sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Restructure flutter_markdown examples to avoid implementing values types
Labels: team,package,team-ecosystem,P3,p: flutter_markdown,triaged-ecosystem

https://github.com/flutter/packages/pull/2495 had to add a bunch of ignores for the `avoid_implementing_value_types` lint to examples of flutter_markdown. We should restructure the examples so they don't validate the lint.
Repository: pytorch
Issue: fill_ OpInfo code not used, also, doesn't test the case where the second argument is a Tensor
Labels: module: tests,triaged

Two observations:
1. `sample_inputs_fill_` is no longer used. Can be deleted (https://github.com/pytorch/pytorch/blob/master/torch/testing/_internal/common_methods_invocations.py#L1798-L1807)
2. The new OpInfo for fill doesn't actually test the `tensor.fill_(other_tensor)` case. Previously we did test this, as shown by `sample_inputs_fill_`

cc @mruberry
Repository: godot
Issue: Scene Import "Use External" for materials only works if an material to replace exists
Labels: bug,confirmed,topic:import,topic:3d

### Godot version

4.0.dev (https://github.com/godotengine/godot/commit/d0a2a4c98195eb8a43713286b5b865dfbed05163)

### System information

Windows 11

### Issue description

If the mesh does not have a Material a empty Material is used (\<Unnamed Material\> in the advanced import settings and empty name in the Scene).
The option "Use External" exists but does not work for these Materials; the empty Material is used.

I think the option should not be removed but fixed for unnamed materials because it enables a workflow with all Materials in Godot (instead of Blender, ...).

### Steps to reproduce

1. Blender: Create new Mesh
2. one of the following
   - Blender: remove Material and import to Godot
   - Blender: export to GLTF and for `Geometry -> Materials` select `Placeholder` or `No exports`
   - Godot: import `.blend` and for `Materials -> Export Materials` select `Placeholder`
4. Go to Advanced Import Settings
5. Select the Material and tick `Use External Material -> enabled` and choose replacement path

Result has a empty Material.

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/9419277/Test.zip)
- Original Material from the asset is blue and the external Material is red
- `Original` does not use the external Material
- `Placeholder` does not export the original Material (external does not work)
- `NoMaterial` does not have a original Material (external does not work)
- `Material` imports the original Material (external works)
Repository: flutter
Issue: `ui_unittests` has relative path to vulkan
Labels: engine,P2,team-engine,triaged-engine

Seen in: fa86e2d8279ca7ab3c441f3857c726789cc8002b

Error:
```
$ ./out/host_debug_unopt/ui_unittests
dyld[83416]: Library not loaded: './libvulkan.dylib'
  Referenced from: '/Users/aaclarke/dev/engine/src/out/host_debug_unopt/ui_unittests'
  Reason: tried: './libvulkan.dylib' (no such file), '/usr/local/lib/libvulkan.dylib' (no such file), '/usr/lib/libvulkan.dylib' (no such file), '/Users/aaclarke/dev/engine/src/libvulkan.dylib' (no such file), '/usr/local/lib/libvulkan.dylib' (no such file), '/usr/lib/libvulkan.dylib' (no such file)
Abort trap: 6
```

otool output:
```
$ otool -L out/host_debug_unopt/ui_unittests
out/host_debug_unopt/ui_unittests:
	/System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 1858.112.0)
	/usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 228.0.0)
	./libvulkan.dylib (compatibility version 0.0.0, current version 0.0.0)
```

The path in otool should be relative to the ui_unittests binary via `@executable_path` so it can be executed from anywhere.

cc @chinmaygarde @bdero
Repository: rust
Issue: Trying to return `c_void` should suggest to return `()` instead
Labels: A-diagnostics,T-compiler

e.g. [this irlo thread](https://internals.rust-lang.org/t/allow-returning-t-where-t-default/17223?u=cad97) was likely the result of someone translating a `void`-returning C function to a `c_void`-returning Rust function.

Given the following:

```rust
pub fn example() -> core::ffi::c_void {
}
```

The current output is:

```rust
error[E0308]: mismatched types
 --> src/lib.rs:1:21
  |
1 | pub fn example() -> core::ffi::c_void {
  |        -------      ^^^^^^^^^^^^^^^^^ expected enum `c_void`, found `()`
  |        |
  |        implicitly returns `()` as its body has no tail or `return` expression
```

Ideally, this should also contain a help message along the lines of

```rust
help = returning void in C is the same as returning () in Rust
```

and a suggestion to remove the `-> c_void`.

