sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Local engine embedder build with task runners set fails current thread check
Labels: engine,e: embedder,P2,team-engine,triaged-engine

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

Use the embedded engine on Linux with commit `45f6e009110df4f34ec2cf99f63cf73b71b7a420` with `--runtime-mode debug --unoptimized --no-goma` and compare the same embedder against the same version but from the infra releases.

Noticed by using [this](https://github.com/ExpidusOS/gokai) embedder (`gokai_sdk`) and uncommiting [this line](https://github.com/ExpidusOS/gokai/blob/f480f421db63a18e6e0076d93206e4f0fed6c461/packages/gokai_sdk/core/lib/flutter/engine.cc#L120).

### Expected results

`FlutterEngineRunInitialized` should work properly

### Actual results

```
[2023-06-25 18:54:51.970] [Gokai::Flutter::Engine] [debug] Flutter engine 6d247a6b-e307-40a7-bc1a-2b990870d687 has initialized
[2023-06-25 18:54:51.972] [Gokai::Flutter::Engine] [debug] Running task 0x1e21028 in 18446744073709548096
[2023-06-25 18:54:51.972] [Gokai::Flutter::Engine] [debug] Initial window metrics (w: 1280, h: 720, r: 1) for engine 6d247a6b-e307-40a7-bc1a-2b990870d687
[2023-06-25 18:54:51.972] [Gokai::Flutter::Engine] [debug] Running task 0x1e231b8 in 18446744073709549586
[2023-06-25 18:54:51.972] [Gokai::Services::Compositor] [debug] [backend/wayland/pointer.c:444] creating pointer for output 'WL-1' from seat 'seat0'
[2023-06-25 18:54:51.988] [Gokai::Flutter::Engine] [debug] Running task 0x7f378000bf28 in 18446744073709545686
[2023-06-25 18:54:51.988] [Gokai::Flutter::Engine] [debug] Running task 0x7f3780012e68 in 18446744073709550546
[2023-06-25 18:54:52.019] [Gokai::Logger] [debug] Created logger Gokai::Flutter::Engine#6d247a6b-e307-40a7-bc1a-2b990870d687
[2023-06-25 18:54:52.019] [Gokai::Flutter::Engine#6d247a6b-e307-40a7-bc1a-2b990870d687] [info] The Dart VM service is listening on http://127.0.0.1:45403/qmrtEJPN0lA=/
[FATAL:flutter/fml/memory/weak_ptr.h(109)] Check failed: (checker_.checker).IsCreationThreadCurrent().
Aborted (コアダンプ)
```

### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: next.js
Issue: next lint --fix {FILE_LOCATION} does not work as expected if nextConfig.eslint?.dirs exists
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.12.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.8-canary.2
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/gallant-hawking-39hvct

### To Reproduce

1. Open Terminal
2. type `npm run lint -- --file app/pages/baz.tsx`

![image](https://github.com/vercel/next.js/assets/40619551/b05c1cc3-061c-43b7-94a2-ffe79e5a3fda)



### Describe the Bug

If you type steps to reproduce,  not only the files in the `app/pages/baz.tsx`, but also the files located in `nextConfig.eslint.dirs` in next.config.js are printed.

This behavior occurs due to the following code in [next-lint.ts#L175](https://github.com/vercel/next.js/blob/canary/packages/next/src/cli/next-lint.ts#L175)

It seems that the code at [next-lint.ts#L175](https://github.com/vercel/next.js/blob/canary/packages/next/src/cli/next-lint.ts#L175) is designed to handle the scenario when we only type `next lint` without any options(or just the `--dir` option). However, when used with `--file` option, it feels like a bug.

Users may not expect that files below `nextConfig.eslint.dirs` would be linted when using the `next lint --file somefile.tsx` command. Additionally, there is currently no way to lint just one file if you have specified `nextConfig.eslint.dirs`.

This issue becomes more problematic when using `lint-staged`.  Let's consider the following situation:
- Following the official documentation (link: [eslint#lint-staged](https://nextjs.org/docs/pages/building-your-application/configuring/eslint#lint-staged)), you configure lint-staged.
- You use the `nextConfig.eslint.dirs` option like `nextConfig.eslint.dirs = ['src/pages']`

In this scenario, every time files are staged, linting will be executed not only on the staged files but also on all files in the 'src/pages' directory. This behavior deviates from the expected behavior.

