sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: `fit_to_longest_item` can be disabled for some editor buttons
Labels: enhancement,discussion,topic:editor

### Godot version

8f05263

### System information

Windows 10 x64

### Issue description

`fit_to_longest_item` added in #59303 is enabled by default and, while generally useful, makes some button longer than necessary. Example:
![image](https://user-images.githubusercontent.com/2223172/183135246-f942ddf9-2bfb-49ef-b0d4-c6f31a2d8e7e.png)
We could probably disable it for some buttons that don't need it, i.e. their options' size vary too much and/or they don't need constant width (because they are not in a container or something).

### Steps to reproduce

1. Open Project Manager
2. Your language button is now big

### Minimal reproduction project

_No response_
Repository: flutter
Issue: google_maps_flutter for iOS should allow pre-caching GMSServices 
Labels: p: maps,package,team-ecosystem,P2,triaged-ecosystem

According to the documentation of https://developers.google.com/maps/documentation/ios-sdk/reference/interface_g_m_s_services , this object can be created ahead of map creation to reduce the initial map creation cost.  From several profiling runs, this is expensive in debug/profile - though significantly less so in release mode.

Nevertheless, it would be nice to have especially if it could reduce the jank encountered while developing.
Repository: rust
Issue: Generic trait with generic supertrait bound by associated type can't be used in trait bound with associated type
Labels: A-diagnostics,T-compiler,T-types,fixed-by-next-solver

I'm trying to create a `Channel` abstraction over `Sink` and `Stream` and encountered the following issue:

Given the following (simplified without Sink and Stream) code: [Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c8273c047fd65cf6ce11c5b49eced321)

```rust
trait GenericTrait<T> {}

trait Channel<I>: GenericTrait<Self::T> {
    type T;
}

trait Sender {
    type Msg;

    fn send<C>()
    where
        C: Channel<Self::Msg>;
}

impl<T> Sender for T {
    type Msg = ();

    fn send<C>()
    where
        C: Channel<Self::Msg>,
    {
    }
}

// This works
fn foo<I, C>(ch: C) where C: Channel<I> {}
```

The current output is:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `C: Channel<()>` is not satisfied
  --> src/lib.rs:18:5
   |
18 | /     fn send<C>()
19 | |     where
20 | |         C: Channel<Self::Msg>,
   | |______________________________^ the trait `Channel<()>` is not implemented for `C`
   |
help: consider further restricting this bound
   |
20 |         C: Channel<Self::Msg> + Channel<()>,
   |                               +++++++++++++

error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `C: Channel<()>` is not satisfied
  --> src/lib.rs:20:12
   |
20 |         C: Channel<Self::Msg>,
   |            ^^^^^^^^^^^^^^^^^^ the trait `Channel<()>` is not implemented for `C`
   |
help: consider further restricting this bound
   |
20 |         C: Channel<Self::Msg> + Channel<()>,
   |                               +++++++++++++

