sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: A Standard For Implementing Custom UIs
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

Hi,
It's been 2 months since I've ditched HTML, CSS, and JS for Flutter and I haven't looked back. I love the declarative style of Flutter and Dart itself.

### What's the problem?
What really bothers me is I find it hard to implement completely Custom UIs. I mean even when I wanted to use a custom font, I had to depend on `material.dart` and use `Scaffold` to make it work. I don't even want to start talking about the frustrations of theming a material app in flutter. But this was not a problem using HTML, CSS, JS. They basically give you simple and minimal elements and then let you do whatever you want with them or use whatever UI package you want, such as Tailwind, MUI, etc.
So, It's either a matter of Flutter lacking documentation on Custom UIs or me not reading enough docs about them.

### Any other problems?
Well, if you just take a look at the reported issues, they're mostly about `material.dart` and `cupertino.dart`. I feel like Flutter Team is spending most of their time, effort and energy on these two UIs instead of the framework itself. And still, Flutter is far behind from Material 3 spec (and even Material 2, because `material.dart` uses 2014 typography by default.).

### My Ideal Flutter
So my ideal is:
- The main Flutter package should contain and export basic widgets of the framework (`GestureDetector`, `StatelessWidget`, `StatefulWidget`, etc.). These can be currently found in `widgets.dart`. This way, Flutter Team's efforts are concentrated on the framework itself.
- `material` and `cupertino` should come in seperate packages (and export the main Flutter package) and be maintained by Flutter community more.
- More tutorials and docs should be provided on making UIs with the main Flutter package rather than making them with `material` or `cupertino`. This way more people will know how underlying widgets of `material` and `cupertino` work and can take part in maintaining them or even make their own UIs in their apps and packages.

This way we will be able to see more Flutter UI packages and a more diverse set of Flutter apps in terms of UI on the market.

After all, these are just my ideals and may be far from reality but I really like to see some discussion on this matter and finding the best solution to it.
Repository: pytorch
Issue: `pip==22.0` breaks installation process
Labels: high priority,module: binaries,oncall: releng,triaged

### 🐛 Describe the bug

With `pip==22.0`, which was released about 2 hours ago, the installation commands for installing any non-PyPI binary no longer works:

```shell
$ pip install torch -f https://download.pytorch.org/whl/cu113/torch_stable.html 
```

```
ValueError: HTML doctype missing or incorrect. Expected <!DOCTYPE html>.

If you believe this error to be incorrect, try passing the command line option --use-deprecated=html5lib and please leave a comment on the pip issue at https://github.com/pypa/pip/issues/10825.
```

Following the tip gives

```shell
$ pip install --use-deprecated=html5lib torch -f https://download.pytorch.org/whl/cu113/torch_stable.html 
```

```
Looking in links: https://download.pytorch.org/whl/cu113/torch_stable.html
ERROR: Could not find a version that satisfies the requirement torch (from versions: none)
ERROR: No matching distribution found for torch
```

Given that the `torch` requirement is totally unconstrained and I'm running Python 3.7, I'm guessing this is related.

### Versions

Not applicable.

cc @ezyang @gchanan @zou3519 @seemethere @malfet
Repository: storybook
Issue: Stories are not rendered (RangeError)
Labels: bug,has workaround,needs triage

**Describe the bug**
When I try to open a story, Storybook crashes and I can't do anything else until I get the following error.

![Screenshot from 2022-01-30 12-06-44](https://user-images.githubusercontent.com/2762088/151705335-df2d0fe5-24ff-461d-969e-5e30f7795dfe.png)

**To Reproduce**

- Run `npm run storybook`.
- Open any story using the UI.

**System**
![Screenshot from 2022-01-30 12-13-54](https://user-images.githubusercontent.com/2762088/151705525-a5cfdae8-84f7-4590-b196-921e98ebe2ab.png)

**Additional context**
I tested with previous versions of Storybook and it worked well until `v6.3.12`.
Repository: material-ui
Issue: [Paper] shadows are always on top of siblings
Labels: component: Paper

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

https://codesandbox.io/s/relaxed-wu-8l5md?file=/src/index.js

### Expected behavior 🤔

https://jsfiddle.net/nhxg29v6/69/

### Steps to reproduce 🕹

I've provided sandboxes showing the issue. Made the red shadow to make it more obvious. The JSFiddle doesn't contain any Material UI react code but shows the problem with `box-shadow` and how it could be solved at least.

### Context 🔦

Right now you have shadows on top of siblings. It would be good if it was possible to apply the shadow below the element. Like the JSFiddle I provided. I think both "effects" are valid depending on context. Sometimes you might want it on top and some times you don't want that behaviour.