### Expected Behavior

Only `app/pages/baz.tsx` should be linted, not the files below `nextConfig.eslint.dirs`

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: neovim
Issue: nvim_get_option_info2: include special options info
Labels: enhancement,api,options

### Problem

There are a number of options that do not appear to conform to the classic semantics of the 5 types of options (global, global-local buffer option, buffer-local option, global-local window option, window-local option):

* `cmdheight` is a new one-of-a-kind "Global or local to tab page" option
* The buffer-local options `buftype`, `modified`, and `syntax` have local values automatically set in new buffers irrespective of the global value.
* The global-local buffer option `undolevels` automatically has a local override set in the initial buffer
* The window-local option `winfixheight` isn't per-buffer at all -- it seems the global value is just ignored and the local value is shared to all buffers immediately when written.

These are just a handful of cases I happened to come across. Can any bespoke option semantics be captured in additional metadata in `nvim_get_option_info2`?
Repository: godot
Issue: Multiplayer Spawner throws error on client
Labels: bug,topic:multiplayer

### Godot version

4.1.beta2

### System information

Windows 10, Intel icore7, NVIDIA 730, 16Gb RAM

### Issue description

When a server spawns something synchronized by the node MultiplayerSpawner, if the connected client does not have that MutliplayerSpawner in its scene, it throws an error on the client.
The server spawns an object on the scene_1, and the client, as it does not have the scene_1 in its tree, it throws an error.
The MultiplayerSpawner's spawn path is "scene_1"

ERRORS:
![248588478-3df414bd-4143-422e-bed9-30eba71d633b](https://github.com/godotengine/godot/assets/4398470/ebbd464d-4721-43d7-9cb3-3995164b40c5)

Server scene tree:
root:
-- scene_root
---- scene_1
------ MutliplayerSpawner
---- scene_2

Client scene tree:
root:
-- scene_root
---- scene_2

I am approaching this through a "scene_root" scene, created by myself so that the server can have multiple scenes at the same time. Am I doing this wrong? Should I have a server for each scene that I want the clients to take part in? Or could it be done this way which is way simpler?

As I see this, there are two ways of fixing this, taking into account this behaviour might not be a bug.
Option 1:
To not use MultiplayerSpawner nodes and use RPC function calls instead
Option 2:
To open a server for each individual scene the client can get into (scenes that actually need interaction with the server) I find this to be too much time consuming, so I would go for the option 1.

My suggestion would be to add the visibility property and functions that are available for the MutliplayerSynchronizer, that way I can manage the visibility of all the clients in the server logic, thus not getting these errors due to the clients not being in the same scene as the other clients.
In this way I can get my simple social game in just one server game instance.

Thanks in advance for all the answers and possible fixes to this issue.

### Steps to reproduce

Run the game with 2 debug scenes, create an object pressing the button on the server and see the error.

### Minimal reproduction project

[minimal_project.zip](https://github.com/godotengine/godot/files/11862719/minimal_project.zip)
Repository: neovim
Issue: Background highlight of reverse not retained for float when winblend>0
Labels: bug,highlight

### Problem

The background highlight of `reverse` is not retained for floating windows when `winblend`>0.

### Steps to reproduce

```
nvim --clean example.vim
```

Add the following code, which opens a floating window and sets its highlighting to `StatusLine`:

```vim
let buf = nvim_create_buf(v:false, v:true)
let popup = nvim_open_win(buf, 0, {
      \   'relative':  'editor',
      \   'row':       15,
      \   'col':       5,
      \   'width':     20,
      \   'height':    1,
      \   'focusable': v:true,
      \   'style':     'minimal',
      \   'border':    'single',
      \ })
call setwinvar(popup, '&winhighlight', 'Normal:StatusLine')
```

Source the code.

```
:source %
```

A floating window with `StatusLine` highlighting appears.

![Screenshot_20230626_185826](https://github.com/neovim/neovim/assets/541289/509b4a65-e0c8-4146-8466-370972a2e1aa)

Next, navigate to the window and `:set winblend=1`. The `StatusLine` background highlighting (`reverse`) is not retained.