----

It might be reasonable to have this as a dedicated warning lint for `-> c_void` either instead of or in addition to help on the type mismatch error, as writing bindings to `extern "C" { fn foo() -> c_void; }` is wrong but won't get a type mismatch error. This probably should go straight to a rustc lint rather than in clippy due to the practically-100% applicability.

----

It might also be beneficial to do more thorough linting of misuse of `c_void` (basically any use that isn't `*mut c_void` or `*const c_void` (or *maybe* `ptr::NonNull<c_void>`), but that is a separate issue from teaching in this error.

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Repository: flutter
Issue: [Impeller] Provide a transform aware fix for minimum stroke widths
Labels: engine,c: rendering,P2,e: impeller,team-engine,triaged-engine

https://github.com/flutter/engine/pull/35576 provided a fix for minimum stroke widths, but it is only guaranteed in a uniform scale coordinate system. That solution is "scale aware" for the device transformation, but If there is a non-uniform scale then the minimum enforced width will be the average of the scales (in particular, the square root of the determinant which means that Z scaling can also affect it).

A proper solution that works even in non-uniform scales and skewed coordinate systems will require more work. These types of transforms are not common, but it is possible to enforce minimum stroke widths even in those cases.
Repository: vscode
Issue: Fonts that print underscore beyond a cell's height don't render anything in the DOM renderer
Labels: bug,upstream,upstream-issue-linked,terminal-rendering

Not a regression, just noticed while investigating https://github.com/microsoft/vscode/issues/158497

It should be `this_that`:

![image](https://user-images.githubusercontent.com/2193314/186530410-c2f03143-11a5-4a91-a3b3-b7319d9da265.png)

The font in question `Droid Sans Mono`, probably `DejaVu Sans Mono` too which default on a lot of Linux distros write the underscore below the natural height of the char.
Repository: material-ui
Issue: In shadow DOM, keyboard not working for Select menu
Labels: bug 🐛,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

When Select menu (and its popover) is displayed within a shadow DOM, arrow keys have no effect.

### Expected behavior 🤔

Arrow keys should select menu items.

(I'm not sure to what extent shadow DOM is supported, but it seems to be mostly working otherwise.)

### Steps to reproduce 🕹

Steps:

1. Load https://codesandbox.io/s/hopeful-noether-88fukr
2. This renders a React root into a shadow DOM, and also puts the Emotion styles there using an Emotion CacheProvider.
3. Inside it is a Select menu with disablePortal=true (so it can use the styles).
4. Click the Select menu so its popover appears.
5. Press one of the arrow keys. The selection doesn't change.


### Context 🔦

Rendering a MUI app entirely within a web component's shadow DOM.

### Your environment 🌎

CodeSandbox
Repository: neovim
Issue: API to change mode (ie. nvim_set_mode)
Labels: enhancement,api



## Feature description
Have the "setter" version of `nvim_get_mode`. Currently, the only "official"/"reliable" way to get between basic modes is to use the default keybindings. If you want to do something else, too bad (though I'm sure there are exceptions/workarounds that I can't find via Google).

Fairly simple in concept, though I'm not sure how ingrained the default keybindings are in (neo)vim to their actual function of changing modes.

## Use case
In telescope prompt, I want a dual behavior of `<Esc>`: close the window if the prompt is empty, otherwise change to normal mode. However, now that I've overridden the escape key functionality, there's not way to get back into normal mode. Having a `nvim_set_mode` function would easily solve the issue, while also providing some extra flexibility
Repository: godot
Issue: Theme variation bugs.
Labels: bug,topic:editor,confirmed,topic:gui

### Godot version

3.5-stable

### System information

Windows 11 64bits, GTX 1060, GLES3

### Issue description

Bugs in the new theme variation features.
Tested in godot 3.5 stable, and a build of godot made 25 august 2022.
The bugs are on both.



