sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: Experimental npm support did not resolve the node dependencies (sharp, util)
Labels: node compat

## Env
```
Deno version:
deno 1.26.1

```
## Run the code:

`import sharp from 'npm:sharp';
`
## And throw exception:

```
error: Uncaught (in promise) Error: Cannot find module 'util'
Require stack:
- /Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/constructor.js
- /Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/index.js
- /Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/index.js
    at Function.Module._resolveFilename (deno:ext/node/02_require.js:615:17)
    at Function.Module._load (deno:ext/node/02_require.js:447:29)
    at Module.require (deno:ext/node/02_require.js:658:21)
    at require (deno:ext/node/02_require.js:789:18)
    at Object.<anonymous> (file:///Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/constructor.js:3:14)
    at Object.<anonymous> (file:///Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/constructor.js:425:4)
    at Module._compile (deno:ext/node/02_require.js:719:36)
    at Object.Module._extensions..js (deno:ext/node/02_require.js:752:12)
    at Module.load (deno:ext/node/02_require.js:636:34)
    at Function.Module._load (deno:ext/node/02_require.js:493:14)
Watcher Process finished. Restarting on file change...
```

## Then find the keyword in the sharp package:

```
$ grep -r 'util' ~/Library/Cache/deno/npm/registry.npmjs.org/sharp/0.31.1
/Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/constructor.js:const util = require('util');
/Users/dd/Library/Caches/deno/npm/registry.npmjs.org/sharp/0.31.1/lib/constructor.js:const debuglog = util.debuglog('sharp');


```

## Expected
Resolve the node dependencies.

## Additional Info

If I remove the util line, there is the same error with the stream package:

`error: Uncaught (in promise) Error: Cannot find module 'stream'
`

Also, the following alternative is not working:
`import sharp from "https://esm.sh/sharp@0.31.1";
`
with error:
```
Something went wrong installing the "sharp" module

Dynamic require of "../build/Release/sharp-darwin-arm64v8.node" is not supported
```
Repository: opencv
Issue: `SACSegmentation::create` not exposed in Python
Labels: bug

### System Information

OpenCV Python version: 5.0.0-pre (commit 99d216c)
Operating system: Manjaro
Python version: 3.10.5

### Detailed description

https://github.com/opencv/opencv/pull/21276 added the `cv::SACSegmentation` class but, as far as I can tell, the Python bindings for this class are incomplete.  Notably, the `SACSegmentation::create` function seems to be missing from the Python bindings; I did not find `cv2.SACSegmentation_create` or any similar binding.  However, bindings for the arguments (`cv2.SAC_METHOD_RANSAC`, `cv2.SAC_MODEL_PLANE`, `cv2.SAC_MODEL_SPHERE`) are present.

### Steps to reproduce

Build from the 5.x branch and check whether `cv2.SACSegmentation_create` (or the equivalent) is present in the Python module.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: yt-dlp
Issue: Break up README file into manageable chunks
Labels: docs/meta/cleanup,enhancement,triage,wiki

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.10.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Breakup README.rd file

It's too dern long

I'll do it myself and push a PR if you like...

Also, provide a pdf for those who can't let go, or need a single reference (ie for printing as a cheat sheet)

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
wc -l  < README.md
```
Repository: create-react-app
Issue: Child library nth-check is vulnerable to CVE-2021-3803 even with the latest react-scripts@5.0.1
Labels: needs triage,issue: bug report

There is a dependent library nth-check in react-scripts which is vulnerable to CVE-2021-3803. The mend scan is reporting this vulnerability for our project. 

-- **react-scripts@5.0.1**
  +-- @svgr/webpack@5.5.0
  | `-- @svgr/plugin-svgo@5.5.0
  |   `-- svgo@1.3.2
  |     `-- css-select@2.1.0
  |       `-- **nth-check@1.0.2** 
  
nth-check beyond v2.0.1(including) is available and safe from this vulnerability.

To fix this we have upgraded to the latest version for react-scripts (as shown above) still this dependency is not upgraded. Can you please take some action and upgrade this transitive dependency inside the parent library react-scripts at the earliest possible.
Repository: rust
Issue: Tracking issue for `-Zdwarf-version`
Labels: T-compiler,C-tracking-issue,S-tracking-needs-design-proposal,A-CLI

This is a tracking issue for the `-Zdwarf-version` unstable flag (no RFC/MCP) added in #98350 which allows selecting the specific version of DWARF to use when creating debuginfo. 

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.
Discussion comments will get marked as off-topic or deleted.
Repeated discussions on the tracking issue may lead to the tracking issue getting locked.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [x] Initial implementation (#98350)
- [ ] Wider Testing
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/main/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

- [ ] Is the pre-compiled standard library (potentially) using a different version of DWARF an issue?
- [ ] What should the behavior of the flag do when the active target does not use DWARF?


### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->

- Initial implementation: #98350
Repository: vscode
Issue: Rendering stats overlay disappears on reload
Labels: bug,upstream,upstream-issue-linked,chromium,chrome-devtools,electron-19-update

Repro:

1. Open devtools
2. Go to rendering tab and check Frame Rendering Stats
  
  Should see this:
  
  ![image](https://user-images.githubusercontent.com/2193314/195873982-96234d43-8df0-44bc-bb48-7a6d754c3b69.png)
3. Reload, 🐛 it disappears until it's unchecked and checked again

If this is easy to fix I could have this on nearly all the time
Repository: flutter
Issue: [file_selector] Add Android implementation for getSavePath
Labels: c: new feature,platform-android,package,c: proposal,P3,p: file_selector,team-android,triaged-android

## Use case
Calling `getSavePath` in Android should return a storage path for the user to save a file of any type in there.

The following is an example of use, without managing permissions or exceptions, to show how a really happy path would look.
```dart
// other imports 
import 'package:file_selector_platform_interface/file_selector_platform_interface.dart';

