sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Themeable TextField font/style
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

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## Use case

A generic Flutter theme, such as [Yaru](https://pub.dev/packages/yaru), should be able to specify a thinner font for text input fields than button-like widgets, such as dropdowns and list tiles.

- The current stable (3.3.10) uses `TextTheme.subtitle1` for `TextField`.
- The current master (3.7.0-16.0.pre.22) uses `TextTheme.bodyLarge` (M3) and `TextTheme.titleMedium` (M2).

The problem is that adjusting these commonly use text styles affects many other widgets, not only text input fields.

<details><summary>sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(MaterialApp(
    theme: ThemeData(
      useMaterial3: true,
      inputDecorationTheme: const InputDecorationTheme(
        isDense: true,
        border: OutlineInputBorder(),
      ),
      textTheme: TextTheme(
        subtitle1: const TextStyle(fontWeight: FontWeight.w300), // stable
        bodyLarge: const TextStyle(fontWeight: FontWeight.w300), // master (M3)
        //titleMedium: const TextStyle(fontWeight: FontWeight.w300), // master (M2)
      ),
    ),
    home: Scaffold(
      body: Padding(
        padding: const EdgeInsets.all(24.0),
        child: Column(
          mainAxisAlignment: MainAxisAlignment.spaceEvenly,
          children: [
            TextFormField(
              initialValue: 'TextField',
            ),
            DropdownButtonFormField(
              items: const [
                DropdownMenuItem(child: Text('Dropdown')),
              ],
              onChanged: (_) {},
            ),
            const ListTile(
              title: Text('ListTile'),
              subtitle: Text('Subtitle'),
            ),
          ],
        ),
      ),
    ),
  ));
}
```
</details>

| Default | `TextTheme.subtitle1` (stable) | `TextTheme.bodyLarge` (master, M3) |
|---|---|---|
| ![Screenshot from 2023-01-10 20-24-33](https://user-images.githubusercontent.com/140617/211643294-2c9a9441-8ff3-43f0-a2d5-58f5fa2e5cc2.png) | ![Screenshot from 2023-01-10 20-24-47](https://user-images.githubusercontent.com/140617/211643307-98f635d0-6ad0-4a6b-9948-5420335e61fe.png) | ![image](https://user-images.githubusercontent.com/140617/211643865-56d53636-7298-477f-97e0-19af8881033d.png) |

## Proposal

Either introduce `TextFieldTheme` or add a new entry to `TextTheme` to allow changing `TextField`'s font without affecting button-like widgets.
Repository: flutter
Issue: [Linux] app template should register plugins before showing the window
Labels: tool,platform-linux,c: proposal,a: desktop,P2,team-linux,triaged-linux

## Use case

The Flutter Linux [application template](https://github.com/flutter/flutter/blob/a6f17e697c61e02ee868d0fb4d6d13301e056956/packages/flutter_tools/templates/app_shared/linux.tmpl/my_application.cc.tmpl) shows the window before registering plugins:

```c
static void my_application_activate(GApplication* application) {
  MyApplication* self = MY_APPLICATION(application);
  GtkWindow* window =
      GTK_WINDOW(gtk_application_window_new(GTK_APPLICATION(application)));
  // ...
  gtk_window_set_default_size(window, 1280, 720);
  gtk_widget_show(GTK_WIDGET(window));
  // ...
  fl_register_plugins(FL_PLUGIN_REGISTRY(view));
  // ...
}
```

Showing the window creates a native window and starts the engine and renderer (see [fl_view_realize](https://github.com/flutter/engine/blob/41cfbdd7e0f4b2153d199a7dedd9bd622b8cc4bd/shell/platform/linux/fl_view.cc#L627-L664)). This makes it impossible for plugins to e.g. reparent the `FlView`, which is what the [handy_window](https://pub.dev/packages/handy_window) package needs to do. As a workaround, users must manually modify `my_application.cc` to show the window after plugin registration.

## Proposal

Change the order so that plugins are registered first, and then the window is shown. If a plugin requires a native window, it has the possibility to call `gtk_widget_realize` on the view. Going the other way around is not possible because the renderer is already running.

