sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Android emulator launched from VSCode is much slower than launched from Android Studio
Labels: platform-android,tool,c: performance,dependency: dart,P2,team-android,triaged-android

Detailed information can be found here:

https://github.com/Dart-Code/Dart-Code/issues/3826
Repository: rust
Issue: Remove most of the logic in fake rustc once `-Ztarget-applies-to-host=true` lands
Labels: C-cleanup,T-bootstrap

https://github.com/rust-lang/cargo/pull/10395/ made it possible to apply RUSTFLAGS to build scripts and proc-macros. Bootstrap currently special-cases this in fake rustc: https://github.com/rust-lang/rust/blob/06460fe72c1ad9962c65f3b7326481a81979f465/src/bootstrap/bin/rustc.rs#L110-L135
We should switch to using `-Ztarget-applies-to-host=true` on the next cargo update.
cc @Mark-Simulacrum @ehuss @jonhoo (thank you again @jonhoo for fixing this! :heart:)

@rustbot label: +A-rustbuild +C-enhancement
Repository: TypeScript
Issue: [Feature request]type level equal operator
Labels: Suggestion,Awaiting More Feedback

original issue: #27024

> ## Search Terms
> * Type System
> * Equal
> 
> ## Suggestion
> ```ts
> T1 == T2
> ```
> 
> ## Use Cases
> TypeScript type system is highly functional. Type level testing is required. However, we can not easily check type equivalence. I want a type-level equivalence operator there.
> 
> It is difficult for users to implement any when they enter. [I implemented it](https://github.com/kgtkr/typepark/blob/master/src/test.ts), but I felt it was difficult to judge the equivalence of types including any.
> 
> ## Examples
> ```ts
> type A = number == string;// false
> type B = 1 == 1;// true
> type C = any == 1;// false
> type D = 1 | 2 == 1;// false
> type E = Head<[1,2,3]> == 1;// true(see:#24897)
> type F = any == never;// false
> type G = [any] == [number];// false
> type H = {x:1}&{y:2} == {x:1,y:2}// true
> ```
> 
> ```ts
> function assertType<_T extends true>(){}
> 
> assertType<Head<[1,2,3]> == 1>();
> assertType<Head<[1,2,3]> == 2>();// Type Error
> ```
> 
> ## Checklist
> My suggestion meets these guidelines:
> 
> * [x]  This wouldn't be a breaking change in existing TypeScript / JavaScript code
> * [x]  This wouldn't change the runtime behavior of existing JavaScript code
> * [x]  This could be implemented without emitting different JS based on the types of the expressions
> * [x]  This isn't a runtime feature (e.g. new expression-level syntax)

## workarounds
to summarize the discussion in #27024, the accepted solution was:
```ts
export type Equals<X, Y> =
    (<T>() => T extends X ? 1 : 2) extends
    (<T>() => T extends Y ? 1 : 2) ? true : false;
```
however there are many edge cases where it fails:
- doesn't work properly with overloads (function type intersections) - https://github.com/microsoft/TypeScript/issues/27024#issuecomment-568233987
- doesn't work properly with `{}` types - https://github.com/microsoft/TypeScript/issues/27024#issuecomment-778623742
- doesn't work properly with `Equal<{ x: 1 } & { y: 2 }, { x: 1, y: 2 }>` - https://github.com/microsoft/TypeScript/issues/27024#issuecomment-907601804

there were some other workarounds posted that attempted to address these problems, but they also had cases where they didn't work properly.

