sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make DLs inspectable so that that a programmer or DevTools can ask what a Picture has in it.
Labels: engine,P3,team-engine,triaged-engine
Repository: rust
Issue: libcompiler-builtins contains DWARF5 debuginfo in 1.62.0
Labels: A-debuginfo,E-needs-test,P-high,T-compiler,C-bug,E-needs-mcve

Building Firefox with rustc 1.62.0 on Linux and running it under valgrind makes valgrind emit the following error:
```
==31382== Valgrind: debuginfo reader: ensure_valid failed:
==31382== Valgrind:   during call to ML_(img_get)
==31382== Valgrind:   request for range [3275670898, +4) exceeds
==31382== Valgrind:   valid image size of 1880027600 for image:
==31382== Valgrind:   "/builds/worker/workspace/obj-build/toolkit/library/build/libxul.so"
==31382==
==31382== Valgrind: debuginfo reader: Possibly corrupted debuginfo file.
==31382== Valgrind: I can't recover.  Giving up.  Sorry.
```
As of filing, I don't have more information to share yet, but I thought I'd already file it before starting to investigate it next week.
Repository: flutter
Issue: How to share focus with popovers and other sub-tasks
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,f: focus,P3,team-framework,triaged-framework

There's a conflict in text-based focus behavior in Flutter and I'm wondering if there's an intended approach to this problem.

Typically, when entering text into something like a form field, the moment focus moves away from the field, the selection is gone. For example, you'll see a caret and type text into a "name" field. Then, focus moves to an "email" field. At this point, there is no caret or selection in the "name" field any longer, and there is a caret in the "email" field. However, this focus behavior is not universal.

When composing text, there are a number of occasions in which some kind of popover might appear. For example, a popover to select text styles, enter a URL for a link, or select a compound character. In these situations, the popover includes focusable elements, and the user should be able to move focus around those elements. But that focus change should **not** impact the selection within the text field. Additionally, the moment the popover disappears, focus should return to the text field with the selection unchanged.

Does Flutter have an approach for handling these different situations?

Visual examples:
* Editing the link URL in a selection toolbar (this example use `SuperEditor` but without keyboard as the input source, not IME)
![Screenshot 2022-06-28 at 23 46 13](https://user-images.githubusercontent.com/31278849/176316856-c22ce214-d6d7-4cd6-980e-bffd6b6dedc4.png)

* Right-click on selected to show the context menu
![Screenshot 2022-06-28 at 23 49 08](https://user-images.githubusercontent.com/31278849/176317147-c8422558-0810-4a35-973d-5053affa5012.png)

* Press and hold character key that can be written with different accents depending on the language (e.g. Portuguese)
![Screenshot 2022-06-28 at 23 50 53](https://user-images.githubusercontent.com/31278849/176317259-b843e0b1-4f26-45eb-b663-51cbda418862.png)
Repository: godot
Issue: References to animations tagged with -loop need to have that part of them removed in the 3 to 4 converter
Labels: discussion,topic:import,topic:3d

### Godot version

4.0 alpha 10

### System information

Windows 11 Vulkan Intel HD i5

### Issue description

In 3.x to tag an animation as looping in the 3d editor of your choice you needed to end the name of the animation with "-loop" e.g "idle-loop". Now in 4.0 the imported animations do not have -loop at the end of them after import, so playing `idle-loop` doesn't work as in 4.0 it's called `idle`. The Godot 3 to 4 converter needs to take this into account renaming references to looping animations in Godot 3 projects to remove the -loop suffix.

### Steps to reproduce

Create gltf with animation with -loop at the end, import in 3.0 and observe it retains its loop name, in 4.0 it doesn't.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Godot 4: Cannot Edit Mesh Properties Due to Infinite Inheritance Loop
Labels: bug,topic:editor,topic:3d

### Godot version

4.0 Alpha 10

### System information

Windows 10, GTX1080, i7 6700

### Issue description

Godot will infinitely ask to create an inherited scene when trying to edit the properties of a mesh.


