sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Get CA Names from Server Hello and determine if certificate requested by server
Labels: tls

It would be very helpful for a project I'm working on to be able to determine if a client certificate was requested by the server when making a connection to a server during the TLS handshake and to be able to get the list of CA Names sent in the server hello. If I use tlsSocket.enableTrace(), I can see the data I'm looking for in stderr, but I have no good way of capturing the data to parse it. Thank you!
Repository: scrcpy
Issue: Keyup events should (optionally?) be ignored
Labels: feature request

When I:
* Press Esc to close another window, leaving scrcpy in focus
* Ctrl-Alt-E to switch to the virtual desktop with scrcpy in focus

(or anything like that...)

scrcpy forwards the key-up event for the key to the phone, and Android apps close (Esc) or enter an 'e' character

At least an option should be available (if not default behaviour) to ignore key-up events that don't match a previous key-down.

(It may also make sense to send key-up when focus is lost, for any keys which had been down?)
Repository: go
Issue: x/mobile: gomobile bind can't use target specific LDFLAGS / CPPFLAGS
Labels: NeedsInvestigation,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN="/home/dpanic/go/bin"
GOCACHE="/home/dpanic/.cache/go-build"
GOENV="/home/dpanic/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/dpanic/go/pkg/mod"
GONOPROXY="gore.salestrekker.com,github.com/dpanic"
GONOSUMDB="gore.salestrekker.com,github.com/dpanic"
GOOS="linux"
GOPATH="/home/dpanic/go"
GOPRIVATE="gore.salestrekker.com,github.com/dpanic"
GOPROXY="https://goproxy.io,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.17"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2246104607=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->
I am trying to build .aar archive with gomobile bind but with CGO_LDFLAGS and CGO_CPPFLAGS which are TARGET dependant.

I can build for loop, to create 4 .aar files and to manually combine them at the end, but I think there should be smarter way.

```
export CGO_LDFLAGS="
    -L$ROOT/../dependencies/libs/armeabi-v7a  
    -L$ROOT/../dependencies/libs/arm64-v8a
    -L$ROOT/../dependencies/libs/x86  
    -L$ROOT/../dependencies/libs/x86_64  
    -lopencv_core
    ... [ REDACTED ] ...
"
CGO_ENABLED=1 \
    gomobile bind \
    -target=android/arm,android/arm64,android/386,android/amd64
    -o export.aar \
    -v
```

### What did you expect to see?
AAR file with compiled .so libraries without issues.


### What did you see instead?
```
# runtime/cgo
ld: error: /home/user/libs/armeabi-v7a/libopencv_calib3d.so is incompatible with elf_i386
```
Repository: pytorch
Issue: Memory Leak in MKL OpenMP on AVX2 machine
Labels: module: cpu,module: memory usage,triaged,module: mkldnn,module: mkl,module: multithreading,module: intel

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:
1. run the following script
```python
# file leak.py
import torch

def run():
    # input_size * hidden_size >= 2048 cause leak
    # also observed extreme performace degeneration
    input_size = 16
    hidden_size = 128
    gru = torch.nn.GRU(input_size, hidden_size)
    inputs = torch.randn(1, 1, input_size)

    counter = 0
    while True:
        counter += 1
        _, out = gru(inputs)
        if (counter % 100) == 0:
            print(f"{counter} shape: {out.shape}")


if __name__ == "__main__":
    with torch.no_grad():
        run()
```

2. observe the RES memory trending grows very quickly. highly recommend do it with `htop` + filter


## Expected behavior

memory should be stable

## Environment

 - PyTorch Version (e.g., 1.0): 1.9.0 and nightly
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.7
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information: leakage only happens if MKL enabled and avx512 is not available, _presumably_ only happens on **avx2** CPU model

## Additional context

On AVX512 machine, no memory leak is observed.
On AVX2 machine (Intel(R) Xeon(R) CPU E5-2698 v4), memory leak can be observed.

If you run the script with
```
MKL_NUM_THREADS=1 python leak.py
```
or
```
OMP_NUM_THREADS=1 python leak.py
```
there will be no memory leak can be observed.


## Related Issues

~~#64412~~ #26165 #24237 might be the related problem.

cc @VitalyFedyunin @gujinghui @PenghuiCheng @XiaobingSuper @jianyuh
Repository: flutter
Issue: [camera] Proposal - Add support for optical image stabilization (OIS)
Labels: c: new feature,p: camera,a: images,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

Our requirement is for sharp, high resolution image capture. The current process uses the OS' camera app, which includes an OIS feature (iPhone 10 and 12, specifically).

There doesn't seem to be any exposure of these features in the camera package, unless I am missing something in the documentation.

