sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [video_player] Unremoved listener causes the example app to crash
Labels: c: crash,d: examples,p: video_player,package,team-ecosystem,has reproducible steps,P2,has partial patch,found in release: 3.7,found in release: 3.9,triaged-ecosystem

Hi, I was playing with video_player package example, and when I tried this code: https://github.com/flutter/packages/blob/main/packages/video_player/video_player/example/lib/main.dart#L383-L438

The app crashed and this is the logs for the error which is actually being caused by calling `dispose` method without first removing the `listener` that was previously added.

![Screenshot 2023-03-15 at 14 06 16](https://user-images.githubusercontent.com/52411901/225308620-cf779bf3-1036-4516-b64e-fb07e14212e2.png)

Solution proposal: 

I fixed the issue by removing the added `listener` before calling `dispose` which is being called by calling `Navigator.pop(context);`

https://github.com/flutter/packages/blob/main/packages/video_player/video_player/example/lib/main.dart#L399-L401

Took the above code and moved it to this `listener` function and I added `_videoPlayerController.removeListener(listener);` in `dispose` method:
```
void listener() {
    if (startedPlaying && !_videoPlayerController.value.isPlaying) {
      Navigator.pop(context);
    }
 }
 ```
 ```
 @override
  void dispose() {
    _videoPlayerController.removeListener(listener);
    _videoPlayerController.dispose();
    super.dispose();
  }
  ```
Repository: vscode
Issue: Differentiate breakpoint types more clearly
Labels: debug,ux,accessibility,polish

<!-- ⚠️⚠️ 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. -->

My vision isn't perfect and I find the icon used to display a conditional breakpoints too similar to the regular breakpoint (even with the increased font size). **Would it be possible to change it to a different shape without breaking the visual language?**

I know this is very tricky because the visual design for breakpoints already covers many fundamental shapes (all icons can be found [here](https://microsoft.github.io/vscode-codicons/dist/codicon.html)):
- Circles are used for regular breakpoints
- Triangles are used for [function breakpoints](https://code.visualstudio.com/docs/editor/debugging#_function-breakpoints)
- Hexagons are used for [data breakpoints](https://code.visualstudio.com/docs/editor/debugging#_data-breakpoints)
- Rhombus are used for [logpoints](https://code.visualstudio.com/docs/editor/debugging#_logpoints)

<img src="https://user-images.githubusercontent.com/8045792/225315472-408e80a2-eb30-4b6d-acf3-6177e1dbed11.png" width=30%>

I wonder if a semi-circle could be a reasonable alternative...
Repository: vscode
Issue: iPad Double Cursor
Labels: bug,editor-core,ios-ipados

Reproducible on  iPad to iPadOS 16.4 Beta 3:

https://user-images.githubusercontent.com/1482034/225091030-352c6b59-94a5-4097-8eaa-e1b4222cd483.mov

I think there's 2 cursors, one in blue (and shorter) the other in white

_Originally posted by @vinerz in https://github.com/microsoft/vscode/issues/106232#issuecomment-1468542862_
Repository: rust
Issue: UserTypeAnnotation contains resolved vars
Labels: C-enhancement,T-types

We resolve region and type variables when canonicalizing UserTypeAnnotation. Due to this, the registered type annotation differs from the the one that the user supplied.

```rust
#![feature(rustc_attrs)]

trait Trait<T> {
    type Ty;
}

impl Trait<&'static u8> for () {
    type Ty = ();
}


#[rustc_dump_user_substs]
fn main() {
    None::<<() as Trait<_>>::Ty>;
    //~^ ERROR substs: [<() as Trait<&'static u8>>::Ty]

    None::<<() as Trait<&'_ u8>>::Ty>;
    //~^ ERROR substs: [<() as Trait<&'static u8>>::Ty]
}
```
Repository: godot
Issue: JSON.stringify auto sorts keys
Labels: discussion,topic:core

### Godot version

4.0 Stable

### System information

Windows 10

### Issue description

When calling the JSON.stringify() for client consumption, the keys are auto sorted. Upon reviewing the help files, stringify() has a parameter sort_keys: bool = true set to default. In most situations, sorting of keys wouldn't be needed. In my current project, which produces a big json feed, incurs a performance penalty, and messes up the preferred ordering set by the developer. This seems counter intuitive of sane default parameters. 