### Steps to reproduce

- Open the minimal reproduction project. Scene.tscn contains a plane mesh and a cube mesh, exported together from Blender as GLTF 2.0 Binary.
- Create a new inherited scene for the mesh via the outliner.
- Select the cube mesh. Attempt to open the mesh properties: Godot will request that you create a new inherited scene for this mesh or changes will be lost.
- Accept, and the entire scene (both cube and plane) will simply be reopened again in a new unsaved scene. Attempt to open the mesh properties for the cube again, and the same inheritance message will pop up.
- As a result, no changes can be made directly to the mesh (such as assigning a material) without being lost.
- This seems to happen regardless of whether children have been made editable or if the meshes are made local to the scene.

### Minimal reproduction project
[Inheritance Loop Bug.zip](https://github.com/godotengine/godot/files/9032024/Inheritance.Loop.Bug.zip)
_
Repository: opencv
Issue: SystemError: <class 'cv2.dnn.DetectionModel'> returned a result with an error set
Labels: incomplete

  ```
weightsPath = "frozen_inference_graph.pb"
  configPath = "ssd_mobilenet_v3_large_coco_2020_01_14.pbtxt"
  model = cv2.dnn_DetectionModel(weightsPath,configPath)
```
![image](https://user-images.githubusercontent.com/84778438/176836435-28d51598-5d89-4150-b5bd-0b6a214955d6.png)

I tried to replace the **_ssd_mobilenet_v3_large_coco_2020_01_14.pbtxt_** and **_frozen_inference_graph.pb_** and used different versions , and it didn't work
Repository: excalidraw
Issue: Feature Request: Search by Picture
Labels: Excalidraw+
Repository: PowerToys
Issue: FancyZone > Zone appearance > settings to allow highlighting of "Highlight distance" area
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Add option to display visual feedback for "Highlight distance" layout setting.

### Scenario when this would be used?

I used a super ultrawide monitor with 8 zones.
![PowerToys FancyZonesEditor_wqckYaEk9G](https://user-images.githubusercontent.com/4598812/176841568-45d21aab-4c31-461c-92dd-875f3b9ca9b7.png) 
with a large "Highlight distance" 
![PowerToys FancyZonesEditor_on5senTwLl](https://user-images.githubusercontent.com/4598812/176841061-4437f80f-8a6b-42f2-adb6-febec4af8023.png)
I love the feature of being able to drag between zones to expand the window to all those zones.
![iiVOHTp4Tb](https://user-images.githubusercontent.com/4598812/176840774-933c2343-7e63-403d-959e-34ac90d9db9a.png)

an enhancement to this would be to have an option to display visual feedback of where those "shared" zones are to ease fast paced zone activation.

### Supporting information

_No response_
Repository: excalidraw
Issue: CMD+C default option change
Labels: enhancement,discussion

request for an option to have CMD+C default to copy the PNG and not the JSON.

It sucks to always remember a special shortcut when i am copy pasting to PPT or Google Slides
Repository: pytorch
Issue: `det` will return wrong gradient for `1x1` matrix with 0 value.
Labels: module: autograd,triaged,module: edge cases

### 🐛 Describe the bug

`det` will return wrong gradient for `1x1` matrix with 0 value.

```python
import torch

input = torch.tensor([[0.]], dtype=torch.float64, requires_grad=True)
torch.det(input).backward()
print(input.grad)
# tensor([[0.]], dtype=torch.float64)
```

The correct gradient should be 1. Instead, when the value isn't zero, it will return the correct gradient.

```python
import torch

input = torch.tensor([[0.1]], dtype=torch.float64, requires_grad=True)
torch.det(input).backward()
print(input.grad)
# tensor([[1.]], dtype=torch.float64)
```

### Versions

pytorch: 1.11.0

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: kubernetes
Issue: kubectl apply: prune should ignore no-namespaced resource if -n is not empty
Labels: kind/bug,help wanted,sig/cli,triage/accepted

