sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Unclear unwind safety for `std::alloc::Allocator::{grow,shrink}`
Labels: A-allocators,A-docs

### Location

https://doc.rust-lang.org/nightly/std/alloc/trait.Allocator.html

### Summary

The documentation for the `grow()`, `grow_zeroed()`, and `shrink()` methods contains an implication that it is not unsound (though also not recommended) for these methods to panic.

> Clients wishing to abort computation in response to an allocation error are encouraged to call the [`handle_alloc_error`](https://doc.rust-lang.org/nightly/alloc/alloc/fn.handle_alloc_error.html) function, rather than directly invoking `panic!` or similar.

But, it is important for the caller to handle outcomes correctly to avoid either leaking or accessing freed memory:

> If this returns `Ok`, then ownership of the memory block referenced by `ptr` has been transferred to this allocator. The memory may or may not have been freed, and should be considered unusable.
> 
> If this method returns `Err`, then ownership of the memory block has not been transferred to this allocator, and the contents of the memory block are unaltered.

Thus, I think that the documentation should also mention the caller's responsibility in case of unwind, i.e. if the call panics. I see two coherent possibilities:

1. A panic is a bug in the allocator; the caller must make no assumptions, and thus must not touch `ptr` further (potentially leaking an allocation).
2. A panic is a way of signaling allocation failure; it should be treated similarly to `Err`, and `ptr` is still valid. Therefore, unwinding should leave the owner of `ptr` in a valid state, and deallocate `ptr` on drop.

In either case, I think the documentation should explicitly describe unwind considerations.
Repository: flutter
Issue: [web] Wasm toolchain in engine repo does not work properly on Windows
Labels: engine,platform-web,P2,c: parity,team-web,triaged-web

The emscripten toolchain as invoked through gn doesn't work properly on Windows. It seems the GN configuration makes a number of assumptions about the host system being posix-based
Repository: PowerToys
Issue: 给FancyZones添加一个黑名单功能
Labels: Needs-Triage

### Description of the new feature / enhancement

在设置中添加一个列表，这个列表是用来记录一些软件的，当我们在拖动这些软件时，将不会激活FancyZones的功能，而是保持Windows的默认行为。

### Scenario when this would be used?

我在使用FancyZones功能时，是默认拖动就激活的，所以经常在拖动类似PoltPlay这样不需要全屏软件时就需要手动取消激活，希望添加类似黑名单的功，可以让我把那些不需要全屏的软件添加进去，让他们可以按Windows的默认行为来工作。

### Supporting information

_No response_
Repository: PowerToys
Issue: Auto correct file names in save dialogs for invalid characters
Labels: Needs-Triage

### Description of the new feature / enhancement

Often the fastest way to name a file is to copy some text from the page, but then have to waste time trimming out invalid characters like : or commas or quotes.  

Would be a nice feature to auto strip these out some how.

Bonus would be to auto populate the dialog with the last copied text.

### Scenario when this would be used?

Saving files with copy pasted file name quickly without dealing with invalid characters.

### Supporting information

_No response_
Repository: PowerToys
Issue: PowerToys Run Plugin Option Result Ordering
Labels: Needs-Triage

### Description of the new feature / enhancement

I want to talk about 'Direction Activation Command'. It can be used to filter from global search reasults(if included in global search) or can initiate intended search directly which is fine. But, if two plugins have same activation command then there is ordering issue like which one's result should come first. Like I have '/' key as activation command for Web Search and as well URL Search. And while opening PowerToys Run and pressing '/' key and entering some url it sometime shows web search option at top of results or url search and it is random. Nobody will be searching website url with web search most of the time, right? 
So, one sort option/button which opens new small window where user can do following
1. see all the direct activation commands with their associated plugins, allow to modify it and can sort if two or more plugins have same activation commands
2. sort plugins with global results ON
3. Additional tick option for inclusion or exclusion of that plugin in global results.

Yes, this simple UI implementation might make Microsoft feel like user is asking to carry mountain like Hanuman(as history tells, not mythology, Microsoft ones) but you can do this as simple as Apple lifting Intel chip and throwing it out of the door.

### Scenario when this would be used?

Searching with two or more plugins with same activation command.

