sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [webview_flutter] Android background test times out on FTL
Labels: a: tests,team,platform-android,p: webview,package,P2,team-android,triaged-android

https://github.com/flutter/plugins/pull/4569 adds a native UI test using espresso, but it doesn't seem to run correctly in FTL (see https://github.com/flutter/plugins/pull/4569/files#r762446578 for background):

```
androidx.test.espresso.AppNotIdleException: Looped for 5404 iterations over 60 SECONDS. The following Idle Conditions failed .
at dalvik.system.VMStack.getThreadStackTrace(Native Method)
at java.lang.Thread.getStackTrace(Thread.java:1736)
at androidx.test.espresso.base.DefaultFailureHandler.getUserFriendlyError(DefaultFailureHandler.java:96)
at androidx.test.espresso.base.DefaultFailureHandler.handle(DefaultFailureHandler.java:59)
at androidx.test.espresso.ViewInteraction.waitForAndHandleInteractionResults(ViewInteraction.java:322)
at androidx.test.espresso.ViewInteraction.desugaredPerform(ViewInteraction.java:178)
at androidx.test.espresso.ViewInteraction.perform(ViewInteraction.java:119)
at androidx.test.espresso.flutter.EspressoFlutter$WidgetInteraction.performInternal(EspressoFlutter.java:142)
at androidx.test.espresso.flutter.EspressoFlutter$WidgetInteraction.perform(EspressoFlutter.java:107)
at io.flutter.plugins.webviewflutterexample.BackgroundColorTest.backgroundColor(BackgroundColorTest.java:38)
at java.lang.reflect.Method.invoke(Native Method)
```

It runs fine when run locally via `native-test`, and it's failing on the very first line (nothing obscure related to the thing being tested), so it seems like the problem here is that something is wrong with our ability to run this kind of test on our CI at the moment, rather than an issue with the test itself.

/cc @blasten @bparrishMines
Repository: pytorch
Issue: Distribution `cross_entropy` method
Labels: module: distributions,triaged

## 🚀 Feature

Add a `cross_entropy` method to `pytorch.distributions.Distribution` (and any applicable subclasses from `pytorch.distributions`) that returns the cross entropy between the distribution and another distribution.

## Motivation

`pytorch.distributions.Distribution` is fantastic but it lacks a lot of practical distribution functionality.

## Additional context

See also: #52973


cc @fritzo @neerajprad @alicanb @nikitaved
Repository: rust
Issue: Cargo: Target may not be installed notes should include which rust version it regards
Labels: C-enhancement

### Problem

When issuing commands on the type: `Cargo +1.52.0 build --target thumbv7em-none-eabihf --release`

the errors can state:
```
error[E0463]: can't find crate for `core`
  |
  = note: the `thumbv7em-none-eabihf` target may not be installed

error: aborting due to previous error
```

If these commands are then issued as part of build scripts or other workflows, the command itself can sometimes be quite nested. and attempting to fix the problem with: `rustup target add thumbv7em-none-eabihf`
would not always solve the issue, since the correct command would be `rustup +1.52.0 target add thumbv7em-none-eabihf`


### Proposed Solution

This could be solved by making the error slightly more verbose by including what was written behind the Cargo command in some way

example: 
```
error[E0463]: can't find crate for `core`
  |
  = note +1.52.0: the `thumbv7em-none-eabihf` target may not be installed

error: aborting due to previous error
```
or
```
error[E0463]: can't find crate for `core`
  |
  = note +nightly: the `thumbv7em-none-eabihf` target may not be installed
error: aborting due to previous error
```

or if no version override command was given: 

```
error[E0463]: can't find crate for `core`
  |
  = note: the `thumbv7em-none-eabihf` target may not be installed
error: aborting due to previous error
```


### Notes

The format of the output text is open for discussion, since its important it doesn't break anything, as well as add unnecessary complexity, if its not needed
Repository: pytorch
Issue: Distribution `covariance` property
Labels: module: distributions,triaged

## 🚀 Feature

Add a `covariance` property to `pytorch.distributions.Distribution` (and any applicable subclasses from `pytorch.distributions`) that returns the covariance of the distribution.

## Motivation

`pytorch.distributions.Distribution` is fantastic but it lacks a lot of practical distribution functionality.

