal cannot be emitted from a script attached to a GDExtension class
Labels: bug,needs testing,topic:gdextension

### Godot version

4.0.stable

### System information

macOS, Radeon Pro 555X 4 GB, 16 GB RAM

### Issue description

I have a custom class made with GDExtension. In the process method I call `test_signal()` method:
<img width="356" alt="Screenshot 2023-03-09 at 09 40 40" src="https://user-images.githubusercontent.com/38570835/223953392-76cc84cc-7719-4ac4-95a9-e75db00965b3.png">
`test_signal()` is emitting a signal called `test_signal_gd`:
<img width="275" alt="Screenshot 2023-03-09 at 09 42 50" src="https://user-images.githubusercontent.com/38570835/223953913-722ce54f-239c-4bbc-b18c-51c149985a0b.png">
Inside godot I attach a script to this custom class node and I connect the signal to a gdscript method:
<img width="897" alt="Screenshot 2023-03-09 at 09 44 36" src="https://user-images.githubusercontent.com/38570835/223954305-e062e573-0786-4070-9aae-c4af3985584d.png">

`onTestSignal()` is not being called(nothing is printed). One workaround is to add a child node to `GDExample` and attach the script to that node and connect the signal there, this method works.



### Steps to reproduce

- Create a custom class in GDExtension
- Inside this class create a method that emits a signal
- call that method to make sure the signal its emitted (I call it inside `_process (double delta)` function)
- add the signal in `_binding_methods()` function
- inside editor add the custom node and attach a script to it
- connect the custom signal to a method inside the script
- as a result the function that is connected in gdscript won't be called

### Minimal reproduction project
[ProjectX 2.zip](https://github.com/godotengine/godot/files/10929650/ProjectX.2.zip)

the custom gdextension class is located at /src/code/core/gdexample
the test scene is "test-scene-bogdan"
Repository: create-react-app
Issue: create-react-app: 6 high severity vulnerabilities
Labels: needs triage,issue: bug report

```
> npx create-react-app client
npm WARN config global `--global`, `--local` are deprecated. Use `--location=global` instead.

Creating a new React app in C:\Work\Azure\repo\react\client.

Installing packages. This might take a couple of minutes.
Installing react, react-dom, and react-scripts with cra-template...


added 1417 packages in 5m

231 packages are looking for funding
  run `npm fund` for details
Git repo not initialized Error: Command failed: git --version
    at checkExecSyncError (node:child_process:828:11)
    at execSync (node:child_process:899:15)
    at tryGitInit (C:\Work\Azure\repo\react\client.\node_modules\react-scripts\scripts\init.js:46:5)
    at module.exports (C:\Work\Azure\repo\react\client.\node_modules\react-scripts\scripts\init.js:276:7)
    at [eval]:3:14
    at Script.runInThisContext (node:vm:129:12)
    at Object.runInThisContext (node:vm:305:38)
    at node:internal/process/execution:76:19
    at [eval]-wrapper:6:22 {
  status: 1,
  signal: null,
  output: [ null, null, null ],
  pid: 59908,
  stdout: null,
  stderr: null
}

Installing template dependencies using npm...

added 62 packages in 21s

231 packages are looking for funding
  run `npm fund` for details
Removing template package using npm...

removed 1 package, and audited 1479 packages in 5s

231 packages are looking for funding
  run `npm fund` for details

6 high severity vulnerabilities

To address all issues (including breaking changes), run:
  npm audit fix --force

Run `npm audit` for details.

Success! Created fact-find at C:\Work\Azure\repo\react\client.
Inside that directory, you can run several commands:

  npm start
    Starts the development server.

  npm run build
    Bundles the app into static files for production.

  npm test
    Starts the test runner.

  npm run eject
    Removes this tool and copies build dependencies, configuration files
    and scripts into the app directory. If you do this, you can’t go back!

We suggest that you begin by typing:

  cd fact-find
  npm start

Happy hacking!
```

After running `npm audit fix --force` I end up with `75 vulnerabilities (13 low, 16 moderate, 42 high, 4 critical)`.