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` due to 2 previous errors
```

The issue is present in stable, beta and nightly.

When either removing the generic parameter on `GenericParameter<I>`, the `Self::T` bound on `trait Channel<I>: GenericTrait<Self::T>` or the `Self::Msg` bound on the send method
```
fn send<C>()
    where
        C: Channel<Self::Msg>;
```
the code compiles.

I think this is at least a diagnostics bug, as the error message is quite unhelpful :D This also seems like a bug/limitation of the trait system?


This might be related/the same as #58231 or #57905, but I wasn't exactly sure.

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Repository: pytorch
Issue: functorch slow tests not being run in slow CI
Labels: module: ci,module: tests,triaged,module: functorch

### 🐛 Describe the bug

See title

### Versions

trunk

cc @seemethere @malfet @pytorch/pytorch-dev-infra @mruberry @zou3519 @Chillee @samdow
Repository: go
Issue: runtime: openbsd/arm fails when compiled with GOARM=5
Labels: help wanted,NeedsFix,arch-arm,compiler/runtime

When the arm architecture is compiled with `GOARM=5`, the linker rewrites TLS register loads from `MRC` with a call to `runtime.read_tls_fallback` - on OpenBSD post 6.9, this fails since `runtime.read_tls_fallback` is still a direct system call:

  https://github.com/golang/go/blob/master/src/runtime/sys_openbsd_arm.s#L90

This code path is generally never hit, since the minimum ARM CPU supported by OpenBSD is v7 and hence `GOARM=7` is the default.

We should either:

1. Revise `runtime.read_tls_fallback` to use a libc-based system call.

1. Prevent `GOARM` < 7 from being used on openbsd/arm and remove the fallback code entirely.
Repository: godot
Issue: Issue with saving subresources data within a resource .tres file
Labels: bug,topic:core

### Godot version

3.4.5 stable

### System information

Windows 10

### Issue description

Issue with saving subresource data within a parent resource's .tres file (as part of a custom resource save game file in this case). Any resources (.tres) that I've created prior to runtime holding game data - if I update the values of variables within these resources, and then save them as subresources (within the save game custom resource file), the new subresources' values will be lost and reset to the defaults of the original files (from prior to runtime).

May relate to these two issues: 
#59752
#59686

Looking at the ResourceSaver.save() flags and some discussions, seems like it should be possible to overwrite the paths to these originally saved resources when loading the data from the save file, and instead load the data of the subresources (that have been changed and saved within the game) from the save file.


### Steps to reproduce

I've included a small project to demonstrate. 

- Currently a 'NumberRes.tres' resource has been saved in the file directory. This has been dragged into the main scene's script variables as an exported resource.
- The number_res value ('num') can be updated using the buttons in the main scene, and the values can be saved and loaded.
- To save, the structure is:
      - GameSave (resource) - has exported resource variable Player
      - Player (resource) - has exported resource variable NumberRes
      - NumberRes (resource) - has exported int variable 'num' 

When the game starts the main scene's exported NumberRes resource ('number_res') is assigned to the player, and on save, the GameSave resource is saved including Player and NumberRes as nested subresources.

It doesn't save the data correctly - after the game is closed, the value always defaults to the NumberRes.tres default value. To get it to save the NumberRes.tres must be removed, and instead of adding it to an export variable in the Main scene, a .new() instance is created once the game has started. (See the comments in the Main.gd script for more.)

### Minimal reproduction project

[Resource save test.zip](https://github.com/godotengine/godot/files/9271023/Resource.save.test.zip)
Repository: flutter
Issue: Inspector serialization is slow and can result in debug mode memory leaks.
Labels: framework,f: inspector,P2,team-framework,triaged-framework

Performance issues are due to due to exporting too many fields and generally slow json encoding.
Exporting JSON for an entire app can take over a second generating multiple megabyte json files. The amount of data really used by the inspector is much less.

The scheme used to keep alive objects referenced by the inspector also needs to be improved. It is not build either leveraging WeakRef or depending on strong guarantees from the Flutter framework about which objects will be disposed.