![Screenshot_20230626_185918](https://github.com/neovim/neovim/assets/541289/694027a0-fb6d-47f7-be07-bf8eef966ca6)

### Expected behavior

I expected that the background color would not be lost with `winblend`>0. For other highlight groups where the background is not `reverse`, changing the `winblend` does not modify the background color (rather, it modifies the displayed color of the text from the window beneath if it overlaps).

### Neovim version (nvim -v)

0.9.1

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Kubuntu 23.04

### Terminal name/version

Konsole 22.12.3

### $TERM environment variable

xterm-256color

### Installation

appimage
Repository: flutter
Issue: [google_maps_flutter] Poor performance rendering polylines
Labels: p: maps,package,perf: speed,team-ecosystem,has reproducible steps,P3,found in release: 3.10,found in release: 3.12,triaged-ecosystem

My app needed to use 500,000 coordinates in 300ms to draw a polyline, but GoogleMap needed at least 1 second to draw polyline, causing the UI jank. google_maps_flutter version is 2.3.1.

<details><summary>flutter doctor -v</summary>
<p>

```
[✓] Flutter (Channel stable, 3.10.5, on macOS 13.3.1 22E261 darwin-arm64, locale en-GB)
    • Flutter version 3.10.5 on channel stable at /Users/xxx/Documents/Program/CrossPlatform/Flutter/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 796c8ef792 (12 days ago), 2023-06-13 15:51:02 -0700
    • Engine revision 45f6e00911
    • Dart version 3.0.5
    • DevTools version 2.23.1
``` 

</p>
</details> 

Below is my test code, when you click the FloatingActionButton, it takes at least a second to display the polyline

<details><summary>Code Sample</summary>
<p>

```dart
import 'package:flutter/material.dart';
import 'package:google_maps_flutter/google_maps_flutter.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: GoogleMapPolyLinesLagIos(),
    );
  }
}

class GoogleMapPolyLinesLagIos extends StatefulWidget {
  @override
  _MapBodyState createState() => _MapBodyState();
}

class _MapBodyState extends State {
  static double centerLat = 22.544743;
  static double centerLong = 113.964011;
  List<LatLng> points = [];
  MapType _mapType = MapType.normal;
  Set<Polyline> _polylines = {};
  CameraPosition _kInitialPosition = CameraPosition(
    target: LatLng(centerLat, centerLong),
    zoom: 15.0,
  );

  @override
  void initState() {
// TODO: implement initState
    super.initState();
    for (var i = 0; i < 500000; ++i) {
      points.add(LatLng(centerLat + i * .00001, centerLong + i * .00001));
    }
  }

  late GoogleMapController mapController;
  void _onMapCreated(GoogleMapController controller) {
    mapController = controller;
  }

  onPressed() {
    _polylines.clear();
    _polylines.add(Polyline(
        polylineId: PolylineId('polylineId'), width: 8, points: points));
    setState(() {});
  }

  @override
  Widget build(BuildContext context) {
    print("build start");
    Scaffold scaffold = Scaffold(
      appBar: AppBar(
        title: Text('Map Test'),
        actions: [],
      ),
      body: GoogleMap(
        myLocationEnabled: true,
        mapType: _mapType,
        polylines: _polylines,
        initialCameraPosition: _kInitialPosition,
        compassEnabled: false,
        onMapCreated: _onMapCreated,
      ),
      floatingActionButton: FloatingActionButton(
        onPressed: onPressed,
        child: Text('Add polylines'),
      ),
    );
    print("build end");
    return scaffold;
  }
}

``` 

</p>
</details>
Repository: rust
Issue: Insufficiently precise documentation of `std::file!` macro
Labels: A-docs

### Location

<https://doc.rust-lang.org/std/macro.file.html>

### Summary

When describing properties of paths, it's useful to specify whether the given path is absolute or relative. After reading the documentation of [`std::file`], which didn't mention whether it expands to absolute or relative path, I assumed (and rightly so!) that the path must be absolute. However, in my case it expanded to `src/lib\nifti_image.rs`, to a relative path with alternating component separators. Based on that, I assume that [`std::file`] expands to a path that is either

* relative to manifest, regardless of the platform.
* relative to manifest or absolute, depending on the platform.