![image](https://user-images.githubusercontent.com/4737909/225330844-3af4c56b-c006-4297-8c6c-9a5d65208ce8.png)


### Steps to reproduce

Produce dict, than call from JSON.stringify()

```
## JSON.stringify(my_dictionary)
my_dictionary = {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]}
```

```
## JSON.stringify(my_dictionary, "\t")
{
    "name": "my_dictionary",
    "version": "1.0.0",
    "entities": [
        {
            "name": "entity_0",
            "value": "value_0"
        },
        {
            "name": "entity_1",
            "value": "value_1"
        }
    ]
}

```



### Minimal reproduction project

n/a
Repository: go
Issue: x/text/search: `Backwards` as an IndexOption not implemented
Labels: help wanted,NeedsInvestigation,FeatureRequest

`x/text/search` has an explicit implementation todo panic if you attempt to search backwards in text. Presumably, this is to support RTL languages, but the utility isn't clear. It would be nice to implement it if it's useful, or at the very least document that it can't be used.

For context, my use case involves query-driven scanning of string fields in streams of structured data for keywords in various languages, so I can see this being useful when combined with an appropriate language tag, though in my case it ends up being just a boolean match, so `start >= 0` is fine for now.

As a side note, the package comments include the following todos:

- [ ] Maybe IndexAll methods (probably not necessary).
- [ ] Some way to match patterns in a Reader (a bit tricky).
- [ ] Some fold transformer that folds text to comparable text, based on the search options. This is a common technique, though very different from the collation-based design of this package. It has a somewhat different use case, so probably makes sense to support both. Should probably be in a different package, though, as it uses completely different kind of tables (based on norm, cases, width and range tables.)

I could see the last of these being useful to me in lieu of stemming or lemmatization, and the longstanding #16863 suggests that maybe `x/text/search` could use a little love. If @mpvl or anyone else would be willing to give me some guidance, I'd be willing to try and carve off some cycles to clear these out.

### What version of Go are you using (`go version`)?

n/a

### Does this issue reproduce with the latest release?

Yes, it is currently in the code here: https://github.com/golang/text/blob/master/search/search.go#L192-L193

### What operating system and processor architecture are you using (`go env`)?

n/a

### What did you do?

attempted to use `Backwards` as an [`IndexOption`](https://pkg.go.dev/golang.org/x/text/search#IndexOption)

### What did you expect to see?

Not a panic.

### What did you see instead?

`panic: TODO: implement`
Repository: godot
Issue: Inner classes do not highlight or get intellisense autocomplete
Labels: bug,topic:gdscript,topic:editor

### Godot version

3.5.1 stable and 4.0 stable

### System information

Windows 7 and MacOS 12.6

### Issue description

When declaring an inner class or instancing an inner class there is no highlighting or intellisense complete for the class name.
There is also limited intellisense complete when using a typed variable of the class. I have found that there is no autocomplete for class properties or functions in the evaluation of an if statement but autocomplete does work in the body of a function (but only when the variable is explicitly typed).

### Steps to reproduce

Minimal reproduction script in any project should have highlighting on the class declaration and on the class instance.

### Minimal reproduction project

`extends Node

func _init() -> void:
	var new_class := Name.new()

class Name:
	var some_var`
Repository: flutter
Issue: Add pre-commit ci step to analyze code snippets in the engine
Labels: engine,P3,team-engine,triaged-engine

https://github.com/flutter/engine/pull/40295 was reverted because code snippets in docstrings are analyzed in later CI steps but they pass fine in the engine repo.
Repository: go
Issue: proposal: encoding/json: add a generic Decode function
Labels: Proposal

I believe with generics now in place a new more convenient `Decode` function could be added to the `encoding/json` package, amongst other `encoding/*` packages.