`kubectl apply` with below yaml and follow below prune command.
```
**
namespace sandbox
**
---
apiVersion: v1
kind: Service
metadata:
  annotations:
    environment: sandbox
    provider: kustomize
  labels:
    app: nginx
  name: nginx
  namespace: sandbox
spec:
  ports:
  - port: 80
  selector:
    app: nginx
  type: NodePort
```


seems I have  the same problem. save this to a file named `a.yaml`
```
apiVersion: v1
kind: Service
metadata:
  annotations:
    environment: sandbox
    provider: kustomize
  labels:
    app: nginx
  name: nginx
  namespace: sandbox
spec:
  ports:
  - port: 80
  selector:
    app: nginx
  type: NodePort
```

And run `kubectl apply --prune --dry-run=client --all -n sandbox -f a.yaml`, the results
```
service/nginx created (dry run)
namespace/cattle-system pruned (dry run)
```

I have no idea why it want to prune the `namespace/cattle-system`.

_Originally posted by @wd in https://github.com/kubernetes/kubernetes/issues/66430#issuecomment-708922169_
Repository: storybook
Issue: MDX styling doesn't work after importing Tailwind CSS
Labels: bug,needs triage

**Describe the bug**
The MDX styling is not working after I import the Tailwind CSS into the Storybook.

**To Reproduce**
Here is the code I added to import Tailwind

``` .storybook/main.js ```

```
// Remove this code, MDX is working fine but Tailwind isn't
{
  name: '@storybook/addon-postcss',
  options: {
    postcssLoaderOptions: {
      implementation: require('postcss'),
    },
  },
},
```

Before Importing Tailwind
![image](https://user-images.githubusercontent.com/23072805/176856510-bfe50193-eebb-4fd0-8a52-2f23506e5c54.png)

After Importing Tailwind
![image](https://user-images.githubusercontent.com/23072805/176856542-bbca8290-7533-4fb6-a2ea-cad4ee235a4c.png)


Full Code Demo: https://github.com/tanwanjern/next-storybook-demo
Question: https://stackoverflow.com/questions/72826382/mdx-styling-doesnt-work-after-importing-tailwind-css-to-storybook

**System**
"next": "12.2.0",
"react": "18.2.0",
"react-dom": "18.2.0"
"@storybook/react": "^6.5.9",

**Additional context**
How can I make Tailwind and MDX styling work together in Storybook? And which Storybook add-ons are not necessary so that I can remove them?
Repository: neovim
Issue: libtermkey segfaults on receiving invalid CSI u sequence without a unicode key code
Labels: tui,has:backtrace,bug-crash

### Neovim version (nvim -v)

v0.8.0-dev+532-g60604d6a9

### Vim (not Nvim) behaves the same?

No

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.25.2

### $TERM environment variable

xterm-kitty

### Installation

build from repo

### How to reproduce the issue

1. Run `nvim --clean`
2. Send `\x1b[;2u` to Nvim


### Expected behavior

No segfault

### Actual behavior

Segfault
ASAN log:
```
=================================================================
==799107==ERROR: AddressSanitizer: SEGV on unknown address 0x615df5f6f570 (pc 0x5608bbcff04e bp 0x000000000006 sp 0x7f9df4ff9bb0 T1)
==799107==The signal is caused by a READ memory access.
    #0 0x5608bbcff04e in termkey_get_keyname **/.deps/build/src/libtermkey/termkey.c:1220:12
    #1 0x5608bbcff04e in termkey_strfkey **/.deps/build/src/libtermkey/termkey.c:1375:26
    #2 0x5608bb996d6b in forward_modified_utf8 **/src/nvim/tui/input.c:236:11
    #3 0x5608bb9954f6 in tk_getkeys **/src/nvim/tui/input.c:346:7
    #4 0x5608bb9902a3 in handle_raw_buffer **/src/nvim/tui/input.c:639:7
    #5 0x5608bb98d9a6 in tinput_read_cb **/src/nvim/tui/input.c:656:3
    #6 0x5608bab157b2 in read_event **/src/nvim/event/rstream.c:191:5
    #7 0x5608bab14a2c in invoke_read_cb **/src/nvim/event/rstream.c:204:3
    #8 0x5608bab1361c in read_cb **/src/nvim/event/rstream.c:133:3
    #9 0x5608bbce8dbf in uv__read **/.deps/build/src/libuv/src/unix/stream.c:1204:7
    #10 0x5608bbce8dbf in uv__stream_io **/.deps/build/src/libuv/src/unix/stream.c:1272:5
    #11 0x5608bbcf0e0e in uv__io_poll **/.deps/build/src/libuv/src/unix/epoll.c:374:11
    #12 0x5608bbcde657 in uv_run **/.deps/build/src/libuv/src/unix/core.c:405:5
    #13 0x5608baafef7a in loop_poll_events **/src/nvim/event/loop.c:60:3
    #14 0x5608bb9ae4a2 in tui_main **/src/nvim/tui/tui.c:506:5
    #15 0x5608bba0c831 in ui_thread_run **/src/nvim/ui_bridge.c:106:3
    #16 0x7f9df688c54c  (/usr/lib/libc.so.6+0x8c54c)
    #17 0x7f9df6911873 in __clone (/usr/lib/libc.so.6+0x111873)

