sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [tool] allow override of default cache location
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool

## Use case

On Linux, both on desktop and CI containers, it might be useful to have a separate installation location of the Flutter tool itself and its cache. This could simplify shipping Flutter and increases security as a host can have one Flutter installation with no need of write access on its installation folder.

## Proposal

I would like to propose to introduce an environment variable or a config file users may configure Flutter's cache directory with.

This could be e.g.:
- `FLUTTER_CACHE_DIR` as variable
- `/etc/flutter/config` or `/etc/default/flutter` as env file

The Flutter tool should then use the respectively configured cache location for the cache instead of `/path/to/flutter/bin/cache`

This could be even extended to an option like `FLUTTER_CACHE_PER_USER` to have the cache per user and so independent of the Flutter installation (which could be system-wide too).

Aside of easier configuration, this could also simplify automated shipment of the Flutter tool including automated updates of the installation.
Repository: pytorch
Issue: [FSDP] Enhance sync_module_states for auto wrapping
Labels: oncall: distributed,better-engineering,module: fsdp

### 🚀 The feature, motivation and pitch

Currently `sync_module_states` syncs state wrapped layer by layer. This makes sense for `wrap()` API where the root FSDP instance is not known at construction time.

However, when using `auto_wrap_policy`, we can do a single sync at the root as opposed to layer by layer, possibly saving some overhead.

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: godot
Issue: [Qodot] Godot crashes with a stack trace when building a map with large amount of textures
Labels: bug,topic:gdextension,crash

### Godot version

3.4.4 Stable

### System information

Ubuntu 22.04 Jammy (Linux), GLES 3.0

### Issue description

When trying to full build or quick build a map with the Qodot addon whose map is imported from Trenchbroom Godot crashes with this error:
```
Building /home/kruz/Dokumente/Programme/3D/Godot/Project/3DTankGame/Base/Maps/Village/Village2.map

*** stack smashing detected ***: terminated
```
This happens when the Trenchbroom map in question has tons of textures being loaded in textures entry. Qodot addon doesn't have any line of code related to stack smashing. 

What I excepted to to work: That Godot would handle the map just fine without any error or crashes. 

### Steps to reproduce

1. Download the reproduction project
2. Open the MapScene file 
3. Click on the Qodot node and press `Quick Build` or `Full Build`
4. Godot will now crash with stack smashing error. 

### Minimal reproduction project

GitHub for some reason wont let me upload this zip file so I have to use a 3rd party service for that instead, the link expires in 14 days. [Godot Project](https://www.mediafire.com/file/z8zx9q3g3x0a0cu/GodotStackSmashQodot.zip/file)
Repository: godot
Issue: Variant can be constructed from implicit boolean and non-Object derived pointers
Labels: bug,topic:core

### Godot version

3.x

### System information

Windows

### Issue description

In C++ `Variant` can be constructed from pointers without an explicit cast or explicit test that resolves to a boolean value, leading to bugs. It looks like it was once added to prevent bugs and subsequently removed again but I can't understand why it was removed.

### Steps to reproduce

The main issue is a lot of expressions cast to `bool`, often by accident, eg.:
```cpp

class Unrelated { };

Unrelated *something;

void somewhere() {
  Variant v = something; // no error!!! compiles as: v == something ? true : false
}
```

You might say don't write such code and I'd say OK. But this actually happened with code similar to:
```cpp
Variant* calculate();

void somewhere() {
  Variant *b = calculate();
  Variant a = b; // no error, a is "true" and not set to b
}
```

---

Setting `Variant(bool)` to be `explicit` also turns up this problem line:
https://github.com/godotengine/godot/blob/af8a02ddafd64f0195956c74c6a60bf389af278f/modules/gdscript/gdscript_function.cpp#L368

**Error C2440 'initializing': cannot convert from 'GDScriptInstance \*' to 'Variant'**

it's used here:
https://github.com/godotengine/godot/blob/af8a02ddafd64f0195956c74c6a60bf389af278f/modules/gdscript/gdscript_function.cpp#L1530

I'm not sure it does what it's intended. It's certainly confusing.