Proposed:
```go
func handler(w http.ResponseWriter, r *http.Request) {
	request, err := json.NewDecoder(r.Body).DecodeInto[MyStruct]()
	if err != nil {
		...
	}
	...
}
``` 
Existing:
```go
func handler(w http.ResponseWriter, r *http.Request) {
	var request MyStruct
	err := json.NewDecoder(r.Body).Decode(&request)
	if err != nil {
		...
	}
	...
}
``` 

The benefit of this API is not only is it more concise, but it removes the possibility of a `json: Unmarshal(nil)` error.
Repository: pytorch
Issue: Performance Drop for linalg_ldl_factor and ldl_solve
Labels: triaged,enhancement,actionable,module: vmap,module: functorch

Hi, I have a function which vmaps over matrices, performs LDLT decomposition and solve them (together with other operations)
Are there plans to implement batching for this operation in the near future ?
Matrices which I'm handling are only positive semidefinite, so using LDLT decomposition would work much better than cholesky.

Thanks!


minimal example:
```python
import torch
import functorch

def solve(A, b):
    LD, pivots = torch.linalg.ldl_factor(A)
    return torch.linalg.ldl_solve(LD, pivots, b)

A = torch.randn(2, 3, 3)
A = A @ A.mT # make symmetric
B = torch.randn(2, 3, 1)

print(functorch.vmap(solve)(A, B))
```
```
UserWarning: There is a performance drop because we have not yet implemented the batching rule for aten::linalg_ldl_factor. Please file us an issue on GitHub so that we can prioritize its implementation. (Triggered internally at ../aten/src/ATen/functorch/BatchedFallback.cpp:82.)
  LD, pivots = torch.linalg.ldl_factor(A)
UserWarning: There is a performance drop because we have not yet implemented the batching rule for aten::linalg_ldl_solve. Please file us an issue on GitHub so that we can prioritize its implementation. (Triggered internally at ../aten/src/ATen/functorch/BatchedFallback.cpp:82.)
  return torch.linalg.ldl_solve(LD, pivots, b)
```

cc @zou3519 @Chillee @samdow @soumith @kshitij12345 @janeyx99
Repository: kubernetes
Issue: Expose `ownerReferences` via `valueFrom` and downward API
Labels: sig/node,help wanted,sig/architecture,triage/accepted

There are cases where it's useful for a pod to know its own owner.

This would need a KEP to argue the formatting and edge cases, but shouldn't be too hard.

xref https://github.com/gocrane/crane/issues/716
Repository: flutter
Issue: Keyboard type switches back during typing 
Labels: a: text input,platform-android,framework,engine,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

## Steps to Reproduce

I have a view with a TextFormField and a custom TextInputFormatter. I klick into the TextFormField and i type 2 characters and then switch to the number keyboard and when im typing numbers it changes back to the standard querty keyboard and i don't want that to happen.

```dart
class CardNumberInputFormatter extends TextInputFormatter {
  @override
  TextEditingValue formatEditUpdate(
      TextEditingValue oldValue,
      TextEditingValue newValue,
      ) {
    var inputText = newValue.text.replaceAll(' ', '');

    if (newValue.selection.baseOffset == 0) {
      return newValue;
    }

    var bufferString = StringBuffer();
    for (int i = 0; i < inputText.length; i++) {
      bufferString.write(inputText[i]);
      var nonZeroIndexValue = i + 1;
      if ((nonZeroIndexValue % 4) == 0 && nonZeroIndexValue != inputText.length) {
        bufferString.write(' ');
      }
    }

    var string = bufferString.toString();
    return newValue.copyWith(
      text: string.toUpperCase(),
      selection: TextSelection.collapsed(offset: string.length),
    );
  }
}
```

I have this textformfield in the view
```dart
TextFormField(
            key: inputKey,
            initialValue: someValue,
            decoration: const InputDecoration(
              labelText: 'decoration',
            ),
            inputFormatters: [
              CardNumberInputFormatter(),
            ],
            onChanged: (value) => doesSomething,
            onSaved: (value) => doesSomething,
            validator: (value) => doesValidation,
            textInputAction: TextInputAction.next,
          ),

```
flutter doctor says:

[√] Flutter (Channel stable, 3.7.7, on Microsoft Windows [Version 10.0.19045.2673],)
    • Flutter version 3.7.7 on channel stable at C:\tools\flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 2ad6cd72c0 (7 days ago), 2023-03-08 09:41:59 -0800
    • Engine revision 1837b5be5f
    • Dart version 2.19.4
    • DevTools version 2.20.1
    
    Sorry for any grammer issues English is not my first language.
Repository: godot
Issue: TileSet and TileMap editor errors when working with updated texture
Labels: bug,topic:rendering,topic:editor,confirmed,topic:2d

### Godot version

4.0.stable

### System information

Windows 11

### Issue description

After modifying a texture (sprite sheet) the TileSet and TileMap editors does not seem to work correctly until Godot is restarted.

In the following images you can see the thumbnail showing the previous version of this texture which had a white background.  I added a new horizontal set of tiles and saved the texture with transparent background. So the thumb is not udpating correctly.

The expanded view of the texture shows it correctly but the TileSet editor shows the previous "version" of the texture.

![Screenshot 2023-03-15 185030](https://user-images.githubusercontent.com/837362/225384143-6b498e1d-e944-4e37-b133-6ce3d22c9f66.jpg)

In the TileMap editor the same problem and in the scene view it shows a preview of the correct tile (indicated) but the placed tiles are white since the previous version of this texture was white in those locations.

![Screenshot 2023-03-15 185307](https://user-images.githubusercontent.com/837362/225384174-a1943838-3fb4-4143-80e5-f771f3626a12.jpg)

It is fine after restarting,

![Screenshot 2023-03-15 185452](https://user-images.githubusercontent.com/837362/225385240-0ecd3f27-337a-4942-aa4a-02f88ea64170.jpg)


### Steps to reproduce

Create sprite sheet and start editing it. Now modify the texture it uses with a paint tool and save override the texture and switch back to Godot to find the changes not showing up as described above.

### Minimal reproduction project

n/a
Repository: go
Issue: proposal: x/tools/{godoc,cmd/godoc}: isolate, tag, and delete godoc
Labels: Proposal

The godoc command, golang.org/x/tools/cmd/godoc, was never redesigned to make full use of modules, has been [deprecated](https://go.dev/cl/349051) in favor of pkgsite (https://pkg.go.dev), and has been neglected for some time. We propose to isolate, tag, and delete it from the golang.org/x/tools repository, using a similar process to the [deletion](https://github.com/golang/go/issues/56783) of cmd/cover.

The main [objection](https://github.com/golang/go/issues/50229) to doing so was that godoc is still useful for previewing the documentation of locally edited code, and that its replacement, pkgsite, was not well suited to the local preview use case and really needs additional features such as the ability to run without the network and to load packages on demand after startup. However, @findleyr [recently added](https://github.com/golang/go/issues/40371#issuecomment-1470373430) those features.

Are there any remaining reasons why we should not tag and delete cmd/godoc?

Related:
- https://go.dev/cl/349051 -- deprecation of godoc, and review discussion
- https://github.com/golang/go/issues/33655#issuecomment-534250411 discussion of godoc limitations
- https://github.com/golang/go/issues/39535 -- security warning re: godoc's old version of jquery
- https://github.com/golang/go/issues/56783 -- analogous issue for deleting cmd/cover 
- https://go.dev/cl/451595, https://go.dev/cl/451596 -- analogous CLs to tag and delete cmd/cover
- https://go.dev/cl/474136 -- preparatory change to cmd/present to remove an import
- https://go.dev/cl/474156 -- pending change to create the submodules
- https://github.com/golang/go/issues/50229 -- a counterproposal to un-deprecate godoc, especially for reviewing local edits
- https://github.com/golang/go/issues/27858 -- about module boundaries in subrepos such as x/tools
- https://github.com/golang/go/issues/17244 -- policy for packages in subrepos
Repository: material-ui
Issue: Setting Select to be readOnly does not have proper setup for Accessibility
Labels: external dependency,accessibility,component: select

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Set readOnly in InputProps for the Select
2. Use Jaws 2023 to hear that the select field is "Read Only"
3. Jaws does not announce read only for the field. This is the case in the documents on the mui website as well.