## what "equal" means

i think it's important for it to treat structurally equal types as equal. for example `{ a: string, b: number; }` should be considered equal to `{ a: string } & { b: number; }` as they behave exactly the same
Repository: excalidraw
Issue: Editing text color of sticky note in mobile view is not possible
Labels: bug

There are two issues.
1) If I select the text only, when I click the element properties button in the mobile view, it disappears immediately.
2) If as a workaround I first open the panel when the sticky note is active, and then try to click the color to select a different stroke color, the element properties panel closes (if I click the editbox instead of the color picker, then I am able to modify the color string)

https://user-images.githubusercontent.com/14358394/156583504-2e0566cf-06ba-495a-b412-ebdfb7b5ff46.mp4
Repository: pytorch
Issue: torch.ao.quantization.ReuseInputObserver should also reuse the dtype of the input
Labels: oncall: quantization,low priority,triaged

### 🐛 Describe the bug

Currently ReuseInputObserver signals to reuse the observer from the input, but it has a default dtype. This leads to dtype mismatches throughout FX graph mode quantization.  We should change the behavior for this observer to also use the dtype of its input.

### Versions

master

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @jgong5 @Xia-Weiwen @leslie-fang-intel @vkuzo
Repository: storybook
Issue: The doc of subcomponents doesn't apper if displayName is declared in the subcomponent
Labels: bug,needs triage

**Describe the bug**
No inputs found in Subcomponents

**To Reproduce**
https://github.com/RodrigoTomeES/storybook-no-inputs-subcomponents

**System**
```
  System:
    OS: macOS 12.2.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 17.3.1 - ~/.nvm/versions/node/v17.3.1/bin/node
    Yarn: 1.22.17 - ~/.nvm/versions/node/v17.3.1/bin/yarn
    npm: 8.3.0 - ~/.nvm/versions/node/v17.3.1/bin/npm
  Browsers:
    Chrome: 99.0.4844.51
    Firefox: 97.0.1
    Safari: 15.3
```

**Additional context**
We create a component that use submodules and we want to see the props of this in Storybook. I managed to get this working in JavaScript but not in Typescript. Has anyone any idea about the problem? thanks!

Main component
![imagen](https://user-images.githubusercontent.com/13077343/156589006-523af6c2-04cd-4b78-8d08-0763e19daa56.png)

Subcomponent, it should show the className prop
![imagen](https://user-images.githubusercontent.com/13077343/156589132-d1ad589a-d68a-41e6-b7f5-c1e302c513d6.png)
Repository: flutter
Issue: [engine feature request] Support custom cursor engine API 
Labels: engine,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

Hi,

I have tryimg write a custom cursor plugin now(https://github.com/imiskolee/flutter_custom_cursor), its work fine on macOS, but can not work on windows, I thinking it's related to windows message `WM_SETCURSOR`.

https://docs.microsoft.com/en-us/windows/win32/menurc/wm-setcursor

When I SetCursor from outside, it's worked once, but when we move the pointer, the cursor will be back to basic, the`WM_SETCURSOR` message will be triggered if the pointer moved,and the engine set cursor again.

https://github.com/flutter/engine/blob/main/shell/platform/windows/window_win32.cc#L364.

so, can we has a public  engine API for plugin to manually set cursor?

somethings like:

```C++
void FlutterWindowWin32::UpdateFlutterCursor(HCURSOR cursor) {
  current_cursor_ = cursor;
}
```

_Originally posted by @imiskolee in https://github.com/flutter/flutter/issues/31952#issuecomment-1056115014_
Repository: TypeScript
Issue: JSDoc export type support
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

JSDoc

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

```js
/**
 * @typedef { { loading: boolean, data: any } } AjaxStatus  
 */

```

Can we export  AjaxStatus to other files?

such as

```js
/**
 * @export type { AjaxStatus, AjaxStatus as AjaxStatus2 , AjaxStatus as default }
 */
```

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Used for JavaScript development using the TypeScript language service.
Repository: storybook
Issue: Accessibility false positive aria-label invalid value
Labels: bug,addon: a11y,mui

**Describe the bug**
I'm using:

```html
<button aria-label="account of current user" />
```
The accessibility tools report a critical error of invalid value:

Critical
Invalid ARIA attribute value: aria-controls="menu-appbar-user"

<img width="499" alt="image" src="https://user-images.githubusercontent.com/12085479/156600522-3b929aeb-16cd-4dbd-95fd-2eec2959f444.png">

The spec for [aria-label](https://www.w3.org/TR/wai-aria-1.1/#aria-label) defines the type as `string` so any value should be valid.