### Minimal reproduction project

_No response_
Repository: go
Issue: proposal: encoding/json: more performant implementation with JIT and SIMD
Labels: Proposal

Since JSON protocol is such popular today, `encoding/json` is being heavily used in all kinds of Go-based applications. However, we found it consumed a lot of computation resources in practice, due to its poor performance and less-efficient APIs. This is the main reason why we developed [sonic](https://github.com/bytedance/sonic), a high-performance and dedicated-API JSON library:
- It is compatible with existing APIs of `encoding/json` (default behaviors may be a little different given performance, but all can be adjusted through options)
- It provides flexible and effective APIs for dynamic operations on raw JSON (`Get()/Set()/Unset()/Add()`),  which is a very common need in practice.
- Its performance is generally 2~4x times of `encoding/json` regarding standard APIs (referring [benchmarks](https://github.com/bytedance/sonic#benchmarks)), not to speak of dynamic APIs that are more efficient.

One topic I want to discuss here is if it can be used as the underlying implementation of the standard library? If not, at least some of our optimizations, `JIT`/`SIMD`/`lazy-load`,  can be absorbed into the standard library?
Repository: vscode
Issue: False dialog text when formatters aren't registered
Labels: feature-request,polish,formatting

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- VS Code Version: 1.60.1
- OS Version: Pop!_OS 22.04 LTS

Steps to Reproduce:

1. Install a clean version of VSCode
2. Open a new document
3. (bottom right corner) change the language to c++
4. Press ctrl+shift+I to activate formatter
5. A dialog box with "There is no formatter for 'cpp' files installed" will pop up
6. Click "install Formatter..."
7. In the extension list, pick a suggested formatter, e.g. C/C++ published by Microsoft
8. Press ctrl+shift+I to activate formatter
9. A dialog box with "There is no formatter for 'cpp' files installed" will pop up
10. Save the file
11. Press ctrl+shift+I to activate formatter
12. The file will now be formatted

Expected behavior:

In step 5 and step 9, the dialog box should read "There is no formatter for ***unsaved*** 'cpp' documents installed
Repository: rust
Issue: Rustdoc doesn't play well with `use ... as _` syntax
Labels: T-rustdoc,C-bug,A-rustdoc-ui

I tried this code:

```rust
mod ext {
    pub trait Foo {
         fn foo();
    }
    
    pub trait Bar {
        fn bar();
    }
}

pub mod prelude {
    pub use crate::ext::Foo as _;
    pub use crate::ext::Bar as _;
}
```

I expected to see this happen: there should be a way to view all the items reexported anonymously in docs. Maybe even just expose them by original names in docs.

Instead, this happened:

The traits are visible in rustodoc as a single `prelude::_`

<img width="972" alt="image" src="https://user-images.githubusercontent.com/36276403/171352742-2cdab240-c352-4c78-b23b-152d144fb110.png">

And when you click on any of `_` links you see only this:

<img width="992" alt="image" src="https://user-images.githubusercontent.com/36276403/171352700-ddac5cb9-4629-4958-95c2-325d41fd80d1.png">

Looks like `rustdoc` writes the docs for the arbitrary item reexported with `use ... as _;`



### Meta

`rustdoc --version --verbose`:
```
rustdoc --version --verbose
rustdoc 1.60.0 (7737e0b5c 2022-04-04)
binary: rustdoc
commit-hash: 7737e0b5c4103216d6fd8cf941b7ab9bdbaace7c
commit-date: 2022-04-04
host: x86_64-unknown-linux-gnu
release: 1.60.0
LLVM version: 14.0.0
```

`rustc --version --verbose`
```
rustc 1.60.0 (7737e0b5c 2022-04-04)
binary: rustc
commit-hash: 7737e0b5c4103216d6fd8cf941b7ab9bdbaace7c
commit-date: 2022-04-04
host: x86_64-unknown-linux-gnu
release: 1.60.0
LLVM version: 14.0.0
```
Repository: godot
Issue: Types of exported property (with new set/get syntax) aren't detected by the AnimationPlayer when their value isn't defined
Labels: bug,topic:editor,topic:animation