## Proposal

As part of the camera package, include methods to check for support of optical image stabilization, and to activate it when available.
Repository: godot
Issue: Spatialmaterial with own shader can not be local to scene
Labels: discussion,topic:rendering,needs testing,topic:3d

### Godot version

3.3.3

### System information

Any

### Issue description

When writing/creating a spatial(must be spatial! issue does not exist in 2d with canvas shader) shader and applying the material using it to a mesh which is in a scene which is instanced, the material can not be "local to scene".

### Steps to reproduce

Create own (spatial! issue only exists in 3d! works fine with 2d shaders)shader, create a material which uses it. Make material "lcoal to scene".

Now create a scene with a mesh using that meratial. Instance that scene, change any uniform of the material.

Expected behaviour: Only one mesh changes that uniform(for example color) since the material is checked to be local to this scene only.

What really happens: All materials change.

Expected behaviour comes up when doing this with a canvas shader in 2d. But in 3d this bug comes up.

### Minimal reproduction project

Can not at the moment I am sorry but I had people in the chat and found a forum thread with people having the same issue since february. Bug still exists in newest version.
Repository: rust
Issue: Unclear introduction of 'static with APIT
Labels: A-diagnostics,T-compiler,A-variance

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

[Given the code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=f5873161755841adcb692e277a6b2fbd): <!-- Please provide a link to play.rust-lang.org -->

```rust
struct Event;
struct Span;

impl Event {
    fn span(&self) -> &Span {
        &Span
    }
}

impl Span {
    fn fields(&self) -> impl '_ + Iterator<Item = (&'static str, &'_ str)> {
        None.into_iter()
    }
}

fn show_event<'a>(event: &'a Event) {
    show_fields(event.span().fields());
}

fn show_fields<'a, 'data>(fields: impl 'a + Iterator<Item = (&'data str, &'data str)>) {
    for (_name, _value) in fields {
        todo!();
    }
}
```

The current output is:

```
error[E0759]: `event` has lifetime `'a` but it needs to satisfy a `'static` lifetime requirement
  --> src/lib.rs:17:23
   |
16 | fn show_event<'a>(event: &'a Event) {
   |                          --------- this data with lifetime `'a`...
17 |     show_fields(event.span().fields());
   |                 ----- ^^^^
   |                 |
   |                 ...is captured here...
   |
note: ...and is required to live as long as `'static` here
  --> src/lib.rs:17:5
   |
17 |     show_fields(event.span().fields());
   |     ^^^^^^^^^^^
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

It's not immediately clear from this error where the `'static` bound is introduced, especially when [not as reduced](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=c989e23a3955813eaa99c6ad623e9e34). I only noticed that the `'static` was probably being introduced by the APIT during reduction to file this issue.

It would be helpful to have a note/hint on the argument of the function that introduces the 'static bound. (And, as a side note, I'm [not even sure if the `'static` bound can be eliminated](https://users.rust-lang.org/t/is-it-possible-to-remove-this-static-obligation/64454?u=cad97).)

<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->

This was tested to be the output on 1.56.0-nightly (2021-09-01 50171c310cd15e1b2d37).
Repository: create-react-app
Issue: × Error: Layout(...): Nothing was returned from render. This usually means a return statement is missing. Or, to render nothing, return null.
Labels: priority: low (needs more information),stale
Repository: pytorch
Issue: [LTC][Documentation] Python examples in API_GUIDE.md don't work
Labels: module: docs,triaged,lazy,module: lazy

Python examples in API_GUIDE.md don't work.
1. The first example listed below:
```
import torch
import lazy_tensor_core
import lazy_tensor_core.core.lazy_model as ltm

t = torch.randn(2, 2, device=ltm.lazy_device())
print(t.device)
print(t)

```
lacks registering lazy backend, for example,
```
lazy_tensor_core._LAZYC._ltc_init_ts_backend()
```

2. The example below doesn't work at all:
```
import lazy_tensor_core.core.lazy_model as ltm

device = ltm.lazy_device()
model = MNIST().train().to(device)
loss_fn = nn.NLLLoss()
optimizer = optim.SGD(model.parameters(), lr=lr, momentum=momentum)

for data, target in train_loader:
  optimizer.zero_grad()
  data = data.to(device)
  target = target.to(device)
  output = model(data)
  loss = loss_fn(output, target)
  loss.backward()