1. When creating variations in the manage theme items popup, trying to delete one of the delete them all.
2. After creating the variations unable to access them from the list in the inspector.
3. After creating at multiple variations and setting for all of them a base type, and overriding at least one property for each of them then you can remove them one by one, if one a these conditions are not valid, trying to remove one of them in the manage theme items popup will remove them all.


https://user-images.githubusercontent.com/93253123/186544547-01425c13-84cf-42db-b7de-8e8439bf09ba.mp4



### Steps to reproduce

1. Open the res://new_theme.tres.
2. Open the manage items.
3. Add two type.
4. Try to remove one of them, they all get deleted.

1. Open the res://new_theme.tres.
2. Open the manage items.
3. Add two type.
4. Close  the manage items.
5. Select the button in the scene res://Button.tscn.
6. In the inspector go to the theme type variation property (the list is empty).
7. But if your write the name of one of type you just created before(click on the pencil icon) it works.
8. But if now you reselect nothing in the list, what you just typed desapear again, you need to write the name all the time.
9. Now reopen  res://new_theme.tres.
10. For each types: select the base type button, and override the font color property for example (at least one property per item).
11. Open the item manager and you can remove them one by one.
[ThemeVariation.zip](https://github.com/godotengine/godot/files/9420154/ThemeVariation.zip)



### Minimal reproduction project

_No response_
Repository: rust
Issue: Clarify that the different help suggestions can not be used together
Labels: A-diagnostics,T-compiler

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=2527d830a9efb6bbeb947dd2a2a47c74

```rust
fn one() -> i32 {
    1
}

fn foobar() {
    one()
}
```

The current output is:

```
error[[E0308]](https://doc.rust-lang.org/stable/error-index.html#E0308): mismatched types
 --> src/lib.rs:6:5
  |
6 |     one()
  |     ^^^^^ expected `()`, found `i32`
  |
help: consider using a semicolon here
  |
6 |     one();
  |          +
help: try adding a return type
  |
5 | fn foobar() -> i32 {
  |             ++++++
```

Ideally the output should clarify that the different help suggestions can't be used together, rather the developer can pick one of them.

@rustbot claim


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Repository: vscode
Issue: Some global properties in tasks.json don't  take effect
Labels: bug,tasks

Type: <b>Bug</b>

Some global properties , e.g. options and presentation, in tasks.json don't  take effect. They must be setted in every task.
If unfortunately there are hundreds of tasks, we must copy them to vevry task, although they are repetitive.

Here is the tasks.json in .vscode of a folder.
```json
{
  "version": "2.0.0",
  "problemMatcher": [ //This global property seems working well.
    "$gcc"
  ],
  "presentation": { //Presentation must be setted within every single task. It does NOT work in global scope.
    "echo": true,
    "reveal": "silent",
    "revealProblems": "onProblem",
    "focus": false,
    "panel": "shared",
    "showReuseMessage": true,
    "clear": true,
    "close": true
  },
  "options": { //Just like presentation above, options must be setted within every single task. 
               //It does NOT work in global scope.
    "cwd": "${workspaceFolder}"
  },
  "tasks": [
    {
      "type": "cppbuild",
      //presentation and options work well if they are setted in specific task
      "label": "Compile Project 1",
      "command": "/usr/bin/sudo",
      "args": [
        "./build-1.sh",
        "x86",
        "debug",
        "1>/dev/null"
      ],
    },
    {
      "type": "cppbuild",
      //presentation and options work well if they are setted in specific task
      "label": "Compile Project 2",
      "command": "/usr/bin/sudo",
      "args": [
        "./build-2.sh",
        "x86",
        "debug",
        "1>/dev/null"
      ],
    },
  ],
}
```

VS Code version: Code 1.70.2 (e4503b30fc78200f846c62cf8091b76ff5547662, 2022-08-16T05:35:13.448Z)
OS version: Windows_NT x64 10.0.19042
Modes:
Remote OS version: Linux x64 5.4.0-110-generic

<details><summary>Extensions (17)</summary>

Extension|Author (truncated)|Version
---|---|---
project-manager|ale|12.6.1
better-cpp-syntax|jef|1.15.19
l13-diff|L13|1.0.3
remote-containers|ms-|0.245.2
remote-ssh|ms-|0.84.0
remote-ssh-edit|ms-|0.80.0
remote-wsl|ms-|0.66.3
material-icon-theme|PKi|4.20.0
doxdocgen|csc|1.4.0
gitlens|eam|12.1.2
cmake-language-support-vscode|jos|0.0.4
l13-diff|L13|1.0.3
vscode-dotnet-runtime|ms-|1.5.0
cmake-tools|ms-|1.11.26
cpptools|ms-|1.11.5
partial-diff|ryu|1.4.3
cmake|twx|0.0.17