## Additional context

See also: #52973
Repository: go
Issue: x/vulndb: add support to severity and cvss metrics in json and report
Labels: NeedsInvestigation,UX,vulncheck or vulndb

Copied from https://github.com/golang/vulndb/issues/7#issue-927313198:

Hi,
thank you for this amazing project
It looks like severity and CVSS metrics are missing from JSON and report.
example:

---
module: github.com/gin-gonic/gin
versions:
- fixed: v1.6.0
description: |
  The default [`Formatter`][LoggerConfig.Formatter] for the [`Logger`][] middleware
  (included in the [`Default`][] engine) allows attackers to inject arbitrary log
  entries by manipulating the request path.
published: '2021-04-14T12:00:00.000Z'
credit: "@thinkerou <thinkerou@gmail.com>"
symbols:
- defaultLogFormatter
links:
  pr: https://github.com/gin-gonic/gin/pull/2237
  commit: https://github.com/gin-gonic/gin/commit/a71af9c144f9579f6dbe945341c1df37aaf09c0d
cve_metadata:
  id: CVE-9999-0001
  cwe: 'CWE-20: Improper Input Validation'
  description: |
    Unsanitized input in the default logger in github.com/gin-gonic/gin before v1.6.0
    allows remote attackers to inject arbitary log lines.
  cvss:
    version: v2
    score: '4.0'
    vector: CVSS:3.1/AV:N/AC:L/PR:N/UI:R/S:U/C:H/I:H/A:N

I have created PR with support for both the severity field on JSON and CVSS data on the report (if exist at that time)
please confirm its satisfied the needs for it and review my PR : 6#
Repository: go
Issue: x/vulndb: import paths do not uniquely identify packages
Labels: NeedsInvestigation,vulncheck or vulndb

The DB is constructed assuming that package import paths are unique. But it's possible to have two different packages with the same import path, even at the same version. Example:

https://pkg.go.dev/github.com/hashicorp/vault@v1.0.1/api
https://pkg.go.dev/github.com/hashicorp/vault/api@v1.0.1

-----------

Moved from https://github.com/golang/vulndb/issues/5.
Repository: material-ui
Issue: Time Picker UI, onChange is not always called
Labels: new feature,component: time picker

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

If I select a time and drag my mouse outside and release it, the onChange method will not be called, however the actual component UI will update and stay updated. ,

### Expected behavior 🤔

The onChange method should be called. 

### Steps to reproduce 🕹

Steps:

1. Visit the docs https://mui.com/components/time-picker/, and scroll down to the Responsiveness section. 
2. Click on the "For desktop" component
3. Select a different hour while dragging your mouse outside the component. Release mouse. 
4. The UI will be permanently updated but the time in the box will be the old one. 


### Context 🔦

This issue also happens when minTime is specified and a user drags the mouse to the greyed-out times. onChange will not be fired while the UI updates. This is what is affecting me, however, the above issue is equivalent I think. 

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: pytorch
Issue: Include Declarations.yaml in Libtorch distributions
Labels: module: cpp,triaged,module: codegen,Stale

## 🚀 Feature
It would be great if the auto-generated Declarations.yaml were available in the pre-built LibTorch distributions. That way, generated external bindings can use the libtorch distributions without additional work. Right now, IIUC, you have to manually run "python -m tools.codegen.gen" after downloading source. 

## Motivation

Make it easier to produce bindings for other languages.

## Pitch

Include Declarations.yaml in Libtorch distributions. 

## Alternatives

The status quo requires download pytorch source and running a quick script, which is not so bad. 



cc @jbschlosser @ezyang @bhosmer @bdhirsh
Repository: rust
Issue: impls with TAIT reject valid unconstraining lifetimes
Labels: T-compiler,C-bug,F-type_alias_impl_trait

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![feature(impl_trait_in_assoc_type)]

trait Callable {
    type Out;
    fn call() -> Self::Out;
}

impl<'a> Callable for () {
    type Out = impl Sized;
    fn call() -> Self::Out {}
}
```

([Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=9c27eab73d34a39b6cd18fd213ced89c))

I expected this to compile fine since it is accepted without TAIT.

Instead, code was rejected because lifetime `'a` is non-constraining.