Since it returns `&str` instead of `OsStr`, it would be weird if it would attempt to return absolute paths. However, this is not immediately obvious (to me).

[`std::file`]: https://doc.rust-lang.org/std/macro.file.html
Repository: frp
Issue: [Question] client - config to close connection on exceeded connection duration.
Labels: proposal

### Describe the feature request

This is more of a question rather than feature request. ( uncertain if it has existed )

Just wondering... is there any auto-close connection mechanism on vhost & tcp after certain time limit. 

I have read through the docs, frpc_full.ini and frps_full.ini, yet couldn't seem to find what I was looking for. 

### Describe alternatives you've considered

_No response_

### Affected area

- [ ] Docs
- [ ] Installation
- [ ] Performance and Scalability
- [ ] Security
- [ ] User Experience
- [ ] Test and Release
- [ ] Developer Infrastructure
- [X] Client Plugin
- [ ] Server Plugin
- [ ] Extensions
- [ ] Others
Repository: electron
Issue: [Feature Request]: overlapping Dialogs
Labels: enhancement :sparkles:,component/dialog

### 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

I would like to know how to use overlapping Dialogs in Electron. Currently, I'm facing an issue where if I invoke `showOpenDialog()` first and then create a second Dialog using `showMessageBox()` through some means, **The first Dialog will be closed**. This is not the expected behavior. I want the first Dialog to remain visible but be overlaid by the second Dialog.

I would like to request a new feature or solution in Electron. For example, popping up a Dialog to prompt whether to replace an existing file directory:
1. Invoking the `showOpenDialog()` function and selecting a directory.
2. If the user chooses a directory that already exists
3. invoking the `showMessageBox()` to pop up a Dialog that prompts whether to replace an existing directory, and overlay it on top of the first Dialog created by showOpenDialog() and the **first Dialog will not be closed**.

### Proposed Solution

_No response_

### Alternatives Considered

_No response_

### Additional Information

Actually, this is what I want. Here's the Xcode effect:

![20230626122759](https://github.com/electron/electron/assets/48879533/06bea9e0-ac47-479c-b8bd-ccf888c5167d)

Below is my simple Fiddle example：
https://gist.github.com/1e0d4af9145053c6652088871a2bc779
Repository: storybook
Issue: [Documentation]: Option to preserve the order of props that is shown in code snippets (show code) in docs page.
Labels: documentation,needs triage

### Describe the problem

Hello guys.

Currently the props of a component that are shown in the expanded code snippet box in a docs page is in _alphabetical order_ by default.

So for example, even if I specify the props in `Story.args` like below (`title` followed by `description`) in my story file:

```ts
// Alert.stories.tsx
type Story = StoryObj<typeof meta>;

export const Info: Story = {
  args: {
    title: "The Magic of Storytelling",
    description:
      "_Immerse_ yourself in the enchanting world of **storytelling** and learn the `art` of captivating and engaging audiences.",
  },
};
```

The code snippet will be rendered like this:

<img width="1685" alt="Screenshot 2023-06-26 at 2 53 02 PM" src="https://github.com/storybookjs/storybook/assets/71210554/4ff57833-f979-455e-8250-fb3d38dc8f31">

---

However what I've found while trying to make the props order what I specified in the story file is that it's actually possible to achieve this by setting `Preview.parameters.jsx.sortProps` to `false`, which will be passed unmodified to [react-element-to-jsx-string](https://www.npmjs.com/package/react-element-to-jsx-string) (see `code/renderers/react/src/docs/jsxDecorator.tsx`) preserving the props order that was specified in the story file.

(My quick test seems to indicate that `parameters.jsx.sortProps` can also be specified at the component level or at the story level.)