### Current behavior 😯

_No response_

### Expected behavior 🤔

Jaws 2023 does not read off "read only" for the field. I have tried several different ways and posted this Issue after enough searching online for a solution.

### Context 🔦

For the Select component to announce read only when set to read only in some capacity.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: rust
Issue: Suggest dereferencing mutex lock in match scrutinee
Labels: A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut,D-terse

### Code

```Rust
use std::sync::{Arc, Mutex};

fn main() {
let data = Arc::new(Mutex::new(0));
let lock = data.lock().unwrap();
match &lock {
    0 => (),
    _ => (),
};
drop(lock);
println!("here");
}
```


### Current output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:7:5
  |
6 | match &lock {
  |       ----- this expression has type `&MutexGuard<'_, {integer}>`
7 |     0 => (),
  |     ^ expected struct `MutexGuard`, found integer
  |
  = note: expected struct `MutexGuard<'_, {integer}>`
               found type `{integer}`
```


### Desired output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:7:5
  |
6 | match &lock {
  |       ----- this expression has type `&MutexGuard<'_, {integer}>`
7 |     0 => (),
  |     ^ expected struct `MutexGuard`, found integer
  |
  = note: expected struct `MutexGuard<'_, {integer}>`
               found type `{integer}`
help: dereference the `MutexGuard`
  |
6 | match &*lock {
  |        +
```


### Rationale and extra context

MutexGuard can be derefed to a borrow of its contained value, but that is not made obvious by the error.

### Other cases

_No response_

### Anything else?

_No response_

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Repository: flutter
Issue: Use a dynamic Flutter version in the package and plugin templates
Labels: tool,P2,a: plugins,team-tool,triaged-tool

Currently the Dart version we put in template-created packages and plugins is `dartSdkVersionBounds`, a dynamic version pulled from the current SDK version. The Flutter SDK, however, is hard-coded (currently to 2.5 in plugins and 1.17 in packages), which is really confusing; in practice the Dart SDK will constrain it to a much higher version. We should use the current version for both constraints, not just one of them.
Repository: stable-diffusion-webui
Issue: [Feature Request]: add prepend style at prompts
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

current style is `append` at end of prompts

hope can add a extra `prepend` at begin of prompts mode

because prompts order is effect the result image 

![image](https://user-images.githubusercontent.com/167966/225412225-61c01087-30df-4e71-8390-6ab89d0ceb15.png)


### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: PowerToys
Issue: Add quotation marks to Quick Accent 
Labels: Idea-Enhancement,Good first issue,Status-In progress,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

So that when you press and hold ~~`-` `'` or `"` and press `space`, you can choose to type en dash `–` or em dash `—`,~~ and curly quotes `“ ” ‘ ’` or apostrophe `’`

### Scenario when this would be used?

Basically every time you type if you prefer curly quotes and apostrophes outside of programs that support smart punctuation, and for ~~dashes, if you deal with numbers a lot and need to connect them with en dashes, or if you're a writer and use em dash from time to time~~

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: add a button for only save grid image without other sub image
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

![image](https://user-images.githubusercontent.com/167966/225417240-48c34878-702a-44bc-9d64-82ef7f08d8d2.png)

current when we click save in grid, it will also save other sub image

hope add a button for only save grid image without other sub image


### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: godot
Issue: Android App crash (shader related)
Labels: bug,platform:android,needs testing,crash,topic:shaders

### Godot version

4.0

### System information

Android 9, Moto G6

### Issue description

The linked project crashes at startup on my mobile _(Android 9, moto G6)._
It works perfectly on my PC.

This is related to the shader (_simple fragment 2d shader)_, I wasn't able to point pin the issue exactly.
it may be because the image move outside the canvas.... but it seems unlikely. 

[GodotTestCrash.zip](https://github.com/godotengine/godot/files/10983946/GodotTestCrash.zip)


### Steps to reproduce

Launch the project on an Android phone.

### Minimal reproduction project

[GodotTestCrash.zip](https://github.com/godotengine/godot/files/10983947/GodotTestCrash.zip)