Maybe this is possible by current implementation but I didn't find anything about it. Adding a property like `siblingShadowDisabled` would be nice..

### Your environment 🌎

_No response_
Repository: storybook
Issue: "Cannot use 'import.meta'" when importing an external package which uses 'import.meta' directive
Labels: bug,core

**Describe the bug**

If you are including an external package (from node_modules), which uses "import.meta.url", for instance:
``new Worker(new URL("worker-472814de.js", import.meta.url));``
from your story, you will receive this error:

![Schermata 2022-01-30 alle 18 12 44](https://user-images.githubusercontent.com/6173088/151709749-0e108d7f-53b8-445d-81ff-52da40a7b2ec.png)
![Schermata 2022-01-30 alle 18 14 37](https://user-images.githubusercontent.com/6173088/151709809-884b98bf-5e67-4c0a-9954-12be694993ca.png)




**To Reproduce**
1) Download this repo https://github.com/ale-grosselle/storybook-import-error
2) Go to "external-package" folder and then run "npm install && npm build" (it creates the external package)
3) Back to root, then, "npm install"
4) "npm run storybook"

**System**
Environment Info:

  System:
    OS: macOS 12.1
    CPU: (8) x64 Intel(R) Core(TM) i7-8569U CPU @ 2.80GHz
  Binaries:
    Node: 16.13.0 - /usr/local/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.1.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 97.0.4692.99
    Firefox: 96.0.2
    Safari: 15.2
  npmPackages:
    @storybook/addon-essentials: 6.5.0-alpha.26 => 6.5.0-alpha.26 
    @storybook/addons: 6.5.0-alpha.26 => 6.5.0-alpha.26 
    @storybook/builder-webpack5: ^6.5.0-alpha.26 => 6.5.0-alpha.26 
    @storybook/manager-webpack5: ^6.5.0-alpha.26 => 6.5.0-alpha.26 


**Additional context**
If we add the code directly instead of importing it as external dep, all worked (the code below is example.stories.tsx): 

```js
import { getWorker } from "../external-package/src/index";
//import { getWorker } from "external-package";

export default {
  title: 'libs/worker',
};

export const play = function () {
  console.log("What is?", getWorker());
};

```
![Schermata 2022-01-30 alle 18 23 51](https://user-images.githubusercontent.com/6173088/151710142-bace9e6f-cb07-49aa-98c7-f5539a8e7123.png)
Repository: godot
Issue: Collision layers in 4.0 work differently than in 3.5
Labels: documentation,topic:physics

### Godot version

4.0.alpha.custom_build (78e3e65e7)

### System information

Windows 11 21H2, Vulkan Clustered, Geforce 1660 (511.23)

### Issue description

I'm not sure if it's bug, it just confused me a little.

In Godot 3, `Area2D` (Hurtbox) with collision layers:
![image](https://user-images.githubusercontent.com/10379487/151711682-1fae4a34-4562-43a4-a461-ba3b074ea9af.png)

will detect `Area2D` (Hitbox) with collision layers:
![image](https://user-images.githubusercontent.com/10379487/151711451-66127833-c3ec-4d3f-8619-632a473f720c.png)

But it won't work in Godot 4.

https://user-images.githubusercontent.com/10379487/151713038-6d8f0465-3327-411b-9706-23eecdedd1e6.mp4


### Steps to reproduce

Compare behaviors of two projects.

### Minimal reproduction project

Godot 3 project
[Collision Test G3.zip](https://github.com/godotengine/godot/files/7966671/Collision.Test.G3.zip)

Godot 4 project
[Collision Test G4.zip](https://github.com/godotengine/godot/files/7966672/Collision.Test.G4.zip)
Repository: create-react-app
Issue: CHOKIDAR_USEPOLLING doesn't work on docker and Windows 11 
Labels: needs triage,issue: bug report

As some people have mentioned in #10253 `CHOKIDAR_USEPOLLING` doesn't work on docker and Windows 11 but the issue is closed.  

```SHELL
/app # npm version
{
  clientspa: '0.1.0',
  npm: '8.1.2',
  node: '16.13.2',
  v8: '9.4.146.24-node.14',
  uv: '1.42.0',
  zlib: '1.2.11',
  brotli: '1.0.9',
  ares: '1.18.1',
  modules: '93',
  nghttp2: '1.45.1',
  napi: '8',
  llhttp: '6.0.4',
  openssl: '1.1.1l+quic',
  cldr: '39.0',
  icu: '69.1',
  tz: '2021a',
  unicode: '13.0',
  ngtcp2: '0.1.0-DEV',
  nghttp3: '0.1.0-DEV'
}
```
```SHELL
/app # yarn version
yarn version v1.22.15
info Current version: 0.1.0
```

```
Microsoft Windows [Version 10.0.22000.466]
```
Repository: excalidraw
Issue: Edit line gets stuck
Labels: bug,mobile

On mobile if I initiate a line element or an arrow with two fingers I can continue to edit this element adding points each time I click. This is a great feature!