**System**
Environment Info:

  System:
    OS: macOS 11.6.4
    CPU: (16) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
  Binaries:
    Node: 16.13.1 - /usr/local/bin/node
    Yarn: 1.22.10 - /usr/local/bin/yarn
    npm: 8.1.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 98.0.4758.109
    Safari: 15.3
  npmPackages:
    @storybook/addon-a11y: ^6.4.5 => 6.4.14 
    @storybook/addon-actions: ^6.4.5 => 6.4.14 
    @storybook/addon-essentials: ^6.4.5 => 6.4.14 
    @storybook/addon-links: ^6.4.5 => 6.4.14 
    @storybook/react: ^6.4.5 => 6.4.14 

**Additional context**
Writing use the Material UI 4.x branch, but the tested output of HTML is above.
Repository: svelte
Issue: DatePicker example
Labels: documentation

### Describe the problem

Looking through your extensive gallery of [examples](https://svelte.dev/examples/hello-world), I didn't really find anything resembling a conventional custom stateful UI control - I've never really felt like even "7 GUIs" covers this use case very well, and it is, in my opinion, one of the most important motivations for even using a UI framework in the first place.


### Describe the proposed solution

I have this fairly small, but fully functional, custom date-picker UI control, which I've been porting between UI frameworks for quite a few years. I ported it to Svelte about 3 years ago, and today I decided to update it to Svelte 3.

Have a look at my [DatePicker example](https://svelte.dev/repl/f391b3186f804fb0bb0931e73388553a?version=3.46.4), which you may include in the "Examples" gallery, if you like - no credit necessary, no strings attached, I just always try this first with any new framework to see how they stack up.

Perhaps the most important thing demonstrated by this component, is the ability to validate and conditionally accept a `value` into the control's internal `date` state - and the ability to modify the control's view state by navigating through months without changing the value.

(it was quite a departure from the [old version](https://gist.github.com/mindplay-dk/d85fbf5427d5e4436fadc70ce46d9ac2/545c62a647e23a5ffcc5147d8e6af0696169fcf8), in case you'd like to compare.)


### Alternatives considered

Everything in the "Examples" menu. 😅


### Importance

nice to have
Repository: flutter
Issue: iOS PlatformView Registration API needs to be less confusing. 
Labels: platform-ios,engine,d: api docs,a: platform-views,P3,team-ios,triaged-ios

The PlatformView Registration code has a parameter called "plugin". Although platform views were initially designed as a way for plugins to embed native UI objects; it is also true that the same API can be used without a plugin. It only requires a unique String passed into the "plugin" parameter when used without a plugin. 
The [documentation](https://docs.flutter.dev/development/platform-integration/platform-views?tab=ios-platform-views-objective-c-tab#on-the-platform-side-1) also suggests PlatformView is a plugin only feature with sentence like "For plugin registration, modify the main plugin file (for example, FLPlugin.m):"

This has caused some confusion for users of the PlatformView API.

There are several things that we can do to reduce the confusion.

- Update the documentation so that it is clear that PlatformView can be used without a plugin.
- Update the API so the API name is not suggesting PlatformView is a plugin only feature.
- Provide a new API (so there's no breaking change) for PlatformView registration under a non-plugin setting. Preferably one without user needing to provide a unique String.

Side node: The [android API](https://docs.flutter.dev/development/platform-integration/platform-views?tab=ios-platform-views-objective-c-tab#on-the-platform-side-1) doesn't require a plugin name. iOS should try to follow the same pattern.
Repository: godot
Issue: VideoStreamWebm VP9 video stops playing 
Labels: bug,topic:core,topic:thirdparty

### Godot version

3.3.4-stable, 0c58454dac266d888211443321ed41020f9ff1a8

### System information

Linux 5.15.15-76051515-generic,  Pop!_OS 21.10 OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2

### Issue description

The built-in `VideoStreamWebm` video stream 'randomly' stops playing the video stream from some vp9 encoded video files. (vs the [godot-videodecoder](https://github.com/kidrigger/godot-videodecoder) gdnative plugin which plays them properly)

It seems to occur randomly, but I have found some video files where it will stop playing the video immediately when encoded as vp9 but play flawlessly with vp8.. The built-in `VideoStreamWebm` would be useable if this issue was fixed. (and seeking/stream_length was added)

I know that the `VideoStreamWebm` is deprecated and removed from godot4, but it is still much simpler to build than the ffmpeg gdnative plugin and would likely be a better candidate for an extension in godot4 if these issues are solved.