AddressSanitizer can not provide additional info.
SUMMARY: AddressSanitizer: SEGV **/.deps/build/src/libtermkey/termkey.c:1220:12 in termkey_get_keyname
Thread T1 created by T0 here:
    #0 0x5608ba35f7d8 in __interceptor_pthread_create (**/build/bin/nvim+0xc147d8)
    #1 0x5608bbceb10b in uv_thread_create_ex **/.deps/build/src/libuv/src/unix/thread.c:279:9
    #2 0x5608bb99f77a in tui_start **/src/nvim/tui/tui.c:179:10
    #3 0x5608bb9f6898 in ui_builtin_start **/src/nvim/ui.c:139:3
    #4 0x5608baf3d754 in main **/src/nvim/main.c:343:7
    #5 0x7f9df682928f  (/usr/lib/libc.so.6+0x2928f)

==799107==ABORTING
```
Repository: flutter
Issue: "Failed to start Flutter renderer: Unable to create a GL context" on Linux ARM64 devices.
Labels: platform-chromebook,platform-linux,a: desktop,P2,team-linux,triaged-linux

## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. Use ChromeBook with ARM64 CPU, enable Linux support on System settings.
2. Follow this link: https://docs.flutter.dev/get-started/install/chromeos download  and install flutter sdk for linux
3. Install all dependency packages for Linux flutter including git, clang, ninja-build, libgtk-3-dev, zlib, etc..
4. flutter create an app called `linux_flutter`
5. flutter build linux && ./build/linux/arm64/release/bundle/flutter_linux
6. App window launched but no content with a white screen, and shows a error: `Failed to start Flutter renderer: Unable to create a GL context`

## Logs

<details>
<summary>Logs</summary>

<!--
      Include the full logs of the commands you are running between the lines
      with the backticks below. If you are running any "flutter" commands,
      please include the output of running them with "--verbose"; for example,
      the output of running "flutter --verbose create foo".
-->

```
** (flutter_linux:10763): WARNING **: 16:56:32.522: Failed to start Flutter renderer: Unable to create a GL context
```

<!-- If possible, paste the output of running `flutter doctor -v` here. -->

```
$ flutter doctor -v 
[✓] Flutter (Channel master, 3.1.0-0.0.pre.1468, on Debian GNU/Linux 11 (bullseye) 5.10.114-16024-gbdf1547bd4f4,
    locale en_US.UTF-8)
    • Flutter version 3.1.0-0.0.pre.1468 on channel master at /home/eggfly/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 1add0d790d (4 hours ago), 2022-07-01 00:39:07 -0400
    • Engine revision caec3e305a
    • Dart version 2.18.0 (build [2.18.0-242.0.dev](http://2.18.0-242.0.dev/))
    • DevTools version 2.14.1

[✗] Chrome - develop for the web (Cannot find Chrome executable at google-chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.