In the mobile view a button appears in the menu to complete the operation. This works well.

When the screen is wider (desktop view) the button does not appear. I have not been able to figure out the intended process to stop editing the line… except that I can bring up the context menu and delete the whole thing, to make it go away.


https://user-images.githubusercontent.com/14358394/151714945-c8cae1ec-6c06-4a6e-b54e-b01eac5d692d.MP4


https://user-images.githubusercontent.com/14358394/151714954-a2dfe9b9-2465-4efe-b287-f3f0d0d86890.MP4
Repository: TypeScript
Issue: Specialized assignability error message for constructing template literal types
Labels: Suggestion,Experience Enhancement

# Suggestion

## 🔍 Search Terms

template literal types primitive assignability error message 

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

Provide a more specific, helpful error message when a type that is not allowed in a template is provided (i.e. is not assignable to a union of primitive types).

Right now the error message is:

https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgBLGQbwL4FgBQBYAngA4oCyxAKhALakA2ckyAvMgAYD6AJJumzdOAbiA

```
Type 'Hi' is not assignable to type 'string | number | bigint | boolean | null | undefined'.
  Type 'Hi' is not assignable to type 'true'.
```

How about...

```
type 'Hi' is not allowed inside a template literal type because it is not assignable to type 'string | number | bigint | boolean | null | undefined'.
  Type 'Hi' is not assignable to type 'true'.
```

_(not super pleased about that being slightly longer, but at least it's more precise?)_

## 📃 Motivating Example

See above playground.

## 💻 Use Cases

The fact that template literal types allow any of those primitive types might not be immediately obvious. Someone new to template literal types might go down a rabbit hole of trying to figure out where the `number` or `true` come from.
Repository: vscode
Issue: GitHub - Bad credentials is shown when the github extension fails to fetch repositories
Labels: bug,github

```
HttpError: Bad credentials
    at /Applications/Visual Studio Code - Insiders.app/Contents/Resources/app/extensions/github/dist/extension.js:2:24207
    at processTicksAndRejections (internal/process/task_queues.js:93:5)
    at p.GithubRemoteSourceProvider.getUserRemoteSources (/Applications/Visual Studio Code - Insiders.app/Contents/Resources/app/extensions/github/dist/extension.js:2:383837)
    at async Promise.all (index 1)
    at p.GithubRemoteSourceProvider.getRemoteSources (/Applications/Visual Studio Code - Insiders.app/Contents/Resources/app/extensions/github/dist/extension.js:2:383623)
    at u.query (/Applications/Visual Studio Code - Insiders.app/Contents/Resources/app/extensions/git-base/dist/extension.js:1:9885)
```

My guess is that this could be a SAML issue... in which case you wanna re-request getSession() with the option: `forceNewSession` and try again.

The repro steps for this is hard... I think it's determined by how many SAML sessions you have active.... So if I had to guess... I think it would be:
* Sign in to github extension in VS Code Desktop
* Sign in to probably 10+ other github extensions across VS Code Desktop or vscode.dev (this is essentially invalidating the SAML session from bullet point 1 because you can only have a certain number of SAML sessions I think
* Try to use the github extension from bullet point 1
Repository: flutter
Issue: `flutter assemble` overrides `-d` flag
Labels: tool,has reproducible steps,P2,found in release: 2.8,found in release: 2.10,team-tool,triaged-tool

## Steps to Reproduce

Run `flutter assemble -h`:

```
[C:\scratch\runner_app] flutter assemble --help
Assemble and build Flutter resources.

Global options:
-h, --help                  Print this usage information.
-v, --verbose               Noisy logging, including all shell commands executed.
                            If used with "--help", shows hidden options. If used with "flutter doctor", shows additional
                            diagnostic information. (Use "-vv" to force verbose logging in those cases.)
-d, --device-id             Target device id or name (prefixes allowed).
...

Usage: flutter assemble [arguments]
-h, --help                            Print this usage information.
-d, --define=<target=key=value>       Allows passing configuration to a target, as in "--define=target=key=value".
...
```

Note that `-d` is defined as meaning both `--device-id` and `--define`.
Repository: TypeScript
Issue: proper overloading for arrow functions
Labels: Suggestion,Needs Proposal