```diff
diff --git a/linux/my_application.cc b/linux/my_application.cc
index 2b06103..6fc73a1 100644
--- a/linux/my_application.cc
+++ b/linux/my_application.cc
@@ -48,7 +48,6 @@ static void my_application_activate(GApplication* application) {
   }
 
   gtk_window_set_default_size(window, 1280, 720);
-  gtk_widget_show(GTK_WIDGET(window));
 
   g_autoptr(FlDartProject) project = fl_dart_project_new();
   fl_dart_project_set_dart_entrypoint_arguments(project, self->dart_entrypoint_arguments);
@@ -59,6 +58,7 @@ static void my_application_activate(GApplication* application) {
 
   fl_register_plugins(FL_PLUGIN_REGISTRY(view));
 
+  gtk_widget_show(GTK_WIDGET(window));
   gtk_widget_grab_focus(GTK_WIDGET(view));
 }
 
```

See also https://github.com/ubuntu-flutter-community/handy_window/issues/14.
Repository: godot
Issue: RichTextLabel BBCode [/indent] does nothing
Labels: discussion,topic:gui

### Godot version

3.5.1 stable, 4.0 Beta 10

### System information

Win 10, Nvidea 765M

### Issue description

In both Godot 3.1.5 as well as Godot 4.0 Beta 10 the closing `[/indent]` tag seems broken, does nothing.
The opening tag `[indent]` will create an indent, but there seems no way to stop it for the rest of the text.

### Steps to reproduce

Add a RichTextLabel node, paste this text into the Inspector BBCode textfield and enable BBCode property:


`Led ut perspiciatis, unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam eaque ipsa, quae ab illo inventore veritatis et [indent]quasi architecto beatae vitae dicta sunt, explicabo. Nemo enim ipsam voluptatem, quia voluptas sit, aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos, [/indent]qui ratione voluptatem sequi nesciunt, neque porro quisquam est.`

Seems to be a different issue than this: https://github.com/godotengine/godot/issues/67026

### Minimal reproduction project

N/A
Repository: godot
Issue: Godot 4.x is significantly slower than 3.5.1 in creating nodes
Labels: topic:core,needs testing,performance

### Godot version

4.0.beta10

### System information

Windows 10 and Android

### Issue description

In my projects I often need to create UI at runtime, instantiating a lot of elements.
This brought to my attention a relevant performance issue in Godot 4: when creating nodes, or instantiating them, it's about 4 times slower than Godot 3.

I've repeated the tests several times with my test projects making both versions instantiate a scene (a button containing 3 child nodes) different amount of times, from 1000 to 8000, and the result goes from more than 4 times to almost 4 times slower.

Godot 4 crashed when instantiating more than 8000 of those scenes, while Godot 3 handled more than 10000 comfortably.
My hardware was below 30% workload all the time.

I've also tried creating the button at runtime and it makes no significant difference compared to instantiating a pre-made scene.

![image](https://user-images.githubusercontent.com/96829602/211648184-03850af1-5ba8-4ec7-a2ea-cfda4714b4c4.png)

![image](https://user-images.githubusercontent.com/96829602/211648522-f5d374d8-f61f-4429-acf1-defcaeba4a22.png)

This wouldn't be a real-world problem for most developers (except me, I guess) if it wasn't way amplified on mobile.
My mobile test device required 6-7 times more time to complete the task on both versions, leading to an unhealthy 21 seconds with 8000 scenes on the Godot 4 build. The Godot 4/Godot 3 lag ratio on mobile is quite the same as on pc.

Minimal projects attached


### Steps to reproduce

Start the projects

### Minimal reproduction project

[node.test.zip](https://github.com/godotengine/godot/files/11990850/node.test.zip)
Repository: flutter
Issue: Tests that link with SwiftShaders libvulkan.so can only be run from the out directory.
Labels: a: tests,engine,P2,team-engine,triaged-engine

This is a hassle when running specific test binaries. We should fix the `RPATH`s in the executables to lookup the dylib at a path relative to the binary at the very least.

The error when running from some other directory is:

```
dyld[74768]: Library not loaded: './libvulkan.dylib'
  Referenced from: '/Users/foo/Development/engine/src/out/host_debug_unopt_arm64/display_list_rendertests'
  Reason: tried: './libvulkan.dylib' (no such file), '/usr/local/lib/libvulkan.dylib' (no such file), '/usr/lib/libvulkan.dylib' (no such file), '/Users/foo/Development/engine/src/libvulkan.dylib' (no such file), '/usr/local/lib/libvulkan.dylib' (no such file), '/usr/lib/libvulkan.dylib' (no such file)
zsh: abort      out/host_debug_unopt_arm64/display_list_rendertests

```
Repository: transformers
Issue: TokenGT
Labels: New model

### Model description

Adding the TokenGT graph transformer model with @Raman-Kumar (see [Graphormer issue](https://github.com/huggingface/transformers/issues/20962#issuecomment-1375361519))

@Raman-Kumar I'll create a PR with what I had ported of TokenGT at the end of the week, to give you a starting point! You'll need to read [this](https://huggingface.co/docs/transformers/add_new_model) first, to get an idea of the steps we follow when integrating a model. 
Then, 1st step will be checking the code with a checkpoint, so you need to look for one and download it, to compare results with the original implementation.
Does that work for you?

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: godot
Issue: Tilemap creates hundreds of tiles in Godot 4 migration making it unusable
Labels: enhancement,topic:editor,topic:porting,usability,topic:2d

### Godot version

4.0 beta 10

### System information

Linux

### Issue description

I have a single tileset with multiple tiles, in Godot 3.5 there were hundreds of tiles but all selectable from the same tileset view.

Now, after migrating to Godot 4 it has recreated the same 400 tiles I previously had, but you cannot select an item from the tileset image on the right to draw. The only item clickable in the right image (the main tilemap) is the currently selected tile from the list on the left. 

I would expect the migration to create a single tile (in new tilemap terms) with all the items available in the base tileset not the way it is now. As it is, tilemaps just cannot be migrated to Godot 4 and is completely unusable.

![image](https://user-images.githubusercontent.com/12863685/211670023-f43c663b-fd50-4f39-b757-8194f68789b7.png)

btw, I think I've seen other bugs relating to these, but might be worth a mention here just in case not:
1. the tilemap editor is so slow with large maps it's almost unusable. Godot 3.5 is fine
2. the grid does not extend to the whole map and there appears to be no way to change this feature
3. it is defaulting everything to 16x16 even when the tileset/tilemap is set to something different


### Steps to reproduce

as description

### Minimal reproduction project

as description
Repository: godot
Issue: OpenXR: The sky does not redraw correctly in the right eye if SSR is enabled
Labels: bug,topic:rendering,topic:xr,topic:3d

### Godot version

v4.0.beta.custom_build [91713ced8]

### System information

Fedora 37, SteamVR beta 1.25.3

### Issue description

The sky does not update correctly in the right eye if screen space reflections are enabled in OpenXR, creating artifacts and ghosting.
The left eye looks normal.
![openxr_sky_redraw](https://user-images.githubusercontent.com/44414418/211677914-b66e9fdb-1039-4747-8a24-4fd3d8f62f31.jpg)


### Steps to reproduce

1. Enable SSR in a VR project
2. Look at the sky

### Minimal reproduction project

[openxr_sky_ssr.zip](https://github.com/godotengine/godot/files/10387360/openxr_sky_ssr.zip)
Repository: tauri
Issue: [feat] CSS: env() variables for titlebars/etc
Labels: type: feature request

### Describe the problem

From the Tauri TitleBarStyle docs:

> - "Overlay": Shows the title bar as a transparent overlay over the window's content.
> 
> > **Keep in mind:**
> > 
> > The height of the title bar is different on different OS versions, which can lead to window the controls and title not being where you don't expect.

There is a CSS feature for this purpose `env()` and it would be very convenient if Tauri provided this for each platform.

### Describe the solution you'd like

The `env()` function works much like CSS variables, except provided by the user agent:

```css
padding-top: env(titlebar-area-height, 32px);
```

This is the complete set of standard `env()` variables today:

```css
/* For notches/rounded-corners/etc */
safe-area-inset-{top,bottom,left,right}

/* For window titlebars, such as when overlay */
titlebar-area-{x,y,width,height}

/* For on-screen keyboards */
keyboard-inset-{top,bottom,left,right,width,height}
```

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: rust
Issue: Rustdoc JSON 2023 Roadmap
Labels: T-rustdoc,A-rustdoc-json

<a name="foreign-id"></a>
## Foreign ID Lookup

This need's it's own issue at some point, but for [the zulip chat](https://rust-lang.zulipchat.com/#narrow/stream/266220-rustdoc/topic/Rustdoc.20JSON.3A.20Include.20All.20Foreign.20Items.3F) is the best resource.

The problem we want to solve is that if I have an `Id` from one crate's json, but the Id is for a foreign type, then it won't be present in `index`, only `paths`. If you want to see the `Item`, you need to find the json for the crate that this `Id` is from. The problem is that in this JSON you need to use a different ID. To find the ID in the crate the item is local to, you need to find the path for the item from `paths`, and then look that up the the json for the crate the item's from.

This is cumbersome, slow, and unreliable [^unreliable].

Idealy you should be able to just use the Id from one JSON in another. I'm not sure if this is possible, or if we'll need some translation scheme, potentially spiting Id's into two fields (crate id, and item id). How exactly this will work needs further design work.

[^unreliable]: Especialy when the `path` isn't present in the public docs.

## Correctness.

Rustdoc JSON should never emit wrong, or invalid data (duh). There is still work to do on this, in particular:

- [ ] #106378
- [ ] #106435

Once these are fixed, we should:

- [ ] Do a crater run with `jsondoclint` on the output running automaticly.

## Performance

Rustdoc JSON has had essentially no performance work done to it [^syscall]. Theirs probably alot of low hanging fruit.
The first thing to make this feasable is

- [ ] Add suport in rustc-perf (https://github.com/rust-lang/rustc-perf/pull/1512).

Once this lands and we can use `@ bors try @ rust-timer queue`, we can actually make some changes. It's hard to know what actually matters without data, but some ideas to explore:

- [ ] Don't allocate a `String` for each `Id`
- [ ] Don't use the default hasher when building `index`, but use one of the good ones without HashDos migrations (probably rustc's fxhash)
- [ ] Be more clever about cloning items before inserting them into the index, by using the entry api
- [ ] Avoid allocating a `PathBuf` in `Span`.

[^syscall]: Except for fixing an issue where a syscall was being done for every single key, punctuation and value in JSON.

## Internal Improvements

- [ ] Think about how to avoid hitting the recursion limit for more compex types ([eg](https://github.com/obi1kenobi/cargo-semver-checks/issues/108))
- [ ] Ensure we don't lose a FORMAT_VERSION bump to git race conditions. [#94591](https://github.com/rust-lang/rust/issues/94591)
- [ ] Switch away from jsonpath_lib for jsondocck, as it can't do complex predicated, which is annoyed ([issue](https://github.com/freestrings/jsonpath/issues/91))
- [ ] Add suport for using variable to create jsonpath query in jsondocck. Would be usefull for $.index[$$some_id$$].inner.something, although the syntax for interpolation here needs work.
- [ ] Writeup docs for the testing settup, [#100515](https://github.com/rust-lang/rust/issues/100515)
Repository: node
Issue: TypeError: fetch failed v18.13.0
Labels: fetch

### Version

v18.13.0

### Platform

Darwin Kernel Version 22.2.0: Fri Nov 11 02:03:51 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T6000 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

Request with private production credentials to back-end

### How often does it reproduce? Is there a required condition?

When you try to fetch to an external url (different from front-end)

### What is the expected behavior?

Successful response (ok)

### What do you see instead?