Repository: pytorch
Issue: DISABLED test_tensorboard_trace_handler (__main__.TestProfiler)
Labels: triaged,module: flaky-tests,module: tensorboard,OSS contribution wanted,skipped

Platforms: mac, macos, win, windows

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_tensorboard_trace_handler&suite=TestProfiler&file=test_profiler.py) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/7695478091).

Over the past 3 hours, it has been determined flaky in 1 workflow(s) with 1 red and 1 green.

cc @clee2000 @robieta @chaekit @aaronenyeshi @guotuofeng @guyang3532 @dzhulgakov @davidberard98 @briancoutinho @sraikund16 @sanrise @ngimel @nbcsm @gaoteng-git @tiffzhaofb
Repository: rust
Issue: VecDeque missing time complexity docs
Labels: A-collections,T-libs-api,A-docs,C-feature-request

### Location
std::collections::VecDeque - functions like front, back, etc.
https://doc.rust-lang.org/std/collections/struct.VecDeque.html
### Summary
I think there's missing time complexity (big O notation) for functions as front, back, front_mut, capacity, clear, pop_back, pop_front, push_back, push_front, etc.

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Repository: flutter
Issue: Migrate gen_objcdoc.sh to python
Labels: engine,team-infra,P2,c: tech-debt,triaged-infra

It is easier to maintain python scripts compared to bash scripts. This migration will require a few iterations in recipes to deprecate the bash script.

Script location:
https://source.corp.google.com/github/flutter/engine/tools/gen_objcdoc.sh?q=tools%2Fgen_objcdoc.sh&ct=os
Repository: vscode
Issue: Add support for a border below section headers in Sidebar and Panel
Labels: themes,under-discussion

For a theme that I have been trying to implement based on mockups, it would be good if we could provide a border below the section headers in the Sidebar and Panel, as well as just the separators that are currently availalble.

Eg:  
![image](https://user-images.githubusercontent.com/150152/183220268-e08f3081-72a1-433d-8be8-cc3eb04f86f1.png)

![image](https://user-images.githubusercontent.com/150152/183220558-5aa9b1bd-3ce6-4263-8469-06ab38d117d1.png)

This is a request in addition to #157312, although #157312 makes sense a standalone change, I think this change only really works well in addition to that one.
Repository: excalidraw
Issue: importing from shareable link not working some of the time
Labels: bug

(via @TonyForTheNguyen via Discord)

> Hi, I've had this happen on multiple occasions where other users open my excalidraw exported links and they SOMETIMES get a blank canvas and it redirects them to excalidraw.com without any path params. But they try multiple times and one time it will load. 
> 
> For example https://excalidraw.com/#json=AO0CWeSUQb6WD5U4oaqMs,3MJOeSqi6WEpbwULEmLbJA will simply redirect users to https://excalidraw.com/
Repository: pytorch
Issue: Adding a warning of non-compatibility with forward hooks for the fast path of TransformerEncoderLayer
Labels: module: nn,triaged

### 📚 The doc issue

In [TransformerEncoderLayer](https://pytorch.org/docs/stable/generated/torch.nn.TransformerEncoderLayer.html), it would be helpful if it explicitly points out that naive hooks tend not to work under `fast path`, see [this discussion](https://discuss.pytorch.org/t/register-forward-hook-doesnt-work-for-nestedtensor/158374/5).  The reason for such a notification is that **attention maps** are generally plotted when using Transformers, and hooking is debatably the most direct way to get attention weights.

### Suggest a potential alternative/fix

Add a warning notifying users that forward hooks might not be compatible with the fast path of `nn.TransformerEncoderLayer`.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: godot
Issue: Can't build ANGLE in UWP target (Visual Studio 2022)
Labels: bug,topic:buildsystem,platform:uwp

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 11, Visual Studio 2022 Build Tools.

### Issue description

I'm trying to build the current 3.x branch to the UWP target, but when is the moment to build ANGLE it throws an error saying that the Visual Studio 2015 build tools isn't installed. Also I tried to build this using just the build tools from Visual Studio 2019 and 2017.

![imagen](https://user-images.githubusercontent.com/37759352/183223205-2df7b47a-90d2-4254-b06a-a5818ea1db21.png)


### Steps to reproduce

1- Set up Visual Studio 2022 (With MSVC and the UWP build tools) and download ANGLE from [this commit](https://github.com/microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6).