### Godot version

4.0a8 (v4.0.alpha8.official.cc3ed63af)

### System information

Pop_OS! (Linux)

### Issue description

```gdscript
extends Node2D

@export var property: float:
	get: 
		return _property
	set(v):
		_property = v

var _property: float = 0
```

When adding a track for that property (by clicking on the key icon on the right of the property editor in the inspector), the dialog doesn't offer the option to create a Bezier Track for this property :

![image](https://user-images.githubusercontent.com/2700596/171351384-b482e1e4-ac45-45c5-a94d-1fdcceb1d288.png)

I initially thought it was just a bug with the dialog but then, when accepting anyway, the track's keyframe doesn't have a `value` field :

![image](https://user-images.githubusercontent.com/2700596/171351505-8af76450-388f-480d-a48b-abb638c52bb1.png)

When creating the bezier track directly from the animation dock, the property selection dialog shows the right type for the property : 

![image](https://user-images.githubusercontent.com/2700596/171351795-c951c005-a810-46d6-9e91-44c6166b6fa3.png)

After accepting, an error is displayed :

![image](https://user-images.githubusercontent.com/2700596/171351882-5285546c-3da1-413f-9760-ec1e3afcfa63.png)

Howerver, this can be worked around by simply entering a value (even 0, which seems to be different from the default value even if the later is displayed as 0) in the property before creating the track : 

![image](https://user-images.githubusercontent.com/2700596/171352552-55bf5a5c-f4b5-4613-a839-8cfd8417ca50.png)

*This works for property tracks (created either with the key icon or manually in the animation doc) and bezier curve tracks (created with either method)*

### Steps to reproduce

1. Export a property from a script (only tried with floats)
2. Try to animate it with an animation player

### Minimal reproduction project

[Godot 4.0 Anim Track Bug.zip](https://github.com/godotengine/godot/files/8812029/Godot.4.0.Anim.Track.Bug.zip)
Repository: TypeScript
Issue: Feature Request : make groupedLines of exports based on empty lines
Labels: Suggestion,Awaiting More Feedback

Following [this closed feature](https://github.com/microsoft/TypeScript/issues/41494), since TS 4.7 _organizeImports_ is groupping imports base on empty line separator.

By default, _organizeImports_ also organize exports. 
I need the same behaviour on exports, which are sometimes dependant of previous export (and which should not be reorder globally) : 

**Example - Before**
```ts
export d from "D";
export a from "A";
export b from "B";

export c from "C"; //depends on D

{...}
```

**Current behaviour**
```ts
export a from "A";
export b from "B";
export c from "C";  //depends on D which is not currently exported => causes a build error
export d from "D";

{...}
```

**Desired behaviour**
 ```ts
export a from "A";
export b from "B";
export d from "D";

export c from "C";  //depends on D => no error

{...}
```

Thanks
Repository: vscode
Issue: Double dialog when installing new language pack
Labels: bug,polish,l10n-platform

Testing #150567

See screen shot. Since we have a modal dialog, we should hide the notification in that flow.


<img width="440" alt="capture" src="https://user-images.githubusercontent.com/1931590/171369690-f2582ffa-6f8f-4ec9-b97d-2a6783946b93.png">
Repository: opencv
Issue:   Can opencV now open the camera on ADB (Android)？
Labels: question (invalid tracker)

  Can opencV now open the camera on ADB (Android)？
Repository: next.js
Issue: Cancel Rendering Route Error when Router Push hash
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

```
    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:37 PDT 2022; root:xnu-8020.121.3~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.1.7-canary.26
      react: 18.1.0
      react-dom: 18.1.0
```

### What browser are you using? (if relevant)

Google Chrome Version 102.0.5005.61 (Official Build) (arm64)

### How are you deploying your application? (if relevant)

Locally and Vercel

### Describe the Bug

Similar to https://github.com/vercel/next.js/issues/36830 (fixed by https://github.com/vercel/next.js/pull/36828) 

trying to store more information in hash, getting "Cancel rendering route" error when pushing updated hash to router:

![image](https://user-images.githubusercontent.com/7423207/171391796-788ecda1-f347-4e22-bdb8-98471f1074a6.png)


### Expected Behavior

Pages changes without error.