### Supporting information

_No response_
Repository: next.js
Issue: Next.js 13 Using a Loading UI alongside an async Server Component with SCSS module generates a runtime syntax error (unexpected token: string literal)
Labels: bug

### Verify canary release

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

### Provide environment information

```
    Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home  
    Binaries:
      Node: 18.12.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.0.3-canary.2     
      eslint-config-next: 13.0.2
      react: 18.2.0
      react-dom: 18.2.0
```

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

Firefox 106.0.5 (64-bit)

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

next dev

### Describe the Bug

In `next dev` mode, when a scss module is imported and its styles are referenced in the rendering of an `async` server component, such as `app/page.tsx`, and at the same time there is an `app/loading.tsx` present, then a browser refresh will generate a syntax error (unexpected token: string literal) in the loaded HTML.

The generated syntax error can be found in the final script tag of the page after a browser refresh in `next dev` mode:
```html
<!DOCTYPE html>
<html lang="en">
	<!-- ... -->
	<!-- the very last script tag with syntax error -->
		<script>
			B:0","S:0",[["/_next/static/css/app_page_module_scss.css?ts=1668046543925","high"]])
		</script>
	</body>
</html>
```

### Expected Behavior

No syntax error to be generated and the page to load successfully.

### Link to reproduction - Issues with a link to complete (but minimal) reproduction code will be addressed faster

https://github.com/JDBar/next13-async-sass-module-bug

### To Reproduce

First I ran:
```bash
npx create-next-app@latest --experimental-app
npm i sass
```

I then created an `async` server component in the `app` folder which also imported and referenced an scss module.

**app/page.module.scss**
```scss
.exampleClass {
	color: green;
}
```
**app/page.tsx**
```tsx
import styles from "./page.module.scss";

// Some async data fetching function.
function getData() {
	return new Promise<{ value: number }>((resolve) => {
		setTimeout(() => {
			resolve({ value: 123 });
		}, 1000);
	});
}

// Our async server component.
export default async function Home() {
	const data = await getData();
	return <h1 className={styles.exampleClass}>{data.value}</h1>;
}
```

This works as expected when running `next dev`. Opening `localhost:3000` loads successfully, and refreshing works.
![](https://i.imgur.com/F3Jevxy.png)

However, we can generate a syntax error at runtime after introducing one of the new [instant loading states](https://beta.nextjs.org/docs/routing/loading-ui#instant-loading-states).

**app/loading.tsx**
```tsx
export default function Loading() {
	return <div>Loading...</div>;
}
```

Now, running `next dev` will work on initial page load, but generate a syntax error on page refresh.
![](https://i.imgur.com/xlNGjLW.png)
Repository: rust
Issue: Suggest cloning Arc/Rc
Labels: A-diagnostics,T-compiler,D-newcomer-roadblock,D-terse

```rust
fn main() {
    let x = Arc::new(1);
    foo(x);
    bar(x);
}

fn foo(_: Arc<usize>) {}
fn bar(_: Arc<usize>) {}
```
```
error[[E0382]](https://doc.rust-lang.org/stable/error-index.html#E0382): use of moved value: `x`
 --> src/main.rs:6:9
  |
4 |     let x = Arc::new(1);
  |         - move occurs because `x` has type `std::sync::Arc<usize>`, which does not implement the `Copy` trait
5 |     foo(x);
  |         - value moved here
6 |     bar(x);
  |         ^ value used here after move
  ```

The help message could mention that `Arc` implements `Clone`. We don't usually suggest cloning values in diagnostics, but for `Arc/Rc` we probably should.


Another common case (this one is probably harder to suggest a fix for):
```rust
fn main() {
    let x = Arc::new(1);
    for _ in 0..4 {
        std::thread::spawn(move || {
            println!("{}", x);
        });
    }
}
```
```
error[[E0382]](https://doc.rust-lang.org/stable/error-index.html#E0382): use of moved value: `x`
 --> src/main.rs:6:28
  |
4 |     let x = Arc::new(1);
  |         - move occurs because `x` has type `std::sync::Arc<i32>`, which does not implement the `Copy` trait
5 |     for _ in 0..4 {
6 |         std::thread::spawn(move || {
  |                            ^^^^^^^ value moved into closure here, in previous iteration of loop
7 |             println!("{}", x);
  |                            - use occurs due to use in closure
```

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Repository: flutter
Issue: [google_maps_flutter][android] Small polyline/polygon is jaggy (LatLng loses precision at toPoints() in Convert.java)
Labels: platform-android,p: maps,package,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-android,triaged-android

I have a flutter GNSS RTK project. It needs to draw accurate polylines/polygons, but now they are jaggy.