Seems a bit slipshod, no?
Repository: vscode
Issue: Add a way back to OS file dialog from simple file dialog when possible
Labels: feature-request,simple-file-dialog

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
It would be great to have a tiny S inside a rounded square or a representative icon that allows to open the files from the Simple Dialogue instead of System Dialogue so the switching can be done quickly without having open the settings... since somtimes using System Dialogue (with Listary, Previews, etc) is required and some other just using the Simple Dialogue fit better the need 

Thank you
Repository: flutter
Issue: [google_maps_flutter] tapping myLocation button is not triggering GoogleMap.onCameraMove
Labels: platform-android,p: maps,package,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-android,triaged-android

### Problem:
Hello,
I cannot detect whether the center of the map camera has moved when I tap myLocation button.
On iOS, onCameraMove is triggered when myLocation button is tapped and moving the camera position. But in Android, onCameraMove is not.

I hope you can help me and thanks in advance!
### Plugin
`google_maps_flutter: ^2.1.1`
Repository: neovim
Issue: "gv" history of previous visual selections (1gv, 2gv, ...)
Labels: enhancement,visual-mode

### Problem

I've been using helix for a while and found it helpful that `u` can restore the last selected content.

I tried to reproduce it in neovim with this code:
```lua
    ["u"] = function ()
        local spos = api.nvim_buf_get_mark(0, '<')

        api.nvim_command("normal! u")

        local cpos = api.nvim_win_get_cursor(0)

        if cpos[1] == spos[1] and cpos[2] == spos[2] then
            enter_select()
            api.nvim_command("normal! gv")
        end
    end,
```

but it will only resume the latest visual selecting content. Earlier selected content cannot be restored with `gv`

or enhance `1gv` `2gv` `3gv` can resume the earlier selected content might be a good idea?


so I'm wondering if the neovim can support this natively.

### Expected behavior

https://user-images.githubusercontent.com/97107165/223972251-b5356fff-dcc4-4572-b66e-6c196791ab11.mp4
Repository: storybook
Issue: [Bug]: composition - CORS issues interactions addon
Labels: bug,help wanted,composition,sev:S3

### Describe the bug

Reported by @yannbf during QA:

Composed stories that contain the play function execute the play function correctly, but the interactions panel shows `“no interactions”` because of the following error:

```
DOMException: Blocked a frame with origin "http://localhost:6007/" from accessing a cross-origin frame.
at new Instrumenter (http://localhost:6007/node_modules/.cache/.vite-storybook/deps/@storybook_addon-interactions_preview.js?v=56a43576:712:93)
```

It looks like the 7.0 instrumenter still uses the pattern or trying to access the parent's frame:
https://github.com/storybookjs/storybook/blob/62ccd7ec53ca82ab46e78aad0b4b42f147dd02ef/code/lib/instrumenter/src/instrumenter.ts#L103

It should not do this, or we just accept / document that the interactions addon isn't composition compatible.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: Composition - component/stories count is off (it should skip docs types)
Labels: bug,help wanted,composition,sev:S3

### Describe the bug

Reported by @yannbf during QA:

It seems that the logic that shows amount of components and amount of stories is not accounting the new Docs 2.0 format. In this example, I have one unattached docs (1 story, if it is still considered a story) and one component (7 stories).

<img width="492" alt="Untitled" src="https://user-images.githubusercontent.com/3070389/223974846-35d6bf9e-44d9-4568-af37-57a836d3931b.png">


### To Reproduce

@yannbf do you have this storybook with chroma pets published somewhere?

It's a nice minimal repro for this issue.

### System

_No response_

### Additional context

_No response_
Repository: rust
Issue: Rust match bound non-exhaustive patterns when all possible patterns for `char` are handled
Labels: C-enhancement,T-compiler,A-patterns,A-exhaustiveness-checking

I tried this code:

```rust
fn main() {
    let val = "(hello({()}))";
    let mut destruct = Vec::new();

    for c in val.chars() {
        match c {
            sel @ ('(' | '{' | '[') => destruct.push(match sel {
                // If I'm correct, the only possible value `sel` can have here should be any of these 3
                // Yet rust wants me to add a catch-all arm
                '(' => ')',
                '{' => '}',
                '[' => ']'
            }),
            sel @ (')' | '}' | ']') => if destruct.len() > 0 && *destruct.last().unwrap() == sel { destruct.pop().unwrap(); },
            _ => ()
        }
    }

    println!("{}", destruct.len() == 0);
}
```