class X {

  // other functions

  Future<void> _saveFile() async {
    final String? savePath = await FileSelectorPlatform.instance.getSavePath(
      suggestedName: 'somefile.txt',
    );

    final String text = 'Example text';
    final Uint8List fileData = Uint8List.fromList(text.codeUnits);

    const String fileMimeType = 'text/plain';

    final XFile textFile =
        XFile.fromData(fileData, mimeType: fileMimeType, name: fileName);

    await textFile.saveTo(path);
  }
}
```

## Proposal
As discussed in the PR [#6547](https://github.com/flutter/plugins/pull/6547), we're leaving behind the Android implementation for `getSavePath` due to the fundamental working differences with the other platforms.

**The proposal** is to add the implementation for `getSavePath` to the Android platform and discuss the best approach.

You can follow the [discussion that triggered this issue here](https://github.com/flutter/plugins/pull/6547#discussion_r993961832).

And we have a [draft PR with an implementation here](https://github.com/southworks/plugins/pull/23).

> This should be implemented after the Android implementation for `file_selector` is 'live'.
Repository: pytorch
Issue: Drop deprecated behavior from NumPy-style `T`
Labels: triaged,module: numpy,module: deprecation

### 🚀 The feature, motivation and pitch

See `numpy_T` in core. The deprecation warning has been there for 12 months and for more than 2 releases, so it can be removed IIUC.

```cpp
  if (n != 2 && n != 0) {
    TORCH_WARN_ONCE(
        "The use of `x.T` on tensors of dimension other than 2 to reverse their shape is deprecated ",
        "and it will throw an error in a future release. Consider `x.mT` to transpose batches of matrices ",
        "or `x.permute(*torch.arange(x.ndim - 1, -1, -1))` to reverse the dimensions of a tensor."
    );
  }
```

See the BC policy:

https://github.com/pytorch/pytorch/wiki/PyTorch's-Python-Frontend-Backward-and-Forward-Compatibility-Policy

Maybe `T` can be made into an alias of `t`, but they have slightly different constraints:
- `T` checks for `n != 2 && n != 0`, `t` (in `check_t`) checks sparse dims and has a check for `<= 2`.
- `T` is implemented using `permute`, `t` is implemented using `transpose`.

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @rgommers
Repository: godot
Issue: SteamVR crashes and desktop screen flashes (on HP Reverb G2?) when running VR project in beta 3 and later. Project works fine in Beta 2.
Labels: bug,confirmed,topic:xr,crash

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Windows 10, Nvidia RTX 3060 Ti, Studio driver 517.40, SteamVR 1.24.6

### Issue description

When running the included MRP in v4.0.beta3.official [01ae26d31], SteamVR crashes and an error is spammed:

E 0:00:26:0831   get_view_projection: Condition "!running" is true. Returning: false
  <C++ Source>   modules/openxr/openxr_api.cpp:1322 @ get_view_projection()

![SteamVR crash](https://user-images.githubusercontent.com/91982860/195893480-35268bd2-42ec-4028-ac9f-b149b04391de.png)

This does not happen in beta 2.

### Steps to reproduce

Run the xr.tscn scene in the included MRP in beta3:
- Observe that SteamVR crashes
- Observe the error spam

### Minimal reproduction project

[Beta 3 VR.zip](https://github.com/godotengine/godot/files/9788217/Beta.3.VR.zip)
Repository: godot
Issue: GdScript 2.0: Loading and expanding a script significantly slower than in Godot3 
Labels: bug,topic:gdscript,regression,performance

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Windows 10

### Issue description

I need to load the original source code and extend it to use it in a kind of reflection.
On Godot 3.5 the reload took around 8ms and now is significant increased to 165ms.

This is 20 times slower!

### Steps to reproduce

build a small scene and add this kind of code