(3 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: terminal
Issue: the scroll bar is thicker than normal when the cursor hovers it
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.15.2284.0

### Windows build number

10.0.25188.1000

### Other Software

_No response_

### Steps to reproduce

just open windows terminal and input some command or press enter until the scroll bar appears

### Expected Behavior

the normal scroll bar looks like this:
![image](https://user-images.githubusercontent.com/107602397/186574643-5d61ed86-b6fa-4e26-bff7-0ca80d02ffef.png)

### Actual Behavior

the scroll bar is too thick:
![image](https://user-images.githubusercontent.com/107602397/186574518-37ee65cd-a0bf-4de5-96e7-da68f301f6cb.png)
Repository: PowerToys
Issue: Undefined Xiaomi Ai Button 
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I tried to remap Xiaomi AI button on my laptop: [Xiaomi Book Pro 14inc 2022](https://www.mi.com/mibook/2022/14pro)
But Keyboard manager could not identify this button and show that is an undefined button.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: vscode
Issue: Find Dialogue
Labels: feature-request,accessibility,editor-find,tree-widget

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Hello.

I wasn't able to locate this request or functionality (if it exists, so I apologize if it's already there)

I have a vision impairment and need to have things relatively bigger to work.  VS Code has made my life a heck of a lot easier and I wish it existed back in the 90s when I started my career.

That being said there is only one area I was hoping that can be improved.

I find the FIND dialogue box too small and on a big monitor, being up in the upper right sometimes I literally have to stand up to look at it.

I am hoping you can either, allow to make the box MOVEABLE or CENTERED, and an option to make it bigger (aside from increasing the whole work bench size).

I also noticed the new FIND dialogue on the TREE VIEW which is a welcome addition, would it be possible to have it at the TOP of the TREE VIEW ALL THE TIME as an option, there is enough space there that it could exist without having to invoke it. (also an option to make that bigger as well)

Also allow the FILTER selection state to be remembered, I have to turn it on each time I close the FIND box.

Thanks !
Repository: flutter
Issue: "flutter attach" fails to connect when using --debug-url
Labels: tool,has reproducible steps,P3,found in release: 3.0,found in release: 3.1,found in release: 3.3,team-tool,triaged-tool

If I run a Flutter app with `flutter run`:

```
danny@Dannys-MacBook-Pro src % flutter run         
// ...
An Observatory debugger and profiler on Android SDK built for x86 is available at: http://127.0.0.1:55772/yRmpm6wAk9w=/
The Flutter DevTools debugger and profiler on Android SDK built for x86 is available at: http://127.0.0.1:9101?uri=http://127.0.0.1:55772/yRmpm6wAk9w=/
```

And then try to connect to it using `flutter attach` with `--debug-url`, it fails:

```
danny@Dannys-MacBook-Pro src % flutter attach -d emulator-5554 --debug-url http://127.0.0.1:55772/yRmpm6wAk9w=/
Error connecting to the service protocol: failed to connect to http://127.0.0.1:55918/yRmpm6wAk9w=/
```

(note the port number in the error is different to the one I provided)

Connecting using the device (`-d`) seems to work fine.

Passing `--debug-url` is a workflow supported in VS Code to allow users to attach to Flutter apps that might have been launched externally from VS Code, but currently this fails for the reasons above.

I believe this used to work at some point in the past, because https://github.com/flutter/flutter/pull/70847 looks like a fix for a very similar issue, however even if I pass `--no-dds` to both `flutter run` and `flutter attach` here, I see the same failure.
Repository: flutter
Issue: FAILURE: Build failed with an exception: Since upgrade to 3.0.5, all new projects are not running for android
Labels: c: crash,platform-android,tool,t: gradle,P3,team-android,triaged-android
Repository: godot
Issue: Grid Container children do not have consistent size.
Labels: bug,confirmed,topic:gui

### Godot version

3.5 mono

### System information

windows 10

### Issue description

When a grid container has multiple columns and it is not completely filled, the children are not given a consistent amount of space to expand to. This causes jitter in game when adding or removing things to the grid container.