```
error[E0207]: the lifetime parameter `'a` is not constrained by the impl trait, self type, or predicates
 --> src/main.rs:8:6
  |
8 | impl<'a> Callable for () {
  |      ^^ unconstrained lifetime parameter

error[E0792]: expected generic lifetime parameter, found `'_`
  --> src/main.rs:10:28
   |
8  | impl<'a> Callable for () {
   |      -- this generic parameter must be used with a generic lifetime parameter
9  |     type Out = impl Sized;
10 |     fn call() -> Self::Out {}
   |                            ^^
```
Repository: vscode
Issue: [json] open definition in JSON document to navigate to the schema definition
Labels: feature-request,json

- VS Code Version: Version: 1.62.3 (Universal)
- OS: Darwin x64 19.6.0

Steps to Reproduce:

[VSC bug 1.zip](https://github.com/microsoft/vscode/files/7663115/VSC.bug.1.zip)
1. open bug1.json from attached minimal project
2. position cursor over field1 (line 2, column 7)
3. Go to Definition

Expected: jump to bug1.schema.json, line 5, column 5.
Actual: nothing happens.

Maybe I expect too much?
I'd like to edit both example and its specification file in parallel and am very interested in cross-navigation
Repository: TypeScript
Issue: Method signature completion doesn't respect the custom indent size
Labels: Bug

Using Spaces: 2, there are 6 spaces in the gif below when there should only be 4
![recording (5)](https://user-images.githubusercontent.com/2193314/144223318-f92dbb81-4278-4848-96df-0ca119b6a5af.gif)
Repository: material-ui
Issue: [Chip] Labels have insufficient color contrast when 'outlined' and 'color' variants applied
Labels: bug 🐛,accessibility,component: chip

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

In light mode, in the [Chip playground](https://mui.com/components/chips/#chip-playground) when `variant` is set to 'outlined' and `color` is set to 'info' or 'warning', the contrast ratio is **3.85:1** and **3.11:1**, respectively, which doesn't pass the [WCAG 2 AA contrast ratio threshold](https://dequeuniversity.com/rules/axe/4.3/color-contrast?application=axeAPI) of **4.5:1**

### Expected behavior 🤔

**According to WCAG docs:** 
> **Success Criterion:** Ensure color contrast of at least 4.5:1 for small text or 3:1 for large text, even if text is part of an image. Large text has been defined in the requirements as 18pt (24 CSS pixels) or 14pt bold (19 CSS pixels). Note: Elements found to have a 1:1 ratio are considered "incomplete" and require a manual review.

This only happens for `info` and `warning`. So, the update could be isolated to these two use cases where we use `.dark` instead of `.main` when [setting the color of the Chip](https://github.com/mui-org/material-ui/blob/master/packages/mui-material/src/Chip/Chip.js#L244).

Or, this could be a larger conversation about possibly adding some logic similar to how we [set the color of the Alert component](https://github.com/mui-org/material-ui/blob/master/packages/mui-material/src/Alert/Alert.js#L64) at the theme level so any time a component uses "theme palette colors" for "text" it is more likely to be 1. consistent, and 2. more likely to have a contrast ration threshold of 4.5:1

### Steps to reproduce 🕹

In the [Chip playground], in Chrome, set `variation` to 'outlined' and `color` to 'info' or 'warning'. Open dev console and hover the Chip element. You'll notice the built in accessibility checker confirms the contrast ratio is below the WCAG AA expected standard.
<img width="332" alt="Outlined Info Chip" src="https://user-images.githubusercontent.com/1933226/144915293-d741458c-6c61-4ad5-b30c-90b9cc265275.png">
<img width="329" alt="Outlined Warning Chip" src="https://user-images.githubusercontent.com/1933226/144915297-8c10ecd5-5ef6-4f50-ae85-8853183336fa.png">

 

### Context 🔦

This was discovered while developing a component within our own design system which sits on top of MUI. 

We're using the MUI Figma resource to style our components first and the color for this given component's text was set to the "Error/Alert/Content" value. Looking into it, that is the color used for the Alert component when `variant` is 'outlined' and `color` is 'error'. Looking for other examples of this, I came across `Chip` and realized it wasn't using the same logic as Alert and although most of the colors being used still pass the contrast ratio threshold, "info" and "warning" do not.

### Your environment 🌎

This can be reproduced in Chrome, using MUI docs site. No need for environment info.