## Steps to Reproduce

Modify _createPoints() in example/lib/place_polyline.dart to draw a small straight line.
```
  List<LatLng> _createPoints() {
    final List<LatLng> points = <LatLng>[];
    for (int i = 0; i < 1000; i++) {
      points.add(_createLatLng(
          53.1721000 + 0.0000001 * i.toDouble(),
          -3.5402000 + 0.0000001 * i.toDouble()
      ));
    }
    return points;
  }
```
Run the example and zoom up. You can see a jaggy polyline.
<img width="300" src="https://user-images.githubusercontent.com/93292340/201005340-0d9fd70f-392d-4dd7-9e58-b4e901bce67a.jpg">

When I change toFloat() to toDouble() in toPoints() of Convert.java, it gets straight line.
```
  private static List<LatLng> toPoints(Object o) {
    final List<?> data = toList(o);
    final List<LatLng> points = new ArrayList<>(data.size());

    for (Object rawPoint : data) {
      final List<?> point = toList(rawPoint);
      //points.add(new LatLng(toFloat(point.get(0)), toFloat(point.get(1))));
      points.add(new LatLng(toDouble(point.get(0)), toDouble(point.get(1))));
    }
    return points;
  }
```
<img width="300" src="https://user-images.githubusercontent.com/93292340/201005346-ed4a72fa-3308-4528-916d-ff905f8e077d.jpg">
Repository: godot
Issue: UI/Color Glitch
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,needs testing

### Godot version

3.5.1

### System information

Google ChromeOS  64-bit 107.0.5304.92

### Issue description

how do i fix this ui glitch? it only happens when im using GLES3, not GLES2

![Screenshot 2022-11-10 5 26 08 PM](https://user-images.githubusercontent.com/93733308/201006393-b0b27dbf-fc28-454d-b71f-e9253b609a53.png)



### Steps to reproduce

.

### Minimal reproduction project

_No response_
Repository: excalidraw
Issue: Fix text element inside container when rotated
Labels: bug,Text containers


https://user-images.githubusercontent.com/11256141/201013205-d01c8f25-b9d3-41e6-a1bc-b355c6ce5cbf.mp4
Repository: material-ui
Issue: Font of TextField changes when using password manager
Labels: component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

![ezgif-1-ec60b8fdfd](https://user-images.githubusercontent.com/677956/201022505-3e30be4e-972f-4cc8-9a5d-15e3b45f58f2.gif)


### Current behavior 😯

Font of TextField changes when using password-manager.

Tested in current chrome on windows.

using the following Theme:
´´´
    typography: {
        fontFamily: 'Source Sans Pro,-apple-system,BlinkMacSystemFont,Segoe UI,Roboto,Oxygen,Ubuntu,Cantarell,Fira Sans,Droid Sans,Helvetica Neue,sans-serif',
        fontWeightBold:700,
        fontWeightMedium:600,
        fontWeightRegular:400,
        fontWeightLight:300
    },
´´´

