sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Engine cross-compiles with rosetta x64 executable on arm64 mac
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

## steps to reproduce
1) `$ ./flutter/tools/gn --no-goma --mac-cpu=arm64`
1) `$ grep "buildtools/mac-x64/clang/bin/clang++ ./out/host_debug_arm64/compile_commands.json`

Notice that the build commands specify to use `buildtools/mac-x64/clang/bin/clang++"`, not `buildtools/mac-arm64/clang/bin/clang++`.

This may be appropriate behavior for goma builds, but definitely isn't for non-goma builds.
Repository: flutter
Issue: [flutter_webview] addJavascriptInterface applies to all frames
Labels: d: api docs,p: webview,package,team-ecosystem,P2,triaged-ecosystem

We received the following security report:

> **Issue:** `flutter_webview` uses `addJavascriptInterface` to implement the `addJavaScriptChannel` functionality. According to the Android API `addJavascriptInterface` adds the injected object to ANY frame, i.e., the handler is not just exposed to the main frame, but all subframes (e.g., third-party content such as ads) as well. As a result, the developer cannot make any assumptions on the origin the message in the handler is coming from.
>
> **Mitigation**: We suggest adding a warning similar to the one in the Android API to the Flutter documentation.
Repository: angular
Issue: ng extract-i18n bug when file has async pipe. Equiv-text extracting wrong characters.
Labels: area: i18n

### Which @angular/* package(s) are the source of the bug?

localize

### Is this a regression?

No

### Description

When a component's html file has an async pipe in it, all the items in the file marked for i18n extraction get incorrect equiv-text contents if they have a variable in them.

**Example:**
For the HTML content
```html
<span i18n="@@someTransUnitKey">{{ foodList?.length }} items exist</span>
```
**Expected `<source>` for the trans-unit in the xlf file is:**
```html
<source><x id="INTERPOLATION" equiv-text="{{ foodList?.length }}"/> items exist</source>
```
**But the `<source>` I get is:**
```html
<source><x id="INTERPOLATION" equiv-text="i"/> items exist</source>
```

This makes it difficult to maintain code as adding an async pipe in a file throws a bunch of diffs in the xlf file. This is also problematic for our translators when the equiv-text blocks do not contain their expected context.

**Observed Conditions that trigger this problem / Steps to reproduce:** (Check `test-bad.component.html` in the linked project)
1) The html file should have an async pipe in it, like: 
```html
<ng-container *ngIf="anyObservable | async"> </ng-container>
```
2) The item tagged for extraction should contain a variable or nested HTML or both to trigger placeholders in the xlf file.
3) The variable or nested HTML should be the first item in the tagged HTML element and should have no leading whitespace, for example: `<span i18n="@@test"> {{test}} hello</span>` will extract properly, but: `<span i18n="@@test">{{test}} hello</span>` will not have accurate equiv-text in its extraction.

### Stackblitz link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-1zcqro?file=angular-hello%2Fsrc%2Flocale%2Fmessages.xlf
_cd angular-hello_
_npm i_
To generate xlf file: _ng extract-i18n angular-hello_
To run the app: _ng serve --open_

Please notice the xlf file linked and compare the `<source>` of trans-units with id `badComponentTitle` and `goodComponentTitle` in the linked stackblitz project. This is one of the more "colorful" examples that make our work inconvenient with the unexpected characters it has extracted. The only difference is that `test-bad-component` has an async pipe in its HTML file, while `test-good-component` does not.


### Please provide the environment you discovered this bug in (run `ng version`)

```true
@angular-devkit/architect       0.1602.7
@angular-devkit/build-angular   16.2.7
@angular-devkit/core            16.2.7
@angular-devkit/schematics      16.2.7
@angular/cli                    16.2.7
@schematics/angular             16.2.7
rxjs                            7.8.1
typescript                      5.1.6
zone.js                         0.13.3
```
Repository: excalidraw
Issue: Cursor color becomes invisible (white) in excalidraw's light mode when cursor leaves the canvas
Labels: More information needed / cannot reproduce

## Steps to reproduce:

1.  Open excalidraw in light mode. Your cursor will be set to black by default.
2. Choose the pencil tool.
3. Draw something
4. Take your cursor to the top of the browser (E.g. hover over the URL or your open tabs)
5. Take your cursor back to the canvas. It'll now be white, which is invisible in a light background.