Repository: godot
Issue: Vulkan: Setting DirectionalLight3D Pancake Size to 0 causes artifacts
Labels: bug,topic:rendering,topic:3d

### Godot version

v4.0.dev.20211117.official [175690957]

### System information

Windows 11, Vulkan, Nvidia Quadro K2000 461.92

### Issue description

When Pancake is turned off, Directional Shadows tend to fade unexpectedly, and not properly rendering their geometry.

The effect is somewhat similar to https://github.com/godotengine/godot/issues/45115 in some instances, and the effect is gone the moment Pancake Size != 0

### Steps to reproduce

Turn off Pancake (set size to 0) with Directional Shadows, and have various geometry casting shadows, and move around the scene

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/7663417/Bug.zip)
Repository: TypeScript
Issue: renaming node_modules directory with "javascript.updateImportsOnFileMove.enabled" option set to "always" causes crash
Labels: Bug,Help Wanted,Domain: Refactorings

*TS Template added by @mjbvz*

**TypeScript Version**: 4.5.2

**Search Terms**
- updateImports
- npm
- node_modules

---

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.62.0
- OS Version: Manjaro Linux

Steps to Reproduce:

1. set javascript.updateImportsOnFileMove.enabled to always
2. install and import multiple dependencies
3. change the directory name of the "node_modules" to anything else

When doing so VSCode attempts to update imports of many of the files inside the node_modules and if you have too many dependencies the amount of files it attempts to update is too high and causes the program to stop responding.

The worst part is that simply killing the application and starting it again doesn't necessarily fix the problem, in my case all of the updated files have opened in the editor as unsaved and persisted between closing and opening the application causing it to crash every time I opened it.

Perhaps the auto import update should never happen for any files in the node_modules, regardless of  the user settings?
Repository: godot
Issue: CPU lightmapper ray generation is not deterministic, making comparisons more difficult
Labels: enhancement,topic:rendering,topic:3d

### Godot version

3.4.stable, 3.5.beta (71d8ccbe9)

This does **not** occur on the `master` branch (tested on 2a9dd654b). Noise appears always in the same location across bakes there.

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

CPU lightmapper ray generation is not deterministic, making quality comparisons more difficult. This means that even if you don't change any geometry or lightmap baking settings, the noise will appear with a different pattern every time you bake lightmaps. This is more noticeable when not using denoising, but it still has an impact when denoising is enabled.

## Denoising disabled

### Bake 1

![2021-12-06_23 17 03](https://user-images.githubusercontent.com/180032/144932065-0efe52f0-c2fd-4b57-a5e9-90224ef7d5fc.png)

### Bake 2

![2021-12-06_23 17 13](https://user-images.githubusercontent.com/180032/144932068-7566ce77-7484-4a41-981d-e795f2d150be.png)

## Denoising enabled

### Bake 1

![2021-12-06_23 12 48](https://user-images.githubusercontent.com/180032/144932108-9ead950c-b8d5-41dc-8185-e7330103fbde.png)

### Bake 2

![2021-12-06_23 16 11](https://user-images.githubusercontent.com/180032/144932113-a883db6d-a357-450f-b890-a4c7da22ee1c.png)

### Steps to reproduce

- Create a mesh in Blender and export it as glTF (required for UV mapping).
- Configure the bake mode in the glTF's import options to **Gen Lightmaps** and click **Reimport**.
- Add a BakedLightmap node. Uncheck **Use Denoiser** to make the issue more appearant.
- Add an OmniLight with bake mode set to **All (Direct + Indirect)**. This makes the issue more visible than the default **Indirect** bake mode.
- Click **Bake** a first time. Take a screenshot of the editor (<kbd>Ctrl + F12</kbd>). Don't move the camera.
- Click **Bake** a second time. Take a screenshot of the editor (<kbd>Ctrl + F12</kbd>).
- Compare the two screenshots together.

### Minimal reproduction project

[test_lightmap_noise_pattern.zip](https://github.com/godotengine/godot/files/7663910/test_lightmap_noise_pattern.zip)
Repository: rust
Issue: Consider mangling ID's in rustdoc-json
Labels: T-rustdoc,C-discussion,A-rustdoc-json

Currently JSON `ID`'s are (approximatly) the underling DefId's which means they are not realy opaque, despite what we've said in the RFC.