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
   @emotion/react: ^11.10.5 => 11.10.5
    @emotion/styled: ^11.10.5 => 11.10.5
    @mui/base:  5.0.0-alpha.105
    @mui/core-downloads-tracker:  5.10.13
    @mui/icons-material: ^5.10.9 => 5.10.9
    @mui/material: ^5.10.13 => 5.10.13
    @mui/private-theming:  5.10.9
    @mui/styled-engine:  5.10.8
    @mui/system:  5.10.13
    @mui/types:  7.2.0
    @mui/utils:  5.10.9
    @types/react:  18.0.24
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0

```
</details>
Repository: pytorch
Issue: ImportError: libcupti.so.11.2: cannot open shared object file: No such file or directory
Labels: module: build,module: cuda,triaged

### 🐛 Describe the bug

---------------------------------------------------------------------------
ImportError                               Traceback (most recent call last)
      4 import random
      5 import copy
----> 6 import torch
      7 #import learn2learn as l2l
      8 import numpy as np

File /dev_data_1/conda/envs/meta/lib/python3.8/site-packages/torch/__init__.py:202, in <module>
    200     if USE_GLOBAL_DEPS:
    201         _load_global_deps()
--> 202     from torch._C import *  # noqa: F403
    204 # Appease the type checker; ordinarily this binding is inserted by the
    205 # torch._C module initialization code in C
    206 if TYPE_CHECKING:

ImportError: libcupti.so.11.2: cannot open shared object file: No such file or directory

### Versions

torch 1.12.0
python 3.8.13

cc @malfet @seemethere @ngimel
Repository: vscode
Issue: vscode.dev: webviews key shortcuts doesn't work as expected
Labels: bug,webview

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- VS Code Version: 1.73.1
- OS Version: VSCode Dev

Steps to Reproduce:

1. Go to https://vscode.dev/ and open a webview such as Release Notes.
2. Try to close the editor by pressing ctrl + F4.
--> This will close the IDE page instead of the webview tab.
 other shortcuts seems not to work as expected.

![image](https://user-images.githubusercontent.com/9718939/201026683-31fa1455-6cb6-479a-af92-497beb264d47.png)
Repository: godot
Issue: Access Violation when calling Input SetCustomMouseCursor
Labels: bug,topic:core,confirmed,crash

### Godot version

4.0 beta 4

### System information

Windows 10, Vulkan Nvidia GeForce GTX 1660 Super

### Issue description

I'm working on implementing a custom cursor, and when I call Input.SetCustomMouseCursor), I get an access violation.  This happens in Visual Studio.  I don't know how to stop it from happening, I've tried omitting the Vector2 altogether for the hotspot, tried a different shape, tried giving it a Texture2D and a Resource object; same crash occurs.  It doesn't happen in the Editor, but I'm not sure there isn't a problem because I've noticed that the game hangs when closing with the code added.  The access violation does not appear to be thrown until closing the game or stopping the debugger.

```
public override void _Ready()
{
        Input.MouseMode = Input.MouseModeEnum.Hidden;
        var pointerCursor = ResourceLoader.Load("res://Assets/Cursors/pointer.png");
        Input.SetCustomMouseCursor(pointerCursor, Input.CursorShape.Arrow, testVector);
}

public override void _Process(double delta)
{
        Position = GetGlobalMousePosition();
}

```

Seems to be an uninitialized pointed but I'm not seeing where that's happening, I have no code that should be doing that.  I've included a sample project.

This is the Visual Studio console output:
Exception thrown at 0x00007FF7ABB0F332 in Godot_v4.0-beta4_mono_win64.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

Call stack:
```
>	Godot_v4.0-beta4_mono_win64.exe!00007ff7abb0f332()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e9fc69()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7acab37bc()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e14785() Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e15786() Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e35ca0()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e53b22() Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8e548a9() Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7ad5f0ce5()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8dc13c1()	Unknown
 	Godot_v4.0-beta4_mono_win64.exe!00007ff7a8dc14d6() Unknown
 	kernel32.dll!00007ffdf5317034()	Unknown
 	ntdll.dll!00007ffdf7062651()	Unknown
```



### Steps to reproduce

Create a scene, add a sprite to serve as the mouse cursor.   Create a C# script with the code shown above, or grab the sample project.  You'll need to run it in Visual Studio.  Open the solution file and edit the Profile with the settings in the image below, change the executable path to your executable obviously. 

![image](https://user-images.githubusercontent.com/80242824/201027170-98f76488-f592-494a-b560-98a19b08710a.png)


### Minimal reproduction project

[TestGame.zip](https://github.com/godotengine/godot/files/9978385/TestGame.zip)
Repository: flutter
Issue: How to use scale gesture recognizer instead of pan recognizer
Labels: c: crash,framework,f: gestures,P2,found in release: 3.3,team-framework,triaged-framework

A `GestureDetector` widget allows you to register "pan" callbacks or "scale" callbacks, but not both.

Attempting to register both causes an error:

```
Incorrect GestureDetector arguments.