Tested on Windows + Chrome
Repository: godot
Issue: Change StringName `&` inspector hint to be harder to confuse with actual text
Labels: discussion,topic:editor,usability

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

MacOS 13.4.1 (c) (22F770820d)

### Issue description

while I was doing the official 2D tutorial I wasn't able to set a shortcut
here is the doc:
https://docs.godotengine.org/en/stable/getting_started/first_2d_game/07.finishing-up.html#keyboard-shortcut
Here is what I see, I can't interact or edit the & sign:
<img width="467" alt="Screenshot 2023-10-30 at 18 59 31" src="https://github.com/godotengine/godot/assets/2981437/9f5414a6-adfb-4c5e-b747-9efa3ab74c23">


### Steps to reproduce

make the official tutorial

### Minimal reproduction project

[bugreport.zip](https://github.com/godotengine/godot/files/13210467/bugreport.zip)
Repository: godot
Issue: GPU Particles 2D orbit velocity doesn't take into account the Velocity Pivot
Labels: bug,topic:particles

### Godot version

v4.2.beta3; v4.2.beta.custom_build [8c7e20d97]

### System information

Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

### Issue description

Orbit Velocity in 2D is not rotating around the Velocity Pivot, but on the particle node's center point. 3D works fine.
Radial Velocity also seems to be working fine in both 2D and 3D.

### Steps to reproduce

The reproduction project has the "main_2d" scene that shows the issue, even in the editor.
The "main_3d" scene is there to demonstrate how it's working in 3D.

### Minimal reproduction project

[GPUParticle2D Orbit Pivot.zip](https://github.com/godotengine/godot/files/13210457/GPUParticle2D.Orbit.Pivot.zip)
Repository: godot
Issue: Button for Creating New Project has moved in 4.2 compared to 4.1
Labels: discussion,topic:editor,usability

### Godot version

4.2 beta 3

### System information

Godot v4.2.beta3 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.2647) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Button for Creating New Project has moved in 4.2 compared to 4.1

Here is where the "New Project" button was in the godot 4.1 launcher 
![image](https://github.com/godotengine/godot/assets/32916571/f4fd6944-c26a-4657-9c49-7c265817127a)

It got moved here in 4.2 
![image](https://github.com/godotengine/godot/assets/32916571/8b320005-7fac-4050-89d3-fdd96e1d48c4)


This messes with my workflow compared to 4.1. Can an option be added to keep the old layout?

### Steps to reproduce

Run the launcher for 4.1


Then Run the launcher for 4.2 and get confused on the location for the new project button

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: PowerToys Run vscode workspaces plugin shows long devcontainer hash
Labels: Issue-Bug,Priority-2,Run-Results (Programs)

### Microsoft PowerToys version

0.75.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1) Open PowerToys Run
2) Type "dev container" to show devcontainer results

### ✔️ Expected Behavior

The devcontainer entry does not have hash text

### ❌ Actual Behavior

The devcontainer result shows the long hash text `<folder name> - <hash> (Dev Container)`