> They happen to be the compiler internal DefId for that item, but in the JSON blob they should be treated as opaque as they aren't guaranteed to be stable across compiler invocations

The problem with this is that their is no obligation to treet the ID's as opaque (for a concreet example see https://github.com/scrabsha/scrabsha.github.io/pull/2). If we want to garentee our ability to change the ID format, we should make it so that no one relies on the specific values of ID's by making them not cary information. Eg `0:0` lets the user know things, wheras `a3aefbcbf31fa0bc12b9a73bc9d67976` (md5 hash) doesnt.

## Potential Drawbacks

- Non determinism
- Harder to debug
- Slower to build
- Larger output

Which of these are actualy a problem, or just unfounded concerns I'm not sure:

If you want to change this: heres the places to look:

https://github.com/rust-lang/rust/blob/0fb1c371d4a14f9ce7a721d8aea683a6e6774f6c/src/librustdoc/json/mod.rs#L219
https://github.com/rust-lang/rust/blob/0fb1c371d4a14f9ce7a721d8aea683a6e6774f6c/src/librustdoc/json/conversions.rs#L183

I'm not sure if this is a good idea, and would love feedback

@rustbot modify labels: +C-discussion +A-rustdoc-json
Repository: kubernetes
Issue: Add go generics support to client-go
Labels: area/client-libraries,sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

Support for Go 1.18 generics into k8s.io/client-go.

### Why is this needed?

Currently, the client-go has a substantial amount of code generation. This makes higher level abstractions and usage of the libraries challenging. For example, in our project there are 8 SharedInformerFactory types, but common logic cannot be used in all of them without substantial code duplication. This code duplication also _likely_ leads to bloated code sizes, although this has not yet been proven that generics will solve this.
Repository: flutter
Issue: [video_player] Allow querying supported playback speeds
Labels: platform-ios,p: video_player,package,has reproducible steps,P3,found in release: 2.5,found in release: 2.6,team-ios,triaged-ios

How to get AVPlayerItem's canPlayFastForward?
Because when I set the playbackSpeed to 3.0, then I get this PlatformException: 'Video cannot be fast-forwarded beyond 2.0x'
Repository: pytorch
Issue: [performance] a profiler util to show a rough break-down of the types of ops used by a model
Labels: oncall: profiler,Stale

## 🚀 Feature

At https://pytorch.slack.com/archives/C3PDTEV8E/p1638511540268500 we were discussing how depending on the model type the different bf16/amp or tf32 modes may or may not do much speed improvement. In order to benefit from tf32 for example one needs to have GEMM ops to dominate the computation.

## Motivation

But for a lay user to try to figure it out is far from easy, so I was thinking perhaps there could be a profiler util that could be plugged into a model and which will report to the user a breakdown of different ops that have been seen, TensorIterator (pointwise kernels) vs. gemm vs. <other ops>.

Here is a practical application: 

a user trying say --tf32 and reporting little improvement in speed.

Then we could say to them: run this profiler script with your model and look at the breakdown. If your model doesn't have a large percentage of GEMM ops, then you won't benefit much from TF32.

I initially wanted to find a model which would demonstrate the benefits of TF32, but it'd be handy to have an automatic tool that would tell me which is a good candidate and not require me to run a detailed analysis of each model with the profiler.

Such information could be further published with each model and also be used as an indicator if the model could be optimized if it's clear that it's dominated by "slow" ops.

@ngimel 

cc @ilia-cher @robieta @chaekit @gdankel @bitfort @ngimel @orionr @nbcsm @guotuofeng @guyang3532 @gaoteng-git
Repository: flutter
Issue: Windows: Add windows UI Automation support
Labels: c: new feature,a: accessibility,platform-windows,a: desktop,P2,team-windows,triaged-windows

Flutter's initial implementation of accessibility was based on a fork of Chromium's accessibility support, and makes use of the older Microsoft Active Accessibility (MSAA) API, via the `IAccessible` COM interface. 

In the meantime, Chromium has been adding UI Automation (UIA) support behind an experimental flag. Given that UIA provides a much more feature-rich API surface, we should look to add UI Automation support.