  optimizer.step()
  ltm.mark_step()
```


cc @brianjo @mruberry
Repository: youtube-dl
Issue: «File name too long» should not error
Labels: request

## Checklist

- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.06.06**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

To reproduce:
- try to download any video with a really long title
- you get `ERROR: unable to open for writing: [Errno 36] File name too long:`
- the video is not downloaded

My suggestion:
- instead of an `ERROR` put a `WARNING`
- download the video regardless, just truncate the title to an appropriate size, similar to what suggested in #29627

This will improve UX, check [bug tracker](https://github.com/ytdl-org/youtube-dl/issues?q=%22file+name+too+long%22) to see how common this issue is.

#7765 talks about this too (with a linked pull request) but:
- does not elaborate on whether it is actually a good thing / possible drawbacks
- is limited to collaborators
Repository: flutter
Issue: Add option to enable limitsNavigationsToAppBoundDomains in WKWebView
Labels: c: new feature,platform-ios,p: webview,package,c: proposal,e: OS-version specific,P3,team-ios,triaged-ios

## Use case
Allows developers to enable App-Bound Domains in WKWebViews for IOS 14+. This will give access to some APIs that are disabled by default. For my use case, this is the ServiceWorker API. More info on different usercases [here](https://webkit.org/blog/10882/app-bound-domains/)

## Proposal
Add option when creating WebView in Flutter, to send in boolean to enable limitsNavigationsToAppBoundDomains in WKWebViewConfiguration. I have tested locally by adding a line [here](https://github.com/flutter/plugins/blob/3a38cd09a736ebbd8ba6b29a1ceeb5dffd628fbd/packages/webview_flutter/webview_flutter/ios/Classes/FlutterWebView.m#L93).

Line added
```
configuration.limitsNavigationsToAppBoundDomains = YES;
```

Before adding this line, `navigator.serviceWorker` returned `undefined` in WebView console and returned the ServiceWorker API after I added the line
Repository: pytorch
Issue: [docs] Version switcher to not reset home page unconditionally
Labels: module: docs,triaged,module: doc infra

If the page existed for both versions, it should not reset to the home page, but keep at the same page. This is useful for comparing documentation changes (and this is how Python docs work)

cc @brianjo @mruberry @ezyang @zou3519
Repository: pytorch
Issue: [Feature Request] Any plan to add 'Sparse Convolution' as default nn module?
Labels: module: sparse,feature,module: convolution,triaged

## 🚀 Feature
I suggest torch teams to add 'Sparse Convolution' as default nn module.

## Motivation

I want to use Sparse Convolution without external libraries like 'SPConv', 'Mincowski Engine', etc...
Compiling these libraries without 'War against Error' makes me burned out everytime.

## Pitch

I want that pytorch have Sparse Convolution operation in default nn module at least its contrib branch.


cc @nikitaved @pearu @cpuhrsch @IvanYashchuk
Repository: ant-design
Issue: 表单组件能否实现检验但不触发 Form.Item 的显示警告信息？
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
业务需要规则校验通过提交按钮才可点击，现在暂时通过 isFieldsTouched 和 getFieldsError 组件来临时解决。

如果调用 validateFields 传入一个是否显示警告信息的配置就能完美解决了，不知道能否考虑？

### What does the proposed API look like?
`type ValidateFields<Values = any> = (nameList?: NamePath[], showMessages?: boolean) => Promise<Values>;`


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: TS7026 when using JSX factory from a variable rather than import
Labels: Suggestion,In Discussion,Domain: JSX/TSX

# Bug Report

### 🔎 Search Terms

TS7026: JSX element implicitly has type 'any' because no interface 'JSX.IntrinsicElements' exists.

### 🕗 Version & Regression Information

- This is the behaviour in every version I tried, and I reviewed the FAQ for entries about JSX and React

### ⏯ Playground Link

https://codesandbox.io/s/dank-wood-cqpld?file=/src/index.tsx

### 💻 Code

```ts
// helping typescript to figure out the types by defining
// the return type as ...
function getPreact(): typeof import("preact") {
	// imagine that this function doesn't call require()
	// but rather uses some dynamic import, which returns
	// the same export that this call would do:
	return require("preact");
}

const { h, render } = getPreact();