### Other Software

_No response_
Repository: go
Issue: go/parser: bad error recovery for simple program with missing function name
Labels: NeedsInvestigation,gopls/parsing

```Go
package p

func (x string) []byte {
        return []byte(x)
}
```
produces (when run as test under `go/types`):
```
    check_test.go:168: testdata/manual.go:10:17: expected 'IDENT', found '['
    check_test.go:168: testdata/manual.go:10:18: expected '(', found ']'
    check_test.go:168: testdata/manual.go:10:24: missing ',' in parameter list
    check_test.go:168: testdata/manual.go:11:9: expected ')', found 'return'
    check_test.go:168: testdata/manual.go:11:17: missing ',' in parameter list
    check_test.go:168: testdata/manual.go:11:25: missing ',' before newline in parameter list
    check_test.go:168: testdata/manual.go:12:1: expected ')', found '}'
    check_test.go:168: testdata/manual.go:12:1: missing ',' in parameter list
    check_test.go:168: testdata/manual.go:12:2: expected ')', found 'EOF'
    check_test.go:168: testdata/manual.go:12:2: expected ')', found newline
    check_test.go:168: testdata/manual.go:12:2: expected ';', found 'EOF'
    check_test.go:168: testdata/manual.go:12:2: missing ',' before newline in parameter list
```
This may be easy to address.

cc: @findleyr
Repository: pytorch
Issue: GRUCell batching rule for vmap
Labels: triaged,module: functorch

### 🚀 The feature, motivation and pitch

I was trying to vmap a GRUCell and got the following:
```
There is a performance drop because we have not yet implemented the batching rule for aten::gru_cell. Please file us an issue on GitHub so that we can prioritize its implementation. (Triggered internally at ../aten/src/ATen/functorch/BatchedFallback.cpp:82.)
    ret = _VF.gru_cell(
```

I would really like to be able to vmap GRUCells or GRU's as it would really speed up my ensembled GRU-based dynamics model training and inference.

For context the code that generated the warning was:
```
        device = 'cuda:0'
        n_models = 5
        input_size=10
        model_params=dict(
            input_size=input_size,
            hidden_size=10,
        )
        models = [torch.nn.GRUCell(**model_params).to(device) for _ in range(n_models)]

        batch_size = 32
        x = torch.randn(n_models, batch_size, input_size, device=device)
        from torch import func
        params, buffers = func.stack_module_state(models)

        # Construct a "stateless" version of one of the models. It is "stateless" in
        # the sense that the parameters are meta Tensors and do not have storage.
        import copy
        base_model = copy.deepcopy(models[0])
        base_model = base_model.to('meta')

        def fmodel(params, buffers, x):
            return func.functional_call(base_model, (params, buffers), x)

        output = torch.vmap(fmodel)(params, buffers, x)
        print(output.shape)
```

### Alternatives

The normal GRU class, or any class that inherits RNNBase, doesn't work with vmap either, this has been documented in https://github.com/pytorch/pytorch/issues/105982 

### Additional context

_No response_

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: pytorch
Issue: DISABLED test_tensor_dtype_complex (__main__.CommTest)
Labels: oncall: distributed,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_tensor_dtype_complex&suite=CommTest) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/18199906633).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_tensor_dtype_complex`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `distributed/test_c10d_ucc.py`

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: deno
Issue: Support for Executing Multiple Tasks Sequentially or in Parallel
Labels: suggestion,task runner

Running multiple tasks in `Deno` using the built-in `task` command is not quite flexible.

Would you consider the addition of a feature that allows users to execute multiple tasks sequentially or in parallel? I'm thinking about something like [npm-run-all](https://www.npmjs.com/package/npm-run-all), so it's easier to define things like the following tasks without `&&`:

```javascript
"tasks": {
  "format:check": "deno fmt --check",
  // lint
  // sync
  "test": "deno test",
  "verify": "deno --sequential format:check lint sync test"
}
```
Repository: PowerToys
Issue: PowerToys Run: multiple Direct Activation Command / add Direct Activation Hotkey
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

I want to get the multiple Direct Activation Command, not only 1.