This issue was rediscovered while testing this pull request:
https://github.com/godotengine/godot/pull/57744 which fixes this (closed) issue with the built-in video player
https://github.com/godotengine/godot/issues/14430



### Steps to reproduce

Download and run the included reproduction project which creates a `VideoStreamWebm` when you click the `open` button and choose a video.

Choose 'open' and choose the included vp9 webm file to demonstrate the issue. Opening the vp8 webm file will work fine.

Consecutive streams are opened in separate video players (up to 4) to test concurrent playback etc.
You can also choose to use the included gdnative godot-videodecoder plugin for playback which works for both files (from this build https://github.com/kidrigger/godot-videodecoder/releases/tag/0.0.2 )


### Minimal reproduction project

[vp8-vp9-video-freeze-repro2.zip](https://github.com/godotengine/godot/files/8180015/vp8-vp9-video-freeze-repro2.zip)
Repository: next.js
Issue: SSG should be supported in the Edge runtime
Labels: Navigation,Runtime

We currently only support SSR in the Edge runtime.

Check [RFC: Switchable Next.js Runtime](#34179) for more details.
Repository: PowerToys
Issue: Power Rename Auto Complete shows entries unrelated to typed text and reopens after every keypress
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

I would like to point out a weird thing that no one has mentioned yet: the "autocomplete" dropdown shows entries which are completely irrelevant to what has been typed. Why is "tonga" proposed when typing "cou"?

I find this dropdown highly distracting because it hides a lot of other UI elements (including the replacement text when I'm in the find text box). I can close it, but it will reopen upon hitting the next key.

_Originally posted by @bersbersbers in https://github.com/microsoft/PowerToys/issues/15594#issuecomment-1032371219_

Image from https://github.com/microsoft/PowerToys/issues/15594#issue-1105822396:

![](https://user-images.githubusercontent.com/51190507/149773054-19559fbd-2e97-4115-9228-5afe444fbf37.jpg)
Repository: PowerToys
Issue: Allow for multiple activation methods at same time for Find my mouse
Labels: Idea-Enhancement,Help Wanted,Product-Mouse Utilities

### Description of the new feature / enhancement

The current version of the mouse utilities allows for setting the activation method as either "press left control twice", or "shake mouse". Both are great options, but I'd like to be able to use both rather than one or the other. Please add an additional option to allow both activation methods to be used.

### Scenario when this would be used?

I don't have a specific scenario to call out, but I find that my initial reaction when I can't find my cursor is to move the mouse around to try to find it. That lines up with the "shake mouse" option. If I still can't find it, then I use the "control twise" option. I feel like the "shake mouse" option would cover my use case most of the time, but only if I shake the mouse enough to trigger the highlight. In general, I don't typically shake the mouse so much as I just try to move it all over the place. So sometimes, "shake mouse" would be a good enough trigger, but I'd still like to be able to use "control twice".