I expect that the grid apportions a consistent amount of space to each column regardless of it currently being occupied.

### Steps to reproduce

In the example project, duplicate the button and keep a close eye on the button's size and position in relation to the grid.

### Minimal reproduction project

[GridContainerBug.zip](https://github.com/godotengine/godot/files/9424695/GridContainerBug.zip)
Repository: storybook
Issue: Can storybook+angular be deployed in aws serverless lambda
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
Is there any documentation on deploying storybook from angular app to aws serverless.

**Describe the solution you'd like**
I tried finding solution but all solutions are about deploying angular app using angular universal and nothing i found about deploying storybook related.

**Additional context**
Any help or pointing in any direction would be highly appreciated.
Repository: material-ui
Issue: [material-ui][Button] Height is at 36.5px instead of 36px 
Labels: design: material,discussion,component: button

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

Honestly this is such a small thing but it bugs me to no end when trying to setup things in the UI consistently. The button height measures out to 36.5px when bring inspected in Chrome/Firefox/Edge when the height should be at 36px.

There seem to be some other components that were effected as well. Subtitle2 was a 22px high I believe and now its some fraction. My assumption is this was due to a browser update.

Again this is in no way a huge issue just something I have noticed.

### Expected behavior 🤔

Button height should be at 36px not 36.5px

### Steps to reproduce 🕹

Steps:

1.Go to MUI in any browser
2. Inspect the button component 
3. View the height result


### Context 🔦

It would be nice if the output height of components were not decimals at it makes precision aligning and component altering a bit more difficult when decimals need to be used.  

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: puppeteer
Issue: [Feature]: Websocket close code getter
Labels: bug,feature,P3

### Bug description

Hi, at the moment, there is no way to access the close code when the WebSocket connection is terminated. I created this issue to ask if you would be willing to accept a PR which adds this feature.

Here's my use case. I have a man-in-the-middle WebSocket server between the Puppeteer client and a pool of browsers. The server can indicate errors by sending a close frame with a close code and a message. It looks like `ProtocolError: Protocol error (Browser.getVersion): Target closed.` on the client side and there is no way to get to the close code.

I propose that we add the fields `closeCode` and `closeMessage` to the protocol error so that the user can access them like ``catch(e) { console.log(`close code: ${e.closeCode}, message: ${e.closeMessage}`) }``. I would be happy to submit a PR. Please let me know if you would accept it. 🙏 

BTW on Puppeteer < 14.4.0, I am able to access the close code and message by using a custom transport and getting `transport._ws._closeCode` and `transport._ws._closeMessage`. This workaround stopped working in 14.4.0 as the `_ws` field [was made private](https://github.com/puppeteer/puppeteer/compare/v14.3.0...v14.4.0#diff-156fd83564b3b5a1f8dcc7f5759bd6508ac773efbad8fcea4563422d2760b83bR35).

Steps to reproduce the problem:

1. Run the following script using puppeteer >= 14.4.0.

```js
const puppeteer = require("puppeteer");
const {
  NodeWebSocketTransport,
} = require("../node_modules/puppeteer/lib/cjs/puppeteer/node/NodeWebSocketTransport");

(async () => {
  const browserWSEndpoint = "ws://127.0.0.1:9222/devtools/browser/b90a8030-dc57-480e-ae86-5fdaf68cecc6" // change to your was endpoint
  const transport = await NodeWebSocketTransport.create(browserWSEndpoint);
  try {
    const browser = await puppeteer.connect({ transport });
    await browser.close();
  } finally {
    console.log(`closeCode: ${transport._ws._closeCode}, closeMessage: ${transport._ws._closeMessage}`);
  }
})().catch(console.error);
```
2. There is no way to access the close code. The script fails with `Cannot read properties of undefined (reading '_closeCode')`
3. Run the script again with Puppeteer < 14.4.0. The close code and message (empty) are printed out. `closeCode: 1006, closeMessage:`

### Puppeteer version

>= 14.4.0

### Node.js version

v18.3.0

### npm version

8.11.0

### What operating system are you seeing the problem on?

macOS

### Relevant log output

_No response_