### Scenario when this would be used?

I setted the calculator command to "calculator:" for like Windows Search. (ex: calculator: 2+2) but imagine—we don't type full "calculator" spelling to launch calculator, and just type "calc". so 2 Direct Activation Command "calculator:" and "calc:" would work cool. ah and localization too—I'm Korean so I want to activation with "계산기:"(calculator:) and "계산:"(calculate:) command like in Windows Search. then—I need total 4 DAC. (not need to localize because can substitude with several DAC at all)

### Supporting information

Image Resizer will be helpful as UI reperence
Repository: PowerToys
Issue: Enviroment Variables: horizontal scroll not work with Shift + wheel
Labels: Issue-Bug,External Dependency,Needs-Triage,Status-Blocked,Product-Environment Variables

### Microsoft PowerToys version

0.75.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Environment Variables

### Steps to reproduce

Open Environment Variables - scroll applied variables - works well - but try to horizontal scroll with Shift + whell - it vertical scrolls

### ✔️ Expected Behavior

Scrolls horizontaly

### ❌ Actual Behavior

it stills scroll vertically

### Other Software

_No response_
Repository: godot
Issue: GPU Particles 2D/3D Interpolation doesn't seem to consider Animated Velocities
Labels: bug,topic:particles

### Godot version

v4.2.beta3; v4.2.beta.custom_build [8c7e20d97]

### System information

Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

### Issue description

When particles use any of the animated velocities, they will feel like there is no interpolation.

It gets worse with lower fps and also with higher velocity forces. Although it's hard to see, it also happens on the default 30fps.

When applying an initial velocity to the particles it feels like ~~I'm seeing Flash trying to phase through a wall~~ the particles are jittering back and forth between a place they think they should be and the place they actually are supposed to be.

Using higher FPSs like 60 or 0 makes the issue go away. Disabling interpolation also stops any jittering.

### Steps to reproduce

The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.

### Minimal reproduction project

[GPUParticles Velocity Jitter.zip](https://github.com/godotengine/godot/files/13211105/GPUParticles.Velocity.Jitter.zip)
Repository: PowerToys
Issue: mouse without borders share clipboard not work after rdp disconnected
Labels: Issue-Bug,Priority-1,Product-Mouse Without Borders

### Microsoft PowerToys version

0.75.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. connect two pc using mouse without borders(now share cilpboard is work normally)
2. connect from one pc to other pc using rdp
3. disconnect rdp
4. now mouse without borders still can move mouse and keyboard to other pc, but share clipboard is not work
5. restart powertoy on A pc, now A pc copy text and paste on B pc, but B pc cannot copy text and paste on A pc until I restart powertoy on B pc

### ✔️ Expected Behavior

share clipboard continue work after rdp diconnect

### ❌ Actual Behavior

share clipboard not work after rdp diconnect

### Other Software

_No response_
Repository: PowerToys
Issue: Clicking on control to select color activates control
Labels: Issue-Bug,Priority-2,Product-Color Picker,Status-Reproducible

### Microsoft PowerToys version

0.75.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

ColorPicker

### Steps to reproduce

Activate the color picker (Win + Shift + c)
Click on color picker enable/disable toggle in the power toys dashboard.

### ✔️ Expected Behavior

I expect the click event to be consumed by the color picker and not passed on to the window that is clicked on.

### ❌ Actual Behavior

The color picker toggle was toggled, disabling the color picker.  

Other behaviors
* if I click on a tool on the left navigation list, the color picker dialog is displayed
* if I click on the window minimize icon, the window is iconified AND the color picker dialog is displayed
* if I click on the minimize icon on a window other than the power toys window, the color picker dialog is displayed, and the target window is NOT minimized

### Other Software

_No response_
Repository: rust
Issue: Tracking Issue for stdarch_loongarch_feature_detection
Labels: C-tracking-issue,O-loongarch

Feature gate: `#![feature(stdarch_loongarch_feature_detection)]`

This is a tracking issue for LoongArch target feature detection.