2- Open the Developer Command Prompt for VS 2022.
3- Run `scons platform=uwp`.

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: Unlock PostCSS config so we can actually use it (with plugins like nesting) without ejecting or downloading a redundant SASS dependency
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

I see that PostCSS is included by default in CRA, which is great! But it's kinda useless right now as CRA ignores PostCSS config, so there is no way to use the actually useful PostCSS stuff like nesting or imports etc without ejecting (and losing all the benefits of CRA).

I mean, it kinda makes no sense to have PostCSS installed by default, but not allowing any plugins, so that users who don't want to eject don't have any other option than installing SASS and using that instead. And then you're left with a basically useless PostCSS dependency when you're using SASS anyways. Like who uses both PostCSS and SASS in one project? Either go full SASS and ditch the PostCSS, or even better yet, drop the SASS and replace it with `postcss-nesting || postcss-nested` and `postcss-import` or allow users to define their own plugins via `postcss.config.js`.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

Make CRA pickup on user-provided `postcss.config.js` file to configure PostCSS plugins and whatnot. Or if you don't want to unlock the full config, then at least have some custom config file where you would just specify the plugins you want to use and CRA would sort it out.

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

Ejecting - loses the point of CRA
Use SASS instead - doesn't make much sense (in 2022 at least) to use SASS with PostCSS

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

#9604
Repository: godot
Issue: Godot can't get screen count
Labels: bug,platform:linuxbsd,topic:porting,needs testing

### Godot version

3.5 stable

### System information

Arch Linux (Garuda)

### Issue description

As soon as I launch godot I get three identical errors.

ERROR: Index p_screen = 0 is out of bounds (get_screen_count() = 0).
   at: get_screen_dpi (platform/x11/os_x11.cpp:1297)

Trying to run a project with F6 also still launches off screen --position -960,-540 (I was told this wouldn't be fixed until v4.)

### Steps to reproduce

Launch Godot on a multi GPU machine?

### Minimal reproduction project

_No response_
Repository: go
Issue: go/doc: reconsider comment rewrites of `''` to `”`
Labels: Proposal,Proposal-Accepted

In ae3d890202b2356fc0936f84349bdf08083884ac as part of addressing #51082, a change was made to go/doc that rewrite **all** `''` to `”`. This makes semantic changes to comments where `'` is used as a prime and `''` is used as double prime, common in mathematical code.

This was raised in https://github.com/golang/go/issues/51082#issuecomment-1186053935 but essentially disregarded. [A work around was suggested](https://github.com/golang/go/issues/51082#issuecomment-1186105442),

> as a workaround, you could replace those with `U+2032 PRIME` and `U+2033 DOUBLE PRIME`. That is, `f'` → `f′` and `f''` → `f″`. (Those may look the same depending on your font.)

However on investigation with relevant fonts (the font here and the font used by pkg.go.dev) at 100%, U+2033 DOUBLE PRIME is barely distinguishable from U+2032 PRIME and worse, also barely distinguishable from other commonly used marks in the same position such as '\*' (Comparison: f′ f″ f\* ).

The change has made it harder to read these comments, harder to write them in a way that doesn't get mutated and easier for incorrectly formatted comments to be committed (f'' getting mutated to f” which is essentially indistinguishable from f″ at normal font sizes).
Repository: yt-dlp
Issue: Merge multiple time ranges in the output file
Labels: enhancement,core:post-processor

YT-DLP's `--download-sections` supports downloads from multiple time ranges. It's possible to save each one as a separate files (etc, 0001.mp4, 0002.mp4) by using the `-o "%(title)s-%(autonumber)s.%(ext)s"` in the output file. For example:

> yt-dlp -f 18 https://www.youtube.com/watch?v=q5egaM2hibs --download-sections "*0:0-0:05" --download-sections "*05:02-05:04" --download-sections "*15:12-15:14" --download-sections "*22:32-22:37" --download-sections "*38:42-38:49" -o "%(title)s-%(autonumber)s.%(ext)s"

If `%(autonumber)s` don't use, YT-DLP naturally cannot save other time ranges in the output file. Because it saves the time range to the output file, it cannot merge the other time ranges into the output file and says 'already downloaded'.
 