### Supporting information

_No response_
Repository: flutter
Issue: Add support for tracing in the windows embedding
Labels: engine,platform-windows,P3,team-engine,triaged-engine

Discovered while working on https://github.com/flutter/engine/pull/31778

We'd like to trace what the current thread priority is set to and whether or not it was successful, but there does not appear to be tracing support yet.
Repository: rust
Issue: Poor codegen for string search (i.e., `memchr`) with iterators
Labels: I-slow,T-compiler,C-discussion

A colleague provided me with [this benchmark](https://quick-bench.com/q/uYm7Wboe6G5KSEsDEXJTtH5oX7M), which compares the following equivalent C++ and Rust:

```cc
bool HasMoreThanTwoDashes(std::string_view sv) {
    return sv.find_first_of('-', sv.find_first_of('-')+1) != std::string_view::npos;
}
```

```rust
fn has_more_than_two_dashes(s: &[u8]) -> bool {
  sl.iter().filter(|&&c| c == b'-').count() > 2
}
```

C++ performs 20x better in the microbenchmark. We haven't tried very hard to figure out why, but our suspicion is that Rust's implementation of `memchr` is worse than the one provided by the system that ran the benchmark. C++ also bails out early, and Rust does not, but that appears not to matter because the dashes are at the far end of the strings.

We're not actually sure what CPU quick-bench ran this with, but I can run it on my (icelake, I think) Xeon later. I think the difference in memchr implementations is worth investigating regardless.
Repository: PowerToys
Issue: Support for 32-bit image thumbnails in the file explorer (.exr, .hdr, etc)
Labels: Idea-Enhancement,Product-File Explorer

### Description of the new feature / enhancement

Similarly to how opening a folder containing images of other formats (.jpg, .png, etc) auto-generates image thumbnail icons for quick previewing, it would be useful to have this feature available for 32-bit image formats such as .exr or .hdr. Currently, either no previews are generated, or basic icons are used based on the default application selected for opening the file format. Adding support for these filetypes in the explorer preview pane would also be very welcome as part of this request! I'm not clear as to whether this lack of prior support in windows is due to the bit-depth of the image, perceived lack of interest for the need of such a feature, or the need to support individual file formats separately.

### Scenario when this would be used?

Working in the VFX and CGI field, 32-bit .exr and .hdr image formats are used frequently by 3D applications and renderers (such as Cinema4D and Blender) as they can store greater amounts of exposure data per-pixel, and thus allow for image-based lighting of virtual scenes. Although some 3D packages offer in-software file explorers and support for previewing these files prior to import, many don't, and the current workflow either involves recalling the name of the desired file, or opening it first in a third-party software, which is often unnecessarily time consuming.

### Supporting information

This feature has been desired and requested for many years (found a CGSociety post from 2007, [here](https://forums.cgsociety.org/t/openexr-files-thumbnails-and-viewer/1035381), and a more recent Reddit post discussing the feature [here](https://www.reddit.com/r/Windows11/comments/oyrjfv/add_support_for_exr_and_hdr_thumbnail_previews_in/)), however the only options previously have been hacky or third-party workarounds that involve installing custom .dll's or computationally expensive applications to generate the thumbnails, for example listed in this stackexchange discussion [here](https://superuser.com/questions/738684/windows-7-show-thumbnails-for-special-image-formats).

As mentioned, some 3D applications have internal file-browsers that allow for thumbnail previewing. Attached below is a screenshot of Blender's built-in file explorer showing a folder of .hdr files: 

![Blender File View](https://i.imgur.com/FWjHUxD.png)

Something to note is that many of these images are saved in the linear-sRGB colourspace, or custom OCIO spaces (for example, ACES), so there may be some need for identification of the correct space (which may be embedded in the file itself) and subsequent tonemapping for correct thumbnail generation.
Repository: go
Issue: cmd/compile: self assigned append should not escape
Labels: Performance,NeedsInvestigation,compiler/runtime

Using `go1.17.5`.

In the [following snippet](https://go.dev/play/p/c3C72fxIetp):
```
bb := &Buffer{buf: make([]byte, 0, 64)}
bb.buf = append(bb.buf)
```
the buffer for `make([]byte, 0, 64)` escapes to the heap because escape analysis cannot seem to determine that `bb.buf = append(bb.buf)` does not cause `buf` to escape.

I expect the code above to be able to stack allocate `make([]byte, 0, 64)`.

\cc @josharian @mdempsky

@josharian theorizes that we might need a special case in https://github.com/golang/go/blame/master/src/cmd/compile/internal/escape/utils.go