I expected to see this happen: 
No error to occur and that it compiles peacefully

Instead, this happened:

```
error[E0004]: non-exhaustive patterns: `'\0'..='\''`, `')'..='Z'`, `'\\'..='z'` and 2 more not covered
 --> src\main.rs:7:60
  |
7 |             sel @ ('(' | '{' | '[') => destruct.push(match sel {
  |                                                            ^^^ patterns `'\0'..='\''`, `')'..='Z'`, `'\\'..='z'` and 2 more not covered
  |
  = note: the matched value is of type `char`
help: ensure that all possible cases are being handled by adding a match arm with a wildcard pattern as shown, or multiple match arms
  |
12~                 '[' => ']',
13+                 _ => todo!()
  |

For more information about this error, try `rustc --explain E0004`.
error: could not compile `bug-match` due to previous error
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.67.1 (d5a82bbd2 2023-02-07)
binary: rustc
commit-hash: d5a82bbd26e1ad8b7401f6a718a9c57c96905483
commit-date: 2023-02-07
host: x86_64-pc-windows-msvc
release: 1.67.1
LLVM version: 15.0.6
```

Also happens on:
```
rustc 1.70.0-nightly (900c35403 2023-03-08)
binary: rustc
commit-hash: 900c3540378c8422b8087ffa3db60fa6c8abfcad
commit-date: 2023-03-08
host: x86_64-pc-windows-msvc
release: 1.70.0-nightly
LLVM version: 15.0.7
```
Repository: flutter
Issue: [video_player_android] The video is upside down when it is recorded at landscape right
Labels: c: regression,platform-android,p: video_player,package,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-android,triaged-android

## Steps to Reproduce


1. Clone the code from `https://github.com/flutter/packages` 
2. Go to video player package and play with video below

## Some Information

I see this issue happen with version `2.3.5` or higher. It works well with version `2.3.4`
This video has been taken from latest version of camera package with `lockCaptureOrientation(DeviceOrientation.landscapeRight)`
Flutter version: `3.7.7`

**Expected results:** The video is shown normally like web browser

**Actual results:** The video is shown upside down
![image](https://user-images.githubusercontent.com/50006020/223970520-6d301794-3b27-41a1-88b8-b5e000cdb0f4.png)


### Video for reproduce
https://user-images.githubusercontent.com/50006020/223970200-aaee980d-74be-42e4-b68a-1fb9dc3b48b5.mp4
Repository: PowerToys
Issue: Multi-Size Icon creator
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I hope in the future there will be tool to create a multi-sized ( 256x256, 128x128, 64x64, 32x32 ... ) icon creator. There is already a utility that can resize images, so it can be expanded to be used like this. The filename extension should be normal ".ico" not ".icl" ( icon library )... 

### Scenario when this would be used?

It'd be useful for developers to create images for their apps. It could be also useful for some users who want to replace the regular icons of their apps/games with custom ones like from DeviantArt.

### Supporting information

_No response_
Repository: flutter
Issue: VsyncWaiter has inherited enable_shared_from_this, but it is created by make_unique
Labels: engine,P2,team-engine,triaged-engine

Currently we define VsyncWaiter class  and it is inherited form `std::enable_shared_from_this`, according to the [cppreference](https://en.cppreference.com/w/cpp/memory/enable_shared_from_this/shared_from_this) we should create this instance by make_shared_ptr, but we create by make_unique_prt currently.
```
std::unique_ptr<VsyncWaiter> PlatformView::CreateVSyncWaiter() {
  FML_DLOG(WARNING)
      << "This platform does not provide a Vsync waiter implementation. A "
         "simple timer based fallback is being used.";
  return std::make_unique<VsyncWaiterFallback>(task_runners_);
}
``` 
> It is permitted to call shared_from_this only on a previously shared object, i.e. on an object managed by [std::shared_ptr](http://en.cppreference.com/w/cpp/memory/shared_ptr) (in particular, shared_from_this cannot be called during construction of *this).
Otherwise the behavior is undefined (until C++17)[std::bad_weak_ptr](https://en.cppreference.com/w/cpp/memory/bad_weak_ptr) is thrown (by the shared_ptr constructor from a default-constructed weak_this) (since C++17).