Having both a pan gesture recognizer and a scale gesture recognizer is redundant; scale is a superset of pan.

Just use the scale gesture recognizer.
```

However, as far as I can tell, the scale behavior isn't really a "superset" of the pan behavior.

I tried migrating my existing panning behavior to use scale callbacks because I needed to add scaling to my existing gesture behaviors. In my existing pan behavior, I check the type of device that starts the pan:

```dart
void _onPanStart(DragStartDetails details) {
  print("Device type: ${details.kind}");
}
```

As I mentioned, when I tried to add scaling, I was forced to replace my pan methods with scale methods. But the device type isn't reported. For example, the following doesn't compile:

```dart
void _onScaleStart(ScaleStartDetails details) {
  print("Device type: ${details.kind}");
}
```

Therefore, while it may be true that the touch events that trigger a pan gesture also trigger a scale gesture, the way that information is reported results in different capabilities.

I think that this should be considered a bug.

In the meantime, what can I do to handle pan and scale gestures with device awareness, e.g., Apple pencil vs touch?

Flutter version:
```
Flutter 3.3.8 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 52b3dc25f6 (28 hours ago) • 2022-11-09 12:09:26 +0800
Engine • revision 857bd6b74c
Tools • Dart 2.18.4 • DevTools 2.15.0
```
Repository: neovim
Issue: setting 'guicursor' to empty too quickly leads to unexpected results
Labels: bug,ui,tui,has:workaround,display,options

### Neovim version (nvim -v)

nightly

### Vim (not Nvim) behaves the same?

not relevant

### Operating system/version

linux

### Terminal name/version

kitty

### $TERM environment variable

xterm-kitty

### Installation

bob

### How to reproduce the issue

```lua
vim.cmd[[set termguicolors]]

-- make the cursor red
vim.api.nvim_set_hl(0, "NoiceHiddenCursor", { bg = "red" })
vim.go.guicursor = "a:NoiceHiddenCursor/NoiceHiddenCursor"

-- restore the cursor after 1 second
vim.defer_fn(function()
  -- reset all mode attribute
  vim.go.guicursor = "a:"
  -- set cursor to block cursor in all modes
  vim.go.guicursor = ""
end, 1000)
```

### Expected behavior

Cursor should be restored

### Actual behavior

The cursor remains hidden.

When restoring the cursor with defer, it does work as expected:

```lua
vim.cmd([[set termguicolors]])

-- make the cursor red
vim.api.nvim_set_hl(0, "NoiceHiddenCursor", { bg = "red" })
vim.go.guicursor = "a:NoiceHiddenCursor/NoiceHiddenCursor"

-- restore the cursor after 1 second
vim.defer_fn(function()
  -- reset all mode attribute
  vim.go.guicursor = "a:"
  vim.defer_fn(function()
    -- set cursor to block cursor in all modes
    vim.go.guicursor = ""
  end, 100)
end, 1000)
```
Repository: pytorch
Issue: [feature request] Get/set fastmath CPU bit (and some other FPU flags?)
Labels: module: numerical-stability,module: cpu,triaged

### 🚀 The feature, motivation and pitch

Originally proposed at: https://github.com/pytorch/pytorch/issues/81690#issuecomment-1309911123

Loading third-party libraries may affect CPU fpu bits such as denormals mode and fastmath (also affecting CPU reproducibility, see https://moyix.blogspot.com/2022/09/someones-been-messing-with-my-subnormals.html). It's useful to be able to detect and reset these bits directly from PyTorch API. Currently there only exists `torch.set_flush_denormal`. There is no `get_flush_denormal`.

It would be useful to have extensive set of functions for getting/setting these CPU flags (FTZ/DAZ?). It may also be good for having a single function for getting/setting all such flags. Then it'd be easy to dump to a file all flags and then recover them in one go and also provide end-user visibility into this age-old concern.

### Alternatives

_No response_

### Additional context

_No response_

cc @VitalyFedyunin @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: opencv
Issue: How to let fx=fy for fisheye calibration
Labels: feature,category: calib3d

### Descripe the feature and motivation

Excuse me.....how can I fix fx/fy ratio for fisheye module? I want to let fx=fy.
I think it didn't have this funtion now.  

### Additional context

_No response_