# Suggestion
<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms
arrow function overload
<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion
it seems that the syntax for overloading arrow functions are more like a side effect of existing functionality (function interfaces/intersections), rather than an intentional language feature. as a result, it doesn't really work properly in most cases - see #33482

it would be nice if there was actual syntax for arrow function overloading like there is for normal functions
<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example
```ts
const foo: {
    (value: number): number
    (value: string): string
} = (value) => value
```
this is the most basic example of an overload i can think of, yet it doesn't work:
```
Type '(value: string | number) => string | number' is not assignable to type '{ (value: number): number; (value: string): string; }'.
  Type 'string | number' is not assignable to type 'number'.
    Type 'string' is not assignable to type 'number'.(2322)
```
as mentioned on https://github.com/microsoft/TypeScript/issues/33482#issuecomment-533058120, function interfaces have  a much broader purpose than overloads, meaning it has to protect against a potentially incorrect assignment in other scenarios. but here, that's obviously not what we want

perhaps a function overload type that looks something like:

```ts
const foo: overload {
    (value: number): number
    (value: string): string
} = (value) => value
```
<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

## 💻 Use Cases
makes it easier to avoid using old function syntax
Repository: youtube-dl
Issue: Download videos from google search
Labels: broken-IE,Good first issue

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## 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.
- Search the bugtracker for similar site feature 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 site feature request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've searched the bugtracker for similar site feature requests including closed ones


## Description

<!--
Provide an explanation of your site feature request in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
-->

With the latest google search versions, one can look up "NFL" (for example), and the schedules, players and teams pop-up as well as (and this is what I'm suggesting to implement) previews or highlights. When trying to download them from the Google page, it does not recognizes it, the user needs to get into the actual video (youtube in most cases) to get it. Implementing this would mean much faster access to videos and the users not having to navigate several layers of webpages to download them.
I tried creating a general "google extractor" but couldn't manage to do it. Other option I thought about but could not put into practice was to handle that webpage forwarding (google search -> youtube) within the program
Repository: godot
Issue: [GodotPhysics] CharacterBody3D gets stuck on flat ends of static cylinders
Labels: bug,confirmed,topic:physics,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0

### System information

Windows 10

### Issue description

Moving a CharacterBody3D along the flat end of a cylinder does not behave the same as sliding along a flat wall. The CharacterBody3D can even become stuck in place and unable to move away form the cylinder once it reaches the edges of the cylinder's flat surface
![CylinderIssue](https://user-images.githubusercontent.com/38251868/151744077-85228e6b-6a49-4d75-af59-53be54ca3953.gif)
.

### Steps to reproduce

- Place a CharacterBody3D on a flat surface
- Place a cylindrical StaticBody3D collider near the CharacterBody3D, and rotate it 90° along the X axis so the bottom or top of the cylinder becomes a wall.
- In play mode move the character so that it collides with the flat end of the cylinder, and try to slide along it diagonally like a wall.

(For some reason if the cylinder has its scale set to (2.8, 2, 2.8) and is placed about 1 unit above the surface of the floor the issue is more present)

### Minimal reproduction project

[CharacterAndCylinderIssue.zip](https://github.com/godotengine/godot/files/7968362/CharacterAndCylinderIssue.zip)
Repository: go
Issue: x/tools/gopls: Incompatibilities with kate editor's LSP client implementation
Labels: gopls,Tools

Dear gopls developers,

[Kate editor](https://kate-editor.org/) implements LSP Client according to specification. There are issues with symbol _rename_ functionality and also _organize imports_ functionality. According to developers, it seems there might be issue with gopls interpretation of protocol specification.

See kate editor bugs:
- https://bugs.kde.org/show_bug.cgi?id=449332
- https://bugs.kde.org/show_bug.cgi?id=447640
Repository: pytorch
Issue: index_put : INTERNAL ASSERT FAILED
Labels: high priority,module: cuda,triaged

### 🐛 Describe the bug

Previous related issues: #39227 #66495

```python
import torch

# device = 'cpu'  # Works

# RuntimeError: linearIndex.numel()*sliceSize*nElemBefore == expandedValue.numel()
# INTERNAL ASSERT FAILED at
# "../aten/src/ATen/native/cuda/Indexing.cu":265, please report a bug to PyTorch.
# number of flattened indices did not match number of elements in the value tensor: 10 vs 5
device = 'cuda'  # Errors
t = torch.zeros(5, 5, device=device)
idx = torch.tensor([0, 1], device=device)
v = torch.ones((5,), device=device)

print(torch.index_put(t, (idx, ), v, accumulate=True))

```

### Versions

master

cc @ezyang @gchanan @zou3519 @ngimel