```gdscript
func _ready():
	var script := load("res://addons/gdUnit3/src/GdUnitTestSuite.gd")
	var start := OS.get_ticks_msec()
	build_custom_script(script)
	prints("load takes", Time.get_ticks_msec()-start)



func build_custom_script(source :GDScript ):
	var source_code :String = source.source_code
	source_code = source_code.replace("GdUnitTestSuite", "GdUnitTestSuiteX")
	source_code += """
	
func foo() :
	pass
	"""	
	var script := GDScript.new()
	script.source_code = source_code
	script.resource_path = "res://tmps.gd"
	script.reload()
```

| Godot Version | output |
|--|--|
| v3.5.stable.mono.official [991bb6ac7]| load takes 8|
| v4.0.beta3.official [01ae26d31] | load takes 165|





### Minimal reproduction project

_No response_
Repository: flutter
Issue: Eliminate the need to conditionalize context wrapping in Android platform views
Labels: platform-android,engine,a: platform-views,P2,team-android,triaged-android

In https://github.com/flutter/engine/pull/35233 I unified the platform view creation flow for the different Android platform view modes, since fallback requires inspecting the returned view hierarchy before deciding on a mode. The only difference prior to that change was that HC passed the actual `Context`, whereas VD and TLHC wrapped the context in a `MutableContextWrapper` and passed that, since VD mode requires modifying the context later.

I expected this to be a no-op, since it should just proxy everything to the initial context. In practice, this isn't the case; it caused b/249389618, which is a case of HC showing a platform view sometimes in cases when it shouldn't actually be on screen. The non-internal repro steps for that bug are:
- Create the app from the setup steps in https://github.com/flutter/flutter/issues/113437
  - (Note that this apparently doesn't happen with the Maps new renderer, so also add code [like this](https://developers.google.com/maps/documentation/android-sdk/renderer#how_to_try_the_new_renderer) to ensuring using the `LEGACY` renderer.)
- Run it
- Press the FAB in the upper left
- Turn the screen off
- Turn the screen back on
- Press the FAB in the upper left

With the `MutableContextWrapper`, the map is covering most of the resulting screen even though it's no longer part of the widget hierarchy. Without it, the screen is (correctly) mostly empty.

As a short-term fix for the regression, I'm going to stop wrapping the context when HC mode is explicitly requested, since that restores the pre-https://github.com/flutter/engine/pull/35233 behavior for the HC codepath. That's not the right long-term fix though:
- Whatever is happening here would still presumably affect TLHC->HC fallback.
- There seems to be a deeper problem here anyway. https://github.com/flutter/flutter/issues/89558 describes a similar issue with HC + SurfaceView + phone state change causing unexpected view overlays, and that long predates my PR. https://github.com/flutter/flutter/issues/112929 has a different repro case, but is also similar, and doesn't seem to be related to my change in local testing. This suggests that the problem isn't using `MutableContextWrapper` itself, but that using it tickles some existing, underlying problem with how we manage the platform view (probably specific to `SurfaceView`; Android's `SurfaceView` works by hole-punching, so it can have surprising interactions with other views).
Repository: kubernetes
Issue: Add a client-side rate limiter metric
Labels: sig/api-machinery,kind/feature,lifecycle/active,triage/accepted

### What would you like to be added?

We have no way to tell if client-go rate-limiter is getting hit and by how much. Ideally we will have some sort of saturation metric that tells us how much the client-side rate limiter is getting used. 

### Why is this needed?

We have no way to tell if client-go rate-limiter is getting hit and by how much.
Repository: godot
Issue: Android build seems to ignore min and target Android SDK
Labels: bug,platform:android,topic:editor,topic:export

### Godot version

4.0 master branch, same problem on official Beta 3

### System information

Windows 11, NVIDIA 3060, Vulkan Mobile

### Issue description

Even though target and min SDK are set to 31, when attempting to push to Oculus it errors out and says that SDK level is 29, and min is 31 to install.  Under project settings custom build Min SDK is set to 31 and Target SDK is set to 31.  This version is installed on this system and the Android SDK Path is set properly (I think).

editor/export/editor_export_platform.h:164 - Run: Could not install to device: adb: failed to install C:/Users/matth/AppData/Local/Godot/tmpexport.1665765802.apk: Failure [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1258199451.tmp/base.apk (at Binary XML file line #8): Requires newer sdk version #31 (current version is #29)]
  Performing Streamed Install

### Steps to reproduce

Attempt to install Oculus 2 APK on any recently updated Oculus.

### Minimal reproduction project

https://github.com/BastiaanOlij/godot4_openxr_demo
Repository: vscode
Issue: Slow updates on Debian GNU/Linux
Labels: help wanted,debt,install-update,linux

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- VS Code Version: 1.72.2
Commit: d045a5eda657f4d7b676dedbfa7aab8207f8a075
Date: 2022-10-12T22:16:26.920Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
- OS: Linux x64 5.10.0-18-amd64
Sandboxed: No

Steps to Reproduce
===============

1. Run aptitude
2. update packages when there is a new version of code available
3. Request installation of the update

For at least the last few versions, including even minor point releases, the installation is very slow, taking perhaps 10-15 minutes after the download.  For much of that time `update-mime-database` is running and using a lot of CPU.  plasmashell (pretty sure its part of KDE, which I'm running) also showed high activity for part of the install/upgrade.

Comments/Possible fixes
===================

`update-mime-database` has an `-n` option to avoid unnecessary work; the man page specifically mentions using it in packaging scripts.  `code.postinst` invokes `update-mime-database` *without* using `-n`.  Maybe adding it would help, at least if there are no changes to the mime database.

While I'm doing the installlation the disk is also getting continuous writes from shows I'm recording.  It is using a btrfs file system, and while the install is in progress the result is repeated message of slow writes to the discuss for the files being recorded, e.g.,
`Oct 14 10:45:11 barley mythbackend[5370]: 2022-10-14 10:45:11.585023 W  TFW(/usr/local/myth20/16502_20221014170000.ts:75): write(65424) cnt 9 total 529596 -- took a long time, 1013 ms`
Repository: go
Issue: testing: fuzz reports spurious "process hung or terminated unexpectedly" errors
Labels: NeedsFix,fuzz

go test -v -fuzz=Decode image/gif

consistently produces output like:

```
...
=== RUN   TestEncodeWrappedImage
--- PASS: TestEncodeWrappedImage (0.06s)
=== FUZZ  FuzzDecode
fuzz: elapsed: 0s, gathering baseline coverage: 0/5 completed
fuzz: elapsed: 3s, gathering baseline coverage: 2/5 completed
fuzz: elapsed: 6s, gathering baseline coverage: 4/5 completed
fuzz: elapsed: 9s, gathering baseline coverage: 5/5 completed, now fuzzing with 16 workers
fuzz: elapsed: 9s, execs: 25 (7/sec), new interesting: 0 (total: 5)
fuzz: elapsed: 12s, execs: 26 (0/sec), new interesting: 0 (total: 5)
fuzz: elapsed: 15s, execs: 28 (1/sec), new interesting: 0 (total: 5)
fuzz: elapsed: 18s, execs: 28 (0/sec), new interesting: 0 (total: 5)
fuzz: elapsed: 20s, execs: 29 (1/sec), new interesting: 0 (total: 5)
--- FAIL: FuzzDecode (19.88s)
    fuzzing process hung or terminated unexpectedly: exit status 2
    Failing input written to testdata/fuzz/FuzzDecode/a601188e726161766a8b077333fe62493bc92397a4c3bf5b205ac46814029453
    To re-run:
    go test -run=FuzzDecode/a601188e726161766a8b077333fe62493bc92397a4c3bf5b205ac46814029453
FAIL
```

Of course the test case changes each time, but when I rerun it using 'go test' the test case passes fine. This happens in the current Go dev branch too. I tried Go 1.19 to make sure it wasn't related to changes I have made to package testing.
Repository: transformers
Issue: Add EDSR and MDSR
Labels: New model

### Model description

EDSR (Enhanced Deep Residual Networks for Single Image Super-Resolution) is for image super resolution, here's the [paper](https://arxiv.org/abs/1707.02921).

### Open source status

- [x] The model implementation is available
- [x] The model weights are available

### Provide useful links for the implementation

Official Implementation https://github.com/sanghyun-son/EDSR-PyTorch and https://github.com/LimBee/NTIRE2017

## Your contribution

I'd like to work on incorporating this architecture into the HuggingFace. Please let me know if you think it's worth adding to huggingface.

@NielsRogge can you review this issue so that I can get started
Repository: PowerToys
Issue: lt key combination
Labels: Needs-Triage

### Description of the new feature / enhancement

map an existing key {Right Alt}+= to show {Left Alt}+0241 (Alt key combination)

### Scenario when this would be used?

I have a French Keyboard layout where {Right Alt}+= gives me the ¾ sign but I desperately need the ñ character without changing my keyboard layout.

### Supporting information

_No response_