[✓] Linux toolchain - develop for Linux desktop
    • Debian clang version 11.0.1-2
    • cmake version 3.18.4
    • ninja version 1.10.1
    • pkg-config version 0.29.2

[!] Flutter IDE Support (No supported IDEs installed)
    • IntelliJ - https://www.jetbrains.com/idea/
    • Android Studio - https://developer.android.com/studio/
    • VS Code - https://code.visualstudio.com/

[✓] Connected device (1 available)
    • Linux (desktop) • linux • linux-arm64 • Debian GNU/Linux 11 (bullseye) 5.10.114-16024-gbdf1547bd4f4

[✓] HTTP Host Availability
    • All required HTTP hosts are available

! Doctor found issues in 2 categories.
```

</details>

But when I use `export LIBGL_ALWAYS_SOFTWARE=1` after run app, it shows the right app content.
Repository: pytorch
Issue: Let torch.utils.tensorboard support multiprocessing
Labels: module: multiprocessing,triaged,module: tensorboard

### 🚀 The feature, motivation and pitch

In TensorboardX, [GlobalSummaryWriter](https://github.com/lanpa/tensorboardX/blob/df1944916f3aecd22309217af040f2e705997d9c/tensorboardX/global_writer.py) is implemented. I want to use torch.utils.tensorboard in multiprocessing, but I failed after a simple modification of TensorboardX’s code. I believe this feature is very important and not difficult to implement. Thanks you very much!

### Alternatives

_No response_

### Additional context

_No response_

cc @VitalyFedyunin
Repository: ant-design
Issue: Menu导航菜单  希望在 onSelect， onClick 里获取传入的item的 label， 目前只能获取到key
Labels: Inactive

### Reproduction link

[https://ant.design/components/menu-cn/](https://ant.design/components/menu-cn/)

### Steps to reproduce

none

### What is expected?
 
<img width="972" alt="image" src="https://user-images.githubusercontent.com/104620424/176865093-dcbb5885-3ce3-4ce6-8ffa-66a1ffb8c170.png">


在文档的描述里， onSelect， onClick  可以获取到 item， 但是我获取到的item里  有key， 没有label， 我希望 item里 有label，甚至icon

因为，当点击后，我要把 面包屑的名字，设置为 菜单的label ， 虽然可以自己维护一个数组，但是 我都用 你们特殊定制的 MenuItem[] 来管理菜单了，  难道还要多维护一个 对象吗

### What is actually happening?

和我想的不一样

| Environment | Info |
| --- | --- |
| antd | 4.21.4 |
| React | react latest |
| System | mac |
| Browser | chrome lastest |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: angular
Issue: New Simple Built in State Management Package
Labels: feature,area: core,feature: under consideration

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

In the angular ecosystem there are many fantastic state management solutions, but the Angular framework does not have a built in solution except perhaps the tools needed to put one together (rxjs, BehaviourSubject etc), which is challenging for beginners as they would already have to spend a decent amount of time learning rxjs to use and understand those tools correctly.

I think it would benefit angular to have an @angular/state package, since angular is supposed to be an all in one package for frontend development it makes sense that state management would be included, other js libraries include some form of simple state management built in.

It would also be a way for beginners to be introduced to state management in a beginner friendly way before choosing to adopt 3rd party solutions i.e ngrx, ngxs, akita etc.

### Proposed solution

Provide a simple and easy to maintain state management package.

I used this once [observable-store](https://github.com/danwahlin/observable-store) and I think it would fit quite nicely as it was very simple to learn, the only major caveat is that it is still observable based, however it might be easier to grasp what's going on due to abstracting away some complexity. Although I think it might have non observable methods or be converted into a promise based solution if desired.



### Alternatives considered

Continue to rely on 3rd party solutions.
Repository: godot
Issue: `TextureButton` with `texture_click_mask` larger than `texture_normal` has wrong collision
Labels: bug,topic:input,topic:gui

### Godot version

3.4.stable

### System information

Windows 10, GLES3