function App() {
	return <div>Hello, world!</div>;
}

render(<App />, document.getElementById("app")!);

```

### 🙁 Actual behaviour

TypeScript ignores the `h` in the scope and errors out any vanilla JSX code because ‘no `JSX.IntrinsicElements` exist’. Yet it works flawlessly if you compile it ignoring types using, say, Babel. It seems that it also works correctly if you use raw `h` call instead of JSX.

### 🙂 Expected behaviour

TypeScript would be smart to figure out that `h` in scope is a factory method that it needs, as set by configuration (even though it's ‘imported’ weirdly) and use provided by it `JSX` to find `IntrinsicElements` and be happy with it.
Repository: godot
Issue: First edit of project with missing `.godot` folder (`.import` in 3.x) triggers error spam before reimport
Labels: enhancement,usability,topic:import

### Godot version

4.0.dev (e5c6c773e)

### System information

Windows 10

### Issue description

Godot currently stores import info for resource files in .import files alongside the files themselves. However it does so in such a way that is problematic.

Attributes such as type="StreamTexture2DArray" which tells Godot the image file should be imported as a texture array or mipmaps/generate=true to toggle mipmap generation are important and necessary for the project to load correctly on someone else's machine, and so this info stored in the .import file needs to be committed to the repo and pulled by other people (or future-you!) so that the project can correctly open.

However, the .import files also contain references to the .godot folder which causes problems:

- If the .godot folder isn't committed to to the repo (and it shouldn't need to be as this is generated data) the console is spammed with dozens of error messages of the form "ERROR: Cannot open file 'res://.godot/imported/..."
This should be expected and the files should be simply reimported behind the scenes - everything here should be reproduceable from the asset that is retained in the resource folder and the info in the .import file. We shouldn't get errors.

- The mass re-importing of everything often fails due to related issues such as #51315, #51373

- If the .godot folder is shared to another machine it won't work usually work because the textures and shaders have been prepared for the architecture of the first machine.

Ideally the editor should be able to detect which pre-imported files it can use from what is there (if any) and silently import those are missing, or that it can't use.
Preferably there should also be a dialog box before this happens so that users can choose to e.g. force a reimport, clear the shader cache, or simply exit without doing anything (if they realise  they've opened the project with an old build or something, so they have the option to quit before it mangles the import folder).

### Steps to reproduce

N/A

### Minimal reproduction project

_No response_
Repository: neovim
Issue: 'make test' should not remove core files not related with the test
Labels: bug,platform:macos,test

### Neovim version (nvim -v)

0.6.0 commit 3f526feebfe6

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

no

### Operating system/version

macOS (any recent or all versions)

### Terminal name/version

Apple's Terminal.app

### $TERM environment variable

xterm-256color

### Installation

build from repo

### How to reproduce the issue

run 'make test' in the neovim top direcotry.

### Expected behavior

No user files are removed.

### Actual behavior

Pre-existing corefiles in /cores are removed.

On macOS core files are saved in the directory /cores. When I run 'make test' for nvim, if there is already core file(s) in /cores (not of nvim but of the program I'm currently working on), check_cores() in test/helpers.lua starts debugger (lldb) and shows a back trace of the core(s). This is quite misleading. Moreover, if I hit 'q' to quit the debugger the core file is **removed**!! In my opinion this is totally unacceptable. Some coredumps are not easy to reproduce.

Should any users read test/README.md carefully _before_ running 'make test'?

I believe check_cores() should be activated only if user explicitly asked for it (at least on macOS). Or modify check_cores() so that pre-existing core files are ignored (and not removed).

Or rename the make target 'test' to 'test-for-ci' or such if the test is intended to be used only by CI and not by human users.
Repository: pytorch
Issue: Interpreter initialized state changed by torch dispatch
Labels: triaged,module: deploy,module: __torch_dispatch__

Implementations like
https://github.com/pytorch/pytorch/blob/544c8e6a5d26efdf1cf679b313893fe119825930/torch/csrc/autograd/python_variable.cpp#L351
or 
https://github.com/pytorch/pytorch/blob/544c8e6a5d26efdf1cf679b313893fe119825930/torch/csrc/autograd/python_variable.cpp#L332-L335

assume that because they just created the Tensor in c++, they are not associated with any python threads.
This is not actually true now that `__torch_dispatch__` exist and these Tensors might actually be already associated to an interpreter.

Not sure if that is actually a problem, but the documentation should be updated if this is ok.

cc @wconstab @ezyang
Repository: godot
Issue: 3D gizmos still function when in first person mode in 3D viewport
Labels: enhancement,topic:editor,usability,topic:3d

### Godot version

v4.0.dev.calinou [036b7a098]

### System information

Windows 10, Vulkan, Nvidia GeForce RTX 2060 Max-Q

### Issue description

When holding RMB in 3D viewport to enter "first-person" mode, the 3D gizmos can still be selected and controlled by moving the center of the viewport over a gizmo and holding LMB. This causes unexpected transforms when moving around. In some cases when I've tried this I can select the different gizmo "handles" and in other cases, such as the examples below, I can only grab the gizmo itself. Videos below:


https://user-images.githubusercontent.com/89754713/132251303-fe29f820-d3d4-467e-a8b4-29149e557480.mp4


https://user-images.githubusercontent.com/89754713/132251533-87e6eed0-b4f2-48bf-8ab9-ea3238512b1b.mp4


https://user-images.githubusercontent.com/89754713/132251659-68371da0-d4b6-4aa2-9fb6-8168b98560e2.mp4



### Steps to reproduce

**Note:** This can be done in 3.x in addition to 4.0.

1. Create a new Spatial Scene
2. (Optional) Add a cube MeshInstance to the scene so the results can be seen easier
3. Hold down RMB
4. Look around until the center of the viewport is approximately over the gizmo 
5. Without letting go of RMB, hold LMB and move around with WASD

### Minimal reproduction project

[Gizmos.zip](https://github.com/godotengine/godot/files/7117414/Gizmos.zip)