### To Reproduce

```
git clone https://github.com/michalbundyra/hash-cancel-rendering-route
cd hash-cancel-rendering-route
yarn
yarn dev
```

1. Go to http://localhost:3000/
2. Click "to world"
3. Error pops!
Repository: godot
Issue: EditorPlugin: set_state is not called when toggling enabled on a plugin
Labels: bug,topic:editor,topic:plugin

### Godot version

v3.5.rc2.official [5f9bc7ea5]

### System information

Windows 10, Nvidia GTX 750 TI, Nvidia GTX 1050 TI

### Issue description

Currently when an editor plugin is enabled on editor startup, it will get its ``set_state`` called.
However when toggling ``enable`` on and off on the plugin with the plugin manager, ``set_state`` will not be triggered.

### Steps to reproduce

1. Use a plugin that uses ``set_state``
2. Add a print statement to it ``print("set_state called")``
3. Click on ``Project > Reload Current Project``
4. Notice that ``set_state`` is called
5. Go to ``Project >Project settings...``
6. Click on the ``Plugins Tab``
7. Toggle ``Enable`` on and off on that plugin.
8. Notice how ``set_state`` is not called at all

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Module parameters/submodules can be shadowed by class attributes silently
Labels: module: nn,triaged,actionable

### 🐛 Describe the bug

```python
import torch

class Bar(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.attr1 = torch.nn.ReLU()

    def attr1(self):
        return "on the class"
 
b = Bar()
print(b.attr1())
# prints "on the class"
```

This happens because the Class `__dict__` is checked before calling the custom `__getattr__` that `nn.Module` relies on to properly return Parameters and Modules.
We are able to detect such a case when the paramter/submodule is being registered and we should raise an error in that case.

### Versions

master

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345
Repository: go
Issue: net/http: discrepancy in CRLF termination in http messages
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
      1.18.2
</pre>

### Does this issue reproduce with the latest release?

yes

### What did you do?

1. While fuzzing for analyzing the discrepancies in the parsing behavior of various servers , the termination chunk of 0\n\r\n was accepted and most servers like nodejs and actix replied witj 400 request . According to RFC the termination chunk must be 0CRLFCRLF ie 0\r\n\r\n but golang accept 0\n\r\n .  [RFC chunked termination](https://datatracker.ietf.org/doc/html/rfc7230#section-4.1)

2. Every header , requestline and body delimiting end should be CRLF according to RFC ABNF grammar but golang accepts LF alone as a valid request .[RFC 7230](https://datatracker.ietf.org/doc/html/rfc7230#section-3)

##### POC
```bash
echo -ne "GET / HTTP/1.1\nHost: localhost\nTransfer-encoding: chunked\n\n2\naa\r\n0\n\r\n" | nc localhost 8004 
```

### What did you expect to see?

1. Correctly parse the CRLF termination according to RFC standards and other servers

### What operating system and processor architecture are you using (`go env`)?
#### Environment

```Dockerfile
FROM golang
USER root
WORKDIR /go/src/app
COPY server.go /go/src/app/server.go
RUN go mod init
RUN go build .
CMD ["./app"]

```

#### Code used
```golang
package main

import (
	"fmt"
	"io/ioutil"
	"net/http"
	"log"
)

func main() {
	http.HandleFunc("/", func(w http.ResponseWriter, r *http.Request) {
		
		b, err := ioutil.ReadAll(r.Body)
		if err != nil {
			w.Write([]byte(fmt.Sprintf("Got error while reading body: %v", err)))
			return
		}
		fmt.Printf("Body length: %d Body: %q", len(b), b)
		w.Write([]byte(fmt.Sprintf("Body length: %d Body: %q", len(b), b)))
	})

	fmt.Printf("Server Starting at port 80") 
	if err := http.ListenAndServe(":80", nil) ; err != nil {
		log.Fatal(err)
	}
}
```
Repository: vscode
Issue: Quick Action Undo doesn't work in notebooks.
Labels: bug,error-list

Testing #150750

- Open or create a notebook (I used Python)
- Create a line that causes a problem that can be resolved via a quick action (Just typing a 'this is a test' works fine)
- In the problems window, invoke the action.