### Public API

```rust
// std::arch

macro_rules! is_loongarch_feature_detect { .. }
```

### Steps / History

* [ ]  Final comment period (FCP) [^1]
* [ ]  Stabilization PR

### Unresolved Questions

* None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: PowerToys
Issue: Keyboard Manager Exchange CTRL and WIN to cause third-party software unworking
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.74.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Exchange keys of CTRL and WIN 
![30af621e80b2d72e9987d08df9f7cd3](https://github.com/microsoft/PowerToys/assets/71838555/02298a33-e5ff-4246-a7cd-76f106095c63)
2. Using the shortcut of COPY (WIN+C), the keyboard response by CTRL+WIN+C 
![75a3b3654c2054908c0fd0d63d6f1e0](https://github.com/microsoft/PowerToys/assets/71838555/205e14cd-c316-4f44-bf1a-37b78a0fde65)
3. It causes that the third-party translator cannot underlying words and translating. The mapped key would awake the Teams app, because the third-party translator applies the shortcut of COPY to obtain underlined words and triggers the shortcut about awaking Teams with WIN+C in the CTRL+WIN+C.  
![40aca3fd7c2abab81f815f4e60f1cd8](https://github.com/microsoft/PowerToys/assets/71838555/83116f05-45ae-4432-b6f9-d7c4b59318f3)


### ✔️ Expected Behavior

Just exchanging the CTRL and WIN, and keeping the third-party translator can work normally.

### ❌ Actual Behavior

Thrid-party translator cannot work. 

### Other Software

TTime
its website: https://ttime.timerecord.cn/
Repository: rust
Issue: Tracking Issue for LoongArch arch intrinsics
Labels: C-tracking-issue,O-loongarch

Feature gate: `#![feature(stdarch_loongarch)]`

This is a tracking issue for the LoongArch intrinsics in `core::arch::loongarch64`.

### Public API

Everything in `core::arch::loongarch64`.

### Steps / History

* [ ]  Final comment period (FCP) [^1]
* [ ]  Stabilization PR

### Unresolved Questions

* None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: flutter
Issue: [go_router] ShellRoute should have it's own path
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Shell Route should have it's own path.
Currently nested route with ShellRoute is only possible on `/` path,

```[dart]
final GoRouter _router = GoRouter(
    initialLocation: '/',
    routes: [
      ShellRoute(
        builder: (context, state, child) {
          return ScaffoldWithNavBar(child: child);
        },
        routes: [
          // This screen is displayed on the ShellRoute's Navigator. in "/" path as its parent
          GoRoute(
            path: '/tab1',
            builder: (context, state) {
              return const ScreenA();
            },
          ),
           // This screen is displayed on the ShellRoute's Navigator. in "/" path as its parent
          GoRoute(
            path: '/tab2',
            builder: (context, state) {
              return const ScreenA();
            },
          ),
        ],
      ),
    ],
  );
```
the code above resulting `/tab1` and `/tab2`, become the children of `/` . 

but in my use case i want to have a `/dashboard` as it's parent and `/dashboard/tab1` and `/dashboard/tab2` as its children/nested route. currently there's no way to do that. so i hope ShellRoute can have it's own path like.

```[dart]
final GoRouter _router = GoRouter(
    initialLocation: "/",
    routes: [
       GoRoute(
          path: "/",
          builder: (context, state) {
            return DummyPage(
              title: "Page 2",
              buttonText: "Back",
              onTap: () {
                context.go("/");
              },
            );
          },
        ),
       ShellRoute(
        path: "/dashboard"
        builder: (context, state, child) {
          return ScaffoldWithNavBar(child: child);
        },
        routes: [
          // This screen is displayed on the ShellRoute's Navigator. in "/dashboard" path as its parent and become "/dashboard/tab1"
          GoRoute(
            path: 'tab1',
            builder: (context, state) {
              return const ScreenA();
            },
          ),
           // This screen is displayed on the ShellRoute's Navigator. in "/dashboard" path as its parent and become "/dashboard/tab2"
          GoRoute(
            path: 'tab2',
            builder: (context, state) {
              return const ScreenA();
            },
          ),
        ],
      ),
    ],
  );
```

### Proposal

make the `ShellRoute` have it's own `path`, so it can cover the use case above