My goal is to merge all time ranges in the output file.

When this feature learned that it is not supported for now, I tried a workaround. When you decide to add this feature to YT-DLP, I share it in terms of giving you an idea.

(in CMD of Windows):

:: 1
:: Detecting title of video/audio and assign to environment variable
> for /f "tokens=*" %a in ('yt-dlp "https://www.youtube.com/watch?v=q5egaM2hibs" --get-filename -o "%(title)s"') do set "FileNameTitle=%a"

:: 2
:: Extracting time ranges to seperate auto-files
> yt-dlp -f 18 https://www.youtube.com/watch?v=q5egaM2hibs --download-sections "*0:0-0:05" --download-sections "*04:45-05:00" --download-sections "*15:10-15:17" --download-sections "*22:32-22:39" --download-sections "*38:42-38:51" -o "YTDLP-Extract_%(autonumber)s.%(ext)s"

:: 3
:: Merging all the time ranges downloaded to separate files under single file - by Pipe method.
> (FOR /F %A IN ('dir /od /b "YTDLP-Extract_*"') DO @echo file '%A') | "ffmpeg-4.3.1.exe" -protocol_whitelist file,pipe -f concat -safe 0 -i pipe: -c copy "%FileNameTitle%_TimeRangesMerged.mp4"

:: 4
:: Deleting all time ranges downloaded as separate files.
> FOR /F %A IN ('dir /od /b "YTDLP-Extract_*"') DO DEL /F /Q "%A"


P.S.: Why FFmpeg `4.3.1`? Because FFMpeg 5.0's pipe method is now broken. This also confirmed [in here](https://superuser.com/questions/1668163/ffmpeg-concat-of-mov-files-via-pipe-input-fails-on-versions-newer-than-4-2-3#comment2630428_1668163).
Repository: PowerToys
Issue: Document reader, and photo & video player natively on Explorer.
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A good new feature could be to play media files just by Explorer, maybe pressing on the spacebar or on the screed with a dedicated button. Just like the previw section but that could be expanded and dragged away as the Picture-in-Picture.

### Scenario when this would be used?

It could be used to see files easy and fast always directly with Explorer.

### Supporting information

_No response_
Repository: go
Issue: proposal: net: Add control callback before connection creation to Dialer and ListenConfig
Labels: Proposal

### Background

Sometimes we need to dial inside another net namespace and switch back. On linux, namespace is thread-level, so a thread lock is needed.

With `"github.com/vishvananda/netns"` for example:
```go
func connect(target string, network, addr string) net.Conn {
	dialer := &net.Dialer{}
	runtime.LockOSThread()
	defer runtime.UnlockOSThread()
	origNS, _ := netns.Get()
	targetNS, _ := netns.GetFromName(target)
	netns.Set(targetNS)
	defer netns.Set(origNS)
	conn, _ := dialer.Dial(network, addr)
	return conn
}
```

However, this blocks the current thread until `Dial()` returns. A workaround may be moving the unlocking stuff into `dialer.Control`:
```go
	dialer.Control = func(network, address string, c syscall.RawConn) error {
		netns.Set(origNS)
		runtime.UnlockOSThread()
		return nil
	}
```

This doesn't work well because `dialParallel()` dials in new goroutines which are out of control.

### Proposal

Add callback before and after the connection (socket) is created in `net.Dialer`:
```go
type Dialer struct {
	PreControl func(network, address string) error
	PostControl func(network, address string) error
}
```
The call of `PreControl - PostControl` pair should be in the same goroutine and surround the socket syscall. `PostControl` should be called regardless of whether the conn is successfully created. 

Similar thing can be done with` net.ListenConfig`.
Repository: rust
Issue: Missing docs for panics when slicing with ranges out of bounds
Labels: A-docs

### Location
Somewhere near slices and ranges, maybe in sliceable types as well.

### Summary
Currently there doesn't seem to be any documentation on slices (both `std::slice` and the primitive type) or ranges for their panic behavior when range indices are out of range (unless I missed it somewhere).

This notably means I cannot find any documentation for the following behavior ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f60521611d0ad6fb4346f3b83345d1dd)):
```rs
fn main() {
    let vec = vec![1, 2, 3];
    println!("{:?}", &vec[2..]); // [3]
    println!("{:?}", &vec[3..]); // []
    println!("{:?}", &vec[4..]); // panic!
}
```

This behavior is rather non-obvious (although convenient for my current use case), I had expected the second slice to panic or the third one to also return `[]` for consistency. Either way, changing that would be a breaking change, so I would at least expect it to be documented somewhere.