Press Ctrl+Z. The action doesn't undo. You can work around it by giving focus to the cell that was changed.

For regular text files, this works.
Repository: vscode
Issue: Table: Support sorting
Labels: feature-request,table-widget

Testing #150750

I know I can filter, but sometimes just clicking a header is quicker and easier to group similar items. This is one of the reasons I'd prefer a table view in this scenario.
Repository: flutter
Issue: [url_launcher] system chrome is wrong brightness on iOS
Labels: c: new feature,platform-ios,p: url_launcher,package,c: proposal,a: layout,P3,team-ios,triaged-ios

If you launch a URL, the system chrome is the wrong brightness on iOS.

https://user-images.githubusercontent.com/666539/171449429-a23131a9-03d3-493a-9675-1675650d2a82.mov


```dart
import 'package:flutter/material.dart';
import 'package:url_launcher/url_launcher.dart'; // url_launcher: ^6.1.2

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(
          title: const Text('url_launcher'),
        ),
        body: const Center(
          child: Text(
            'Launch a URL, observe the system chrome color',
          ),
        ),
        floatingActionButton: FloatingActionButton(
          onPressed: () => launchUrl(Uri.parse('https://flutter.dev')),
          tooltip: 'Launch URL',
          child: const Icon(Icons.link),
        ),
      ),
    );
  }
}
```

### Prior Art

https://github.com/flutter/plugins/pull/655

There was a proposed solution of allowing the user to override this manually, but this is not available in `launchUrl` and `launch` is deprecated. Furthermore, I believe it's too much to ask the user to handle this properly, as appropriate system chrome will rely on both an AnnotatedRegion in Flutter, and the current system theme brightness on iOS.
Repository: create-react-app
Issue: Trying to run module federation in dev mode is broken due to getPublicUrlOrPath
Labels: needs triage

I have module federation setup ready in development and the only problem I am facing it is trying to get the chunks from the wrong port. I think this is caused by the problem cited in this issue: https://github.com/facebook/create-react-app/issues/12076


How can I set webpack publicPath without ejecting it?

Thanks
Repository: pytorch
Issue: linalg.pinv_singular tests are slow
Labels: module: autograd,module: tests,triaged,module: linear algebra

### 🐛 Describe the bug

More context in https://github.com/pytorch/pytorch/issues/78620

In https://github.com/pytorch/pytorch/pull/78623, we skipped the slowest one (was taking almost 2 hours to run!), but there are still a couple more tests that run for that op that are quite slow. Recently their runtime seemed to have doubled as well (maybe due to https://github.com/pytorch/pytorch/pull/74521).

linalg.pinv_singular tests (previously) combine to represent almost all of slow gradcheck CI runtime (for the first shard) - ~2.6 hours total

### Versions

main

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @mruberry @jianyuh @walterddr @IvanYashchuk @xwang233
Repository: create-react-app
Issue: Specify hostname for chunks from React.lazy during development
Labels: needs triage

Hi, I have a problem with getting code splitting using React.lazy to work during development. The problem is that I'm loading in the generated bundle from a different localhost than the CRA is serving the files from. (localhost:9080 vs localhost:3000). However the chunks are loaded without a specified hostname which results in them being loaded from localhost:9080 instead of localhost:3000. I've tried setting HOST, PORT, and PUBLIC_URL in .env.development. All to no avail.

Is there a way to specify the hostname for the fetched chunks generated by using React.lazy? Thanks for any assistance!
Repository: flutter
Issue: [video_player] Timed metadata support
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Can you add the ability to handle metadata for m3u8 videos?
I need to implement live streaming functionality that will support timed metadata cues (via ID3 tags) to display ads or other content on a specific time.
As far as I understand we need to pass [onMetadata callback](https://exoplayer.dev/doc/reference/com/google/android/exoplayer2/Player.Listener.html#onMetadata(com.google.android.exoplayer2.metadata.Metadata)) from Android and [metadataCollector](https://developer.apple.com/documentation/avfoundation/avplayeritemmetadatacollector) from iOS