sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [pigeon] Support data class inheritance
Labels: package,team-ecosystem,p: pigeon,P3,triaged-ecosystem

For macOS `file_selector` I wanted to define panel options that followed the macOS panel class structure, which is that `NSOpenPanel` is an `NSSavePanel` so inherits its properties. I tried:

```
class SavePanelOptions {
  SavePanelOptions({
    this.directoryPath,
    this.nameFieldStringValue,
    this.prompt,
  });
  String? directoryPath;
  String? nameFieldStringValue;
  String? prompt;
}

class OpenPanelOptions extends SavePanelOptions {
  OpenPanelOptions({
    super.directoryPath,
    super.nameFieldStringValue,
    super.prompt,
    this.allowsMultipleSelection = false,
    this.canChooseDirectories = false,
    this.canChooseFiles = true,
  });
  bool allowsMultipleSelection;
  bool canChooseDirectories;
  bool canChooseFiles;
}
```

The resulting output only has the direct properties though, not the inherited properties. For instance, the Dart is:
```
class SavePanelOptions {
  SavePanelOptions({
    this.directoryPath,
    this.nameFieldStringValue,
    this.prompt,
  });

  String? directoryPath;

  String? nameFieldStringValue;

  String? prompt;

  Object encode() {...}

  static SavePanelOptions decode(Object result) {...}
}

class OpenPanelOptions {
  OpenPanelOptions({
    required this.allowsMultipleSelection,
    required this.canChooseDirectories,
    required this.canChooseFiles,
  });

  bool allowsMultipleSelection;

  bool canChooseDirectories;

  bool canChooseFiles;

  Object encode() {...}

  static OpenPanelOptions decode(Object result) {...}
}
```

I can work around it by using composition instead of inheritance but it makes it more clunky to use on both sides.
Repository: youtube-dl
Issue: AnyClass
Labels: site-support-request

## Checklist

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones

## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://anyclass.com/class/course/1011477/calendar/1
- Playlist: https://anyclass.com/class/course/1011477/calendar


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Please add an extractor for [AnyClass](https://anyclass.com/)
Repository: godot
Issue: Godot produces the wrong error message when parent class has constructor arguments, but child class has no (explicit) constructor
Labels: bug,topic:core,topic:editor,needs testing

### Godot version

3.5.2 RC 1, 4.0?

### System information

Windows 11 x_86

### Issue description

When the project is run like described in "Steps to reproduce". The editor complains that I've passed 1 argument to the class child, whereas it wants 0. The problem rather lies in the fact that there is no constructor with one argument in child when there should be, since there is one with one argument in the class parent, which it inherits from.

When I add the default constructor in child, the editor complains correctly that it indeed expects 1 argument instead of 0.

When I then add an argument to the constructor in child, it still gives me the same error, namely that it has gotten 0, while it expects 1.

And finally, it should probably be added as an error in the editor (presumably same as compile time error?) on child that it hasn't got a constructor when it hasn't got it, since it is needed in order to work with the class that it inherits from.

### Steps to reproduce

1. Add scripts to empty project.
2. Run.
3. Observe the wrong error.

### Minimal reproduction project

[extension_bug.zip](https://github.com/godotengine/godot/files/10325192/extension_bug.zip)
Repository: TypeScript
Issue: Autocomplete for symbol properties that are imported via import * as X
Labels: Bug,Help Wanted,Domain: Auto-import

# Bug Report
Autocomplete behaviour seems to be working incorrectly when dealing with symbol properties and symbol needs to be imported.
The behaviour when the module is imported via import {id} from "module" is perfect, but seems to be broken when importing the entire module via import * as D from "module"

### 🔎 Search Terms

autocomplete symbol
autocomplete property import

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about language service autocomplete

### ⏯ Playground Link
Not applicable as it requires multiple file support for autocomplete unfortunately

### 💻 Code

DSL.ts
```ts
export const self = Symbol.for("self");
export type self = typeof self;

export declare function id<R>(): R & { [self]: () => R };
```

PerfectAutocomplete.ts
```ts
import {id} from "./DSL";

interface User {
  id: number;
  email: string;
}

const email = D.id<User>(). // <- self appears in autocomplete, and will trigger auto-import
```

see it in action: http://www.giphy.com/gifs/ZfQu0uIHrAaJsy9fbz

### 🙁 Actual behavior
WrongAutocomplete.ts
```ts
import * as D from "./DSL";

interface User {
  id: number;
  email: string;
}

const email = D.id<User>(). // <- instead of D.self, "D" appears in autocomplete and will result into a wrong property being accessed
```
see it in action: http://www.giphy.com/gifs/1YdB0ShfjLku0vfAZA

### 🙂 Expected behavior

D.self should appear in the autocomplete, and when chosen should type in D.self instead of just D
Repository: puppeteer
Issue: [Bug]:  net::ERR_ABORTED when request responds with 204 status
Labels: bug,confirmed,P3

### Bug description

Steps to reproduce the problem:

For ease, test with a server you control. Otherwise test with a URL that you know will respond with 204 status.

Go to a URL on that server.

`await args.page.goto('http://localhost:8090/test');`

On the server at localhost:8090 make /test responds with 204 status.

### Puppeteer version

19.2.2

### Node.js version

16.16.0

### npm version

8.15.0

### What operating system are you seeing the problem on?

Linux

### Configuration file

_No response_

### Relevant log output

```Shell
ERROR [ExceptionsHandler] net::ERR_ABORTED at http://localhost:8090/test
Error: net::ERR_ABORTED at http://localhost:8090/test
    at navigate (/projects/x/node_modules/puppeteer-core/src/common/Frame.ts:346:13)
    at processTicksAndRejections (node:internal/process/task_queues:96:5)
    at Frame.goto (/projects/x/node_modules/puppeteer-core/src/common/Frame.ts:310:17)
    at CDPPage.goto (/projects/x/node_modules/puppeteer-core/src/common/Page.ts:1523:12)
 at myFunc (/projects/x/src/script.ts:251:27)
```
Repository: go
Issue: cmd/go: document that go mod vendor ignores directories that do not contain Go files
Labels: Documentation,help wanted,NeedsFix,GoCommand

### What version of Go are you using (`go version`)?

<pre>
$ go version
go1.19.4
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/user/.cache/go-build"
GOENV="/home/user/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/user/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/colin/go"
GOPRIVATE=""
GOPROXY="direct"
GOROOT="/nix/store/a7875alzpnr46z6mv4ssymfdwmvr6xbq-go-1.19.4/share/go"
GOSUMDB="off"
GOTMPDIR=""
GOTOOLDIR="/nix/store/a7875alzpnr46z6mv4ssymfdwmvr6xbq-go-1.19.4/share/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.4"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3977569072=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

```console
[user@localhost:~]$ git clone https://github.com/ava-labs/avalanchego
[user@localhost:~]$ cd avalanchego
[user@localhost:avalanchego]$ go build -o /dev/null ./main
[user@localhost:avalanchego]$ go mod vendor
```

### What did you expect to see?

```console
[user@localhost:avalanchego]$ go build -o /dev/null ./main
```

### What did you see instead?

```console
[user@localhost:avalanchego]$ go build -o /dev/null ./main
# github.com/supranational/blst/bindings/go
vendor/github.com/supranational/blst/bindings/go/blst.go:16:11: fatal error: blst.h: No such file or directory
   16 | // #include "blst.h"
      |           ^~~~~~~~
compilation terminated.
# github.com/zondax/hid
vendor/github.com/zondax/hid/hid_enabled.go:23:18: fatal error: os/threads_posix.c: No such file or directory
   23 |         #include "os/threads_posix.c"
      |                  ^~~~~~~~~~~~~~~~~~~~
compilation terminated.
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: sub-linear deep learning engine
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

hi ! could stable diffusion run on "sub-linear deep learning engine" system instead of GPU  ? https://news.rice.edu/news/2020/deep-learning-rethink-overcomes-major-obstacle-ai-industry with demo https://github.com/keroro824/HashingDeepLearning 

asked on stable diffusion too : https://discord.com/channels/1002292111942635562/1002602742667280404/1058425604950724668

### Proposed workflow

run on normal CPU, instead of purchasing GPU computer, or Cloud server resources

### Additional information

_No response_
Repository: deno
Issue: Support forcing colors
Labels: suggestion

If deno is not running in a tty there is currently no way to override it so that colors are shown

https://github.com/denoland/deno/blob/98bbf87742969802b392130c536454aa61a20395/runtime/js/99_main.js#L250

Some options are:

- `FORCE_COLOR` env var - this would ignore the other values and never set `noColor`
- `--color` flag - similar to `ls` and other CLI utils
  - `auto` -> current behavior
  - `never` -> same behavior as `NO_COLOR`
  - `always` -> force color on
Repository: godot
Issue: [Android Godot Editor] Script editor in android sometimes adds random characters repeatedly
Labels: bug,platform:android,topic:editor,confirmed,topic:input

### Godot version

3.5.1

### System information

Galaxy Tab S8, Android 13

### Issue description

I'm using a bluetooth keyboard with my tablet to code in godot more easily on-the-go.
After typing for a while, each time using the editor, without fail, the script editor will start to add random characters or replace others.

Ex: Goes from

```extends Node2D
var dict {
    key: val
}
```
to

```exextends Node2D
var dict {
    key: val
    }
    }
}
```
all occuring without input, and repeating after disconnecting the keyboard. It will also format things weirdly occasionally, ex: start

```func a():
    b();
func b():
    nothing();
```
goes to

```func a():
    b();
    func b();
        nothing();
```
### Steps to reproduce

To reproduce, I'm not sure what exactly would be needed.
At a minimum, be using an android device with a bluetooth keyboard, and type some long scripts. After writing about 3 or 4 functions in a single file it seems to happen. Different indentation should be used for the indentation problem, and dictionaries show the adding-random-characters thing well.
The first project that I made had this error, implementing Conway's Game of Life, which would probably be a good script for making to test with.

### Minimal reproduction project

Make a new project and start writing a script as if it's just a script, with multiple functions, different indentation, and different variable types (array, dictionary, etc).
I don't think the project in specific affects it here, this has happened with every project I've made in the android version of godot so far (4 projects total).
Repository: next.js
Issue: Middleware/Edge request.referrer does not match referer from request headers
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: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Sun Nov  6 23:31:13 PST 2022; root:xnu-8020.240.14~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.12.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.1-canary.1
      eslint-config-next: 13.1.1
      react: 18.2.0
      react-dom: 18.2.0


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://github.com/codeniko/nextjs-referer-issue

### To Reproduce

1) Clone my provided repo or setup middleware/api to print values of `request.referrer` and `request.headers.get('referer')`
2) Open new browser tab, go to any non project page such as google.com
3) Open console
4) execute `window.location.href = 'http://localhost:3000/api/hello'`
5) Observe printed results in app logs. Referer header shows google.com, but `request.referrer` does not.

### Describe the Bug

Edge middleware and edge API routes `request.referrer` does not match the the result of the `referer` header from the same exact request. While the header seems to have correct values, `request.referrer` always seems to be `about:client` .

### Expected Behavior

The value for `request.referrer` and `request.headers.get('referer')` should be the same

### Which browser are you using? (if relevant)

Chrome 108.0.5359.124

### How are you deploying your application? (if relevant)

npm run dev
Repository: PowerToys
Issue: FancyZones not snapping certain programs
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

v0.65.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I've used this program for a while and it never seems to work with RuneLite. It just refuses to interact with it via FancyZones. There is no zones shown when trying to snap it into a zone.

### ✔️ Expected Behavior

When pressing Shift & drag - Zones to show up for Runelite, allowing me to snap it into a zone without any exp loss.

### ❌ Actual Behavior

When pressing Shift & drag - no zones are present when trying to drag the application RuneLite. Works with most other applications.

### Other Software

RuneLite v1.9.6
Repository: godot
Issue: Incorrect centered window placement on hiDPI displays when Allow HiDPI is disabled
Labels: bug,platform:windows,topic:editor,topic:porting

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 11 set to 150% scaling on a 5120x2160 display.

### Issue description

By default, when I test a scene in the Godot editor, the test window appears somewhere near the bottom right of my display, partially off screen. I have to drag it back within view every time I test.

Upon investigation, I found the Editor Settings -> Run -> Window Placement -> Rect setting, which is set to Centered. Setting to Top Left works correctly, but Centered does not.

With some experimentation, I found the Project Settings -> Display -> Window -> DPI -> Allow hiDPI setting, when set to "On", causes the test window to correctly appear in the center of the screen, but the window is now too small (since my game isn't programmed to adapt to hiDPI yet).

If I disable scaling in Windows and restart the editor, the window centers properly (but of course everything is now too small).

So, it seems the editor's Centered setting seems to incorrectly calculate the center of the screen when scaling is enabled in Windows unless the "Allow hiDPI" setting is also enabled in the project.

I've worked around it for now by setting a "Custom Position" window placement instead, but I have to tweak this depending on the screen (laptop or monitor) and specific project, which isn't ideal.

### Steps to reproduce

![image](https://user-images.githubusercontent.com/1320357/210112143-718113cd-1e91-4814-ae8c-6016f977de26.png)

![image](https://user-images.githubusercontent.com/1320357/210112620-6347958f-3209-4c6b-ac83-91eddda345f8.png)

![image](https://user-images.githubusercontent.com/1320357/210112670-651a9b31-27f3-4619-8132-38d2e462e8fd.png)

Unknown if this also affects macOS and Linux environments.

### Minimal reproduction project

N/A
Repository: godot
Issue: Application freezes on close when using OpenXR
Labels: bug,topic:xr

### Godot version

v4.0.beta.custom_build [33afa82fb]

### System information

Fedora 37, SteamVR beta 1.25.2

### Issue description

Attempting to close a Godot application while using OpenXR disconnects from the XR interface, then the application freezes. Node `_exit_tree()` methods are not called.
Pressing the stop button in the editor or the exit game button in the SteamVR dashboard both work. The former force-quits the application, I'm not sure but I'm assuming the latter does also (either way `_exit_tree()` methods are not called).

### Steps to reproduce

1. Start an OpenXR application
2. Press the X button to close the main window or call `get_tree().quit()`
3. Application freezes.

### Minimal reproduction project

[openxr.zip](https://github.com/godotengine/godot/files/10326409/openxr.zip)
Repository: rust
Issue: rustdoc: add an item-info for documented impls
Labels: T-rustdoc,A-rustdoc-ui

Right now, trait impls on a struct will show one of:

documentation for that specific impl, if available, or
documentation from the trait.
If it's documentation from the trait, we show a short blurb followed by "Read more."

However, this is subtle and implicit. It's not always clear when looking at impl documentation whether it comes from the trait or the impl.

We should favor explicit over implicit: when documentation comes from the impl (the less common case), we should explicitly mark it with an item-info box, saying something like "documentation of this implementation." That can draw attention to impl-specific documentation, which might indicate something unusual about the implementation that could otherwise go unnoticed.
Repository: vscode
Issue: Ability to Adjust Smooth Scroll Ease Time
Labels: feature-request,editor-scrollbar

<!-- ⚠️⚠️ 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. -->
When scrolling, I would like the smooth-scroll animation to complete in half the number of frames, while maintaining the same sensitivity.

This would make the editor navigation appear snappier, reaching the desired line sooner.

Is there a way to do this currently?
Repository: vscode
Issue: Hidden Menu Bar Appears After Fast Scrolling
Labels: bug,upstream,linux,electron,menus,confirmed

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
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<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 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: 1.74.2
- OS Version: Ubuntu 22.04 LTS

Steps to Reproduce:

1. Hide the menu bar on top (<kbd>View</kbd> <kbd>></kbd> <kbd>Appearance</kbd> <kbd>></kbd> <kbd>Menu Bar</kbd>)
2. Use fast scroll
3. The menu bar appears when you let go of fast scroll

Proposed solutions:
1. I don't see any way to adjust the fast-scroll keybinding - this would work as a fix.
1. Alternatively, it could be made possible to rebind the menu bar hotkey to something else.
1. The ideal fix is to not show the menu bar if the user scrolled while the alt key was held.
Repository: stable-diffusion-webui
Issue: [Feature Request]: “Hide list” for extensions you don't want to install.
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

If I put an extension name on the `Hide list`, on the `Extension`→`Available` menu, the extension with that name will not appear.

### Proposed workflow

The `Hide list` could be a text file of names separated by `\n`.

### Additional information

This will help when trying to see which extensions are new, don't need to check them among extensions I have already decided to ignore.
Repository: go
Issue: x/crypto/ssh: write errors should be returned immediately
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

Apologies if this is a duplicate or not actually a bug.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.4 linux/amd64
</pre>

x/crypto master

### Does this issue reproduce with the latest release?

Yes, this behavior hasn't changed since it was introduced in https://github.com/golang/crypto/commit/2e74c773682f59dc50a56475f7918dd8fa6dcaf8 .

### What did you do?

Write to a channel of an SSH connection that's interrupted, e.g. by receiving a TCP RST.

### What did you expect to see?

A write error is reported as soon as writing to the underlying net.Conn fails.

### What did you see instead?

The error is reported only on subsequent writes. This is not a dire problem, but seems odd/unnecessary.

In particular, `handshakeTransport.writePacket` sets `t.writeError` but returns `nil`. This seems to have been introduced in the aforelinked https://github.com/golang/crypto/commit/2e74c773682f59dc50a56475f7918dd8fa6dcaf8 .

Is there a missing `return err` here? If so, I can submit a CL.