```
https://next-auth.js.org/errors#oauth_callback_handler_error fetch failed {
  message: 'fetch failed',
  stack: 'TypeError: fetch failed\n' +
    '    at Object.fetch (node:internal/deps/undici/undici:14062:11)\n' +
    '    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)\n' +
    '    at async Object.jwt (webpack-internal:///(api)/./pages/api/auth/[...nextauth].ts:116:37)\n' +
```

### Additional information

There was another issue like this, but in other versions of node:
https://github.com/nodejs/undici/issues/1248

(If I change localhost to 127.0.0.1 there's no problem)
Repository: electron
Issue: [Bug]: `crashReporter` does not create minidump for `abort()` in native module on Windows
Labels: platform/windows,bug :beetle:,status/confirmed,has-repro-repo,22-x-y,23-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

22.0.0

### What operating system are you using?

Windows

### Operating System Version

Windows 10

### What arch are you using?

x64

### Last Known Working Electron version

None

### Expected Behavior

The following repository demonstrates the issue:
https://github.com/timfish/electron-renderer-native-abort

Run:
```
yarn && yarn build && yarn start
```

On both Linux and macOS, the above app results in a minidump being written and then sent. 
On Windows, the app `render-process-gone` event  is called with `{ reason: 'crashed' }` but a minidump is never generated or sent.

### Actual Behavior

A minidump is not written or sent.

### Testcase Gist URL

This gist uses a Rust Node-API module to cause the abort but has the same outcome:
https://gist.github.com/f1f3cb7f8f3019c0f150b10b069dd4f5

### Additional Information

Ref: https://github.com/getsentry/sentry-electron/pull/617

It looks like `abort()` on Windows was [fixed in crashpad source](https://chromium.googlesource.com/crashpad/crashpad.git/+/8b3eec83e982af4138b038f077ddc62e8a061f20) back in 2016 and that code is in Electrons crashpad fork so I'm not really sure what's going on here.
Repository: rust
Issue: Specialized Associated Type Cannot be Assigned to Value of Concrete Type (Despite type_name Working as Expected)
Labels: A-specialization,C-bug,F-specialization

I tried this code:

```rust
#![feature(specialization)]
#![allow(incomplete_features)]

use core::marker::PhantomData;

struct HCons<T, R>(PhantomData<(T, R)>);
struct Nil {}

struct True {}
struct False {}

trait Contains<T> {
    type Result;
}

impl<H, R: Contains<T>, T> Contains<T> for HCons<H, R> {
    default type Result = R::Result;
}

impl<T, R: Contains<T>> Contains<T> for HCons<T, R> {
    type Result = True;
}

impl<T> Contains<T> for Nil {
    type Result = False;
}

type F = <HCons<i32, HCons<String, Nil>> as Contains<String>>::Result;

fn main() {
    // Prints std::any::type_name::<F>() = "playground::True"
    dbg!(std::any::type_name::<F>());
    // Error here
    let x: F = True {};
}
```

Rust Playground: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=650a25b3c35c5626361afb0c61af2aa5

I expected to see this happen: 
No compile error, program runs and prints `[src/main.rs:31] std::any::type_name::<F>() = "playground::True"`

Instead, this happened: 
Compile Error:
```
error[[E0308]](https://doc.rust-lang.org/nightly/error-index.html#E0308): mismatched types
  --> src/main.rs:34:16
   |
34 |     let x: F = True {};
   |            -   ^^^^^^^ expected associated type, found struct `True`
   |            |
   |            expected due to this
   |
   = note: expected associated type `<HCons<i32, HCons<String, Nil>> as Contains<String>>::Result`
                       found struct `True`
   = help: consider constraining the associated type `<HCons<i32, HCons<String, Nil>> as Contains<String>>::Result` to `True` or calling a method that returns `<HCons<i32, HCons<String, Nil>> as Contains<String>>::Result`
   = note: for more information, visit https://doc.rust-lang.org/book/ch19-03-advanced-traits.html
```

Interestingly, when removing the offending line, the code runs and prints that the type is `playground::True` as desired, so the compiler clearly knows that the type of `F` is `True`.

Playground with offending line removed: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=e511b1ca810826d8e20abb3316a46ba1

Playground Version:

```
Build using the Nightly version: 1.68.0-nightly
(2023-01-09 3020239de947ec52677e)
```