### Issue description

`TextureButtons` with a `texture_click_mask` that has a larger dimension than the `texture_normal` for the button, seem to have extremely weird input collisions. The collision is significantly smaller than the normal texture or the collision, and does not follow either of the shapes.

![image](https://user-images.githubusercontent.com/10502115/176868155-bd3b8825-34b1-46b8-b2e4-4c6ca28b189e.png)
_Shows the approximate collision of a 100x100 circular button, with a 200x200 circular clickmask_

This does not make any sense. At the very least the entire `normal texture` area, which fits easily inside the `ClickMask` should be clickable/hoverable, but I would argue the entire clickmask area (even where it extends the original button's bounds) should be considered it's collision. After all, that's why I gave it a clickmask of this size, rather than one that's equal or smaller to the normal texture.

![texturebuttonclickmaskbug](https://user-images.githubusercontent.com/10502115/176869420-a2b33fcd-1e60-4383-a22f-730b6155066e.gif)
_Gif showing the bug in action. The first three buttons have clickmask that are equal or smaller to the buttons. In these cases the collision is as expected. As soon as the clickmask becomes larger than the actual button, only the top left corner of the button becomes viable to hover/click._

I would expect **a larger clickmask to be centered on the button, and extend it in all directions without increasing the minimum size** of the button beyond the textures used in `normal`/`hover`/`pressed`. This would allow users to easily make buttons with a larger collision than visuals, which is very useful for accessibility and general UX.

At the moment this would be possible to do with a TextureButton, but would require a lot of workarounds, which seems extremely unnecessary, since this would seem like a logical, basic fucntion of the TextureButton

### Steps to reproduce

1. Create a texturebutton
2. Give the texturebutton a normal, hover & pressed texture. Best to make these different colours to see the button update when hovering/clicking.
3. Import a texture (bmp), that is larger than the textures used in the TextureButton, as a Bitmap and set it as the `Clickmask` for the Texturebutton
4. Start the editor
5. Hover/click the button

You will notice that there is a large discrepancy between the collision, the texture visuals and the imported clickmask.

For you convenience this is already set up in the Minimal Reproduction Project below. Keep in mind that the top circles in the MRP are buttons, the others are just sprites to indicate the sizes of the clickmasks, the expected collision and the actual collision.

### Minimal reproduction project

[TextureButtonClickMaskBug.zip](https://github.com/godotengine/godot/files/9027901/TextureButtonClickMaskBug.zip)
Repository: next.js
Issue: useRouter not working with jest
Labels: bug

### Verify canary release

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

### Provide environment information

```
[fmacherey@macbook application (feature/WR-333-update-packages *>)]$ npx --no-install next info

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.3.0: Wed Jan  5 21:37:58 PST 2022; root:xnu-8019.80.24~20/RELEASE_X86_64
    Binaries:
      Node: 16.13.1
      npm: 8.1.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.2.1-canary.1
      eslint-config-next: 12.2.0
      react: 17.0.2
      react-dom: 17.0.2

```

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

Chrome

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

_No response_

### Describe the Bug

When updating from next@12.1.6 to 12.2.x I got the following error message in my jest tests:
```
 FAIL  components[...]/index.test.jsx
  ● Test suite failed to run

    No router instance found.
    You should only use "next/router" on the client side of your app.

    > 1 | import { useRouter } from "next/router";
        | ^
```

With next 12.1.6 it was no problem to import useRouter and mock it with `useRouter.mockReturnValue...` but now this fails. 


### Expected Behavior

jest tests should run as before and no warning for useRouter should be thrown. 

### Link to reproduction

example.com

### To Reproduce

see above