So if I have my `.storybook/preview.ts` like below:

```ts
const preview: Preview = {
  parameters: {
    actions: { argTypesRegex: "^on[A-Z].*" },
    controls: {
      expanded: true,
      matchers: {
        color: /(background|color)$/i,
        date: /Date$/,
      },
    },
    jsx: {
      // https://www.npmjs.com/package/react-element-to-jsx-string
      sortProps: false,
    },
  },
}
```

My code snippet in the docs page will change like below:

<img width="1640" alt="Screenshot 2023-06-26 at 3 08 46 PM" src="https://github.com/storybookjs/storybook/assets/71210554/548c6a49-51d7-4507-b2cb-bfd287249b83">

---  

Anyways I thought this was a useful piece of information to share and it would be nice to have this documented somewhere in the Storybook Docs, but I have little to no idea where to put this information in the docs, thereby creating this issue, thanks.

### Additional context

_No response_
Repository: PowerToys
Issue: Everything like tool for quick seaches
Labels: Needs-Triage,Run-Plugin,Needs-Team-Response

### Description of the new feature / enhancement

The tool would be a quick file indexer that allows fast searches in file and folder names.
"Everything" is a good example of this kind of software and currently I can't imagine myself at work without it.
Windows search is not as performant or efficient at finding matches for a given search term and PowerToys Run doesn't provide the same functionality.

### Scenario when this would be used?

Used to find a matches of a given string in any folder and/or files within windows system and allow the user to open chosen files using the explorer.

### Supporting information

https://www.voidtools.com/
https://community.chocolatey.org/packages/Everything
Repository: godot
Issue: Assigning Shader to specified GPU on a workstation with two GPUs
Labels: topic:rendering

### Godot version

3.5.1-stable

### System information

Win 10, AMD Threadripper PRO 5995WX, 2 x RTX A5000

### Issue description

Hello!

I am using Godot 3.5.1 to render point clouds in real-time. My approach is to render each point cloud with a specified MeshIntance by uploading data to a corresponding Shader with GDNative C++. So each point cloud has a paired MeshInstance and a Shader. 

My workstation has 2 Nvidia TRX A5000 GPUs connected with NV Link, but Godot only uses the first GPU, and the second GPU is not used at all. All the rendering tasks are allocated to the first GPU. The workflow looks like this:
![image](https://github.com/godotengine/godot/assets/111273475/3363861d-8c18-4438-8c98-0d72eb1c766f)


I know it is feasible to specify a dedicated GPU for rendering when a desktop has an integrated GPU and a dedicated GPU. 
But is it possible to assign the tasks of each Shader to a specified GPU and use all GPUs simultaneously? Does Godot 3.5.1 support this feature? If not, is there a hack way to do this? 

The desired result looks like this:
![image](https://github.com/godotengine/godot/assets/111273475/a81c9be3-2c05-476d-a2b0-57c85b4a319d)

Any help will be appreciated.


### Steps to reproduce

Not applicable.

### Minimal reproduction project

Not applicable.
Repository: pytorch
Issue: No document for parameter `load_debug_files` in `torch::jit::load` in C++ API
Labels: module: docs,triaged,actionable

### 📚 The doc issue

Thanks a lot for your work.

I found that there is no document for parameter `load_debug_files` in `torch::jit::load` in C++ API.

This parameter can be found in various overloads of the function, however, none of them specifies what `load_debug_files` is, and whether it affects the loaded pre-trained model when setting to false.

Ref: 
* https://pytorch.org/cppdocs/api/function_namespacetorch_1_1jit_1ac9b78087c3a653b13868cf7e6f8ed171.html#exhale-function-namespacetorch-1-1jit-1ac9b78087c3a653b13868cf7e6f8ed171
* https://github.com/pytorch/pytorch/blob/3c34a00d1b94aa4ceeede498ab878f1c5a25afb1/torch/csrc/jit/serialization/import.h#L100

I encounter this when I deployed a pre-trained model by libtorch.  For my own model, I found that `torch::jit::load` works no matter whether `load_debug_files` is set to true or false, and the inference results are also correct.

So can I safely set `load_debug_files` to false for __all models in release mode__, i.e. no "debug symbols" are included, if my understanding is correct. 

Thanks.

P.S.
I dug a little bit, and noticed that `load_debug_files` will enforce `PyTorchStreamReader` to read some "Records", however, I didn't find a definition for "Records".
https://github.com/pytorch/pytorch/blob/3c34a00d1b94aa4ceeede498ab878f1c5a25afb1/caffe2/serialize/inline_container.cc#L306

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker