sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Deprecate platform dependency on target names
Labels: team-infra,P2,triaged-infra

Flutter repositories depend on .ci.yaml to add/schedule/update CI tasks. https://github.com/flutter/cocoon/blob/main/CI_YAML.md summarizes basic rules to add/update targets.

Existing logics decide platforms based on naming conventions defined in target names, which is error prone and is not clear enough for new contributors:
```
name: A human readable string to uniquely identify this target.
        The first word indicates the platform this test will be run on. This should match
        to an existing platform under platform_properties.
```

Instead, explicit platform definitions will clear confusions.

Some examples:
1) cocoon relies and parses `name` to map corresponding platforms
2) cocoon dashboard relies on `name` to paint task column icons
3) metric queries uses `name` to filter different platforms

Possible action: add explicit entries like `host` + `device` in targets.
Repository: go
Issue: x/build: streamline gopherbot CL submission
Labels: Builders,NeedsDecision

relui is now sending quite a few CLs, and getting them merged is tedious. It'd be nice to streamline it somehow, perhaps by exempting it from the 2-Googler requirement or needing review at all.

cc @golang/release
Repository: pytorch
Issue: forward AD for _euclidean_dist
Labels: module: autograd,triaged,actionable,module: forward ad,module: functorch

### 🚀 The feature, motivation and pitch

Submitting this feature request to get functorch.hessians downstream of torch.cdist, and the error issued by pytorch asked me to submit this to prioritize this. 

### Alternatives

I'll try autograd hessian. 

### Additional context

<img width="1035" alt="image" src="https://user-images.githubusercontent.com/4132346/200657073-54ef92cf-9c51-4f4b-9f57-ac47159c5d88.png">


cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @Chillee @samdow @soumith
Repository: react-native
Issue: ☂️ npm packages for react-native-web
Labels: JavaScript,Help Wanted :octocat:,API: Animated,Component: SectionList,Component: VirtualizedList,Component: FlatList,:open_umbrella: Umbrella

### Description

These are spillover tasks from the W3C props & styles projects. The aim is to move user-space modules into their own packages within the monorepo. React Native for Web must currently copy-paste-edit these modules. Publishing these modules as npm packages will allow React Native and React Native for Web to depend on the same implementations, providing users of cross-platform React with a more reliable foundation (and making it easier for RNWeb to be maintained.)

Once again we're looking for the community's help! If you're interested in helping to reorganize the RN monorepo, you could contribute by helping to move these modules into packages with @cortinico's oversight. If you're interested in improving consistency between RN and RNWeb, you could contribute by helping to prepare those new packages for npm publication and consumption by RNWeb. We're also open to suggestions and feedback on how to proceed.

## Animated

- [x] Convert all files in the `Animated` directory to use ESModule imports/exports. https://github.com/facebook/react-native/pull/34539
- [x] Prevent crashes caused by use of TurboModules outside of native environments.
- [x] Patch `AnimatedStyle` for `Platform.OS === 'web'`. React Native for Web has a patch for this that can be upstreamed. https://github.com/facebook/react-native/pull/35198
- [ ] Move `Animated` to a separate package called `@react-native/animated` within `packages/animated`.
- [ ] Use the package to create the `Animated` components within React Native.
- [ ] Publish the package to npm with Flow types compiled out / to comments.
- [ ] Adopt `@react-native/animated` in React Native for Web.

## VirtualizedList

- [x] Move `VirtualizedList` and `VirtualizedSectionList` to a separate package called `@react-native/virtualized-lists` within `packages/virtualized-lists`. https://github.com/facebook/react-native/pull/35406
- [ ] Publish the package to npm with Flow types compiled out / to comments.
- [ ] Adopt `@react-native/virtualized-lists` in React Native for Web.

## FlatList

- [ ] Move `FlatList` and `SectionList` to a separate package called `@react-native/flat-lists` (name tbd?) within `packages/flat-lists`. https://github.com/facebook/react-native/pull/35423
- [ ] Publish the package to npm with Flow types compiled out / to comments.
- [ ] Adopt `@react-native/flat-lists` in React Native for Web.
Repository: godot
Issue: Crash when making subresource unique while plugin handles the node
Labels: bug,topic:editor,topic:plugin,needs testing,crash

### Godot version

v3.5.1.stable.official

### System information

Windows 10, OpenGL ES 3.0 Renderer

### Issue description

Title explains it.

### Steps to reproduce

Open the project.
Turn the "MyPlugin" on under Project > Project Settings > Plugins.
Open the "Main Scene.tscn".
Select the Node2D.
Under "Manage object properties" click "Make Sub-Resource Unique"
The Editor should crash now ...

### Minimal reproduction project

[Plugin Bug.zip](https://github.com/godotengine/godot/files/9964883/Plugin.Bug.zip)
Repository: godot
Issue: exported custom resource exported fields use default values during _init()
Labels: topic:core,confirmed,documentation

### Godot version

Godot Engine v4.0.beta4.official.e6751549c

### System information

Kubuntu 20.04

### Issue description

When a node has an exported field for a custom resource, exported fields in that resource refer to their default values when _init() is called in that resource.

![image](https://user-images.githubusercontent.com/58696984/200688196-1a67a236-efcf-4fcf-ab88-652eb10d3e1d.png)

When the same value is read in the owning node's `_ready()`, the correct value is returned.

### Steps to reproduce

1)create a custom resource script with a field tagged with `@export`
2)create a node script with an exported field for the custom resource type.
3) assign non-default values to the exported resource's exported field in the inspector.
4)print the values of the fields- they'll be default rather than the inspector-assigned values.

This occurs whether the resource is local to the scene or saved in the file system.

### Minimal reproduction project

[customresourcetest.zip](https://github.com/godotengine/godot/files/9965677/customresourcetest.zip)
Repository: rust
Issue: Traits are resolved incorrectly when dyn trait is used in a struct.
Labels: T-compiler,C-bug,requires-nightly,F-auto_traits

Consider the following code:

```rust
#![feature(auto_traits)]
#![feature(negative_impls)]

use core::any::TypeId;

auto trait NotSame {}
impl<T> ! NotSame for (T, T) {}


#[derive(Debug)]
pub struct EventData {
    pub id:  TypeId,
    payload: Box<dyn std::any::Any>,
}

impl EventData {
    pub fn new<T: 'static>(payload: T) -> Self {
        let id = TypeId::of::<T>();
        let payload = Box::new(payload);
        Self { id, payload }
    }
}

impl<T: 'static> From<T> for EventData
where (T, EventData): NotSame
{
    fn from(t: T) -> Self {
        Self::new(t)
    }
}

fn main() {
    let v: EventData = ().into();
}
```

It does not compile:

```
error[[E0277]](https://doc.rust-lang.org/nightly/error-index.html#E0277): the trait bound `(dyn Any + 'static): NotSame` is not satisfied in `((), EventData)`
  --> src/main.rs:34:24
   |
34 |     let v: EventData = ().into();
   |                        ^^ ---- required by a bound introduced by this call
   |                        |
   |                        within `((), EventData)`, the trait `NotSame` is not implemented for `(dyn Any + 'static)`
   |
   = note: required because it appears within the type `PhantomData<(dyn Any + 'static)>`
   = note: required because it appears within the type `Unique<(dyn Any + 'static)>`
   = note: required because it appears within the type `Box<(dyn Any + 'static)>`
note: required because it appears within the type `EventData`
```

However, if we remove the field containing `std::any::Any`, it compiles fine:

```rust
#![feature(auto_traits)]
#![feature(negative_impls)]

use core::any::TypeId;

auto trait NotSame {}
impl<T> ! NotSame for (T, T) {}


#[derive(Debug)]
pub struct EventData {
}

impl EventData {
    pub fn new<T: 'static>(payload: T) -> Self {
        Self {}
    }
}

impl<T: 'static> From<T> for EventData
where (T, EventData): NotSame
{
    fn from(t: T) -> Self {
        Self::new(t)
    }
}

fn main() {
    let v: EventData = ().into();
}

```

Another strange thing is that if we change `().into()` to `EventData::from(())`, then none of these codes compiles.

Please note that no types were changed. [Click here to see live demo](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=a353bbb0a63d867d008dcd0de4f3c3d7)
Repository: flutter
Issue: Use proper attribute types when delegating to accumulator in `drawDisplayList`
Labels: engine,P2,team-engine,triaged-engine

see: https://github.com/flutter/engine/pull/37435#discussion_r1017117593

> The use of kDrawDisplayListFlags here is problematic as it isn't clear if the attributes assigned to an entire display list apply to each individual rectangle.

> For now, we don't apply any attributes, but in the future we might apply attributes and they can't necessarily be distributed like that. So, this works presently, but is a potential logic time bomb. Minimally a comment should be added to mention this discrepancy.
Repository: node
Issue: doc: note readable/writeable .toWeb()/.fromWeb() exist in webstreams docs
Labels: doc,good first issue,web streams

### Affected URL(s)

https://nodejs.org/api/webstreams.html

### Description of the problem

currently, there's no indication on the webstreams docs that `.toWeb()` and `.fromWeb()` exist. Noting that they exist somewhere on the webstreams docs would _probably_ be a good idea. I just watched two very capable engineers spend longer than they should have figure out that these features existed while trying to use `fetch` and streams because they _weren't_ in the webstreams docs - if they're tripping over this, I very much imagine it will be something that comes up again for others.
Repository: flutter
Issue: TextField selection handle wrongly appear and can be interacted even if it should be occluded and not interacted
Labels: a: text input,framework,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-framework,triaged-framework

Cause analysis

Looks like it is because, the selection handle is put to the root Overlay, which is in navigator and thus is drawn at a higher z-index (I know flutter does not have z-index, just analogy) than the green box.

Code

<details>

```dart
import 'dart:async';

import 'package:flutter/material.dart';

Future<void> main() async {
  WidgetsFlutterBinding.ensureInitialized();
  runApp(const MyApp());
}

class MyApp extends StatefulWidget {
  const MyApp({super.key});

  @override
  State<MyApp> createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
  var popup = false;

  @override
  void initState() {
    super.initState();
    Timer.periodic(const Duration(seconds: 3), (timer) {
      if (!mounted) return;
      setState(() => popup = !popup);
    });
  }

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(),
        body: Stack(
          children: [const TextField(), if (popup) Container(width: 100, height: 100, color: Colors.green)],
        ),
      ),
    );
  }
}
```

</details>

Step

1. Enter some words to text field
2. Select some words in it (so selection handle appears)
3. wait until the green box appear
4. now we can see the handle still appears, though text field is occluded
5. interact with the handle, we can further see it can be interacted even though it should be occluded

Video


https://user-images.githubusercontent.com/5236035/200700320-7d147a65-333b-486c-be77-e74150ef8f15.mov
Repository: create-react-app
Issue: Updates to Client Rendering APIs [ React 18 ]
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

It's related to **Warning** showing on the Browser:

`` ReactDOM.render is no longer supported in React 18. Use createRoot instead. Until you switch to the new API, your app will behave as if it’s running React 17. Learn more: https://reactjs.org/link/switch-to-createroot``

### Hardware && Software:

-  Hardware: LG gram 

-  Operating System: LInux Ubuntu 22.04

-  Browser: Chrome

-  Editor: VS Code

### Steps:

1 - Run ``create-react-app`` command:

`` npx create-react-app react-tuto``

2 - Run ``npm run start`` command:

`` npm run start``

### Result:

The browser shows this error:

`` ReactDOM.render is no longer supported in React 18. Use createRoot instead. Until you switch to the new API, your app will behave as if it’s running React 17. Learn more: https://reactjs.org/link/switch-to-createroot``

### What I do

I change the code of `` index.js `` to : 

```javascript

import React from "react";
import { createRoot } from "react-dom/client";
import App from "./App";
import "./index.css";

const container = document.getElementById("root");
const root = createRoot(container);

root.render( <App/>)

```


### Proposal 

It`s better to give developers a way to start  or switch between  React 18 features or just React 17.
Repository: godot
Issue: When showing multiple WindowDialogs, close button disappears on each after the first
Labels: bug,topic:gui

### Godot version

v3.5.1

### System information

Windows 10, GLES3, RTX 3060

### Issue description

For some reason, when I have two WindowDialogs open, the most recently opened dialog's Close button disappears until the mouse is over where it should be.
This first image shows two dialog windows open, the one on the right having been opened first, the one on the left opened second. You can see that the Close button for the left window is missing.
![Two Dialogs open, Close button missing][1]

When I move my mouse to where the Close button should be, it appears. It disappears again when I move my mouse away.
![Two Dialogs open, mouse over Close button position][2]

If I close the first dialog window, the Close button reappears in the second dialog window.
![One Dialog open, Close button now restored][3]

Here is the hierarchy of the controls. Menu Dialog opens first, with the FarmingButton showing the FarmingDialog window (which is the second dialog):
![Hierarchy of controls][4]

  [1]: https://i.imgur.com/S8Lyqwp.png
  [2]: https://i.imgur.com/BHam0Da.png
  [3]: https://i.imgur.com/f6eT5Hh.png
  [4]: https://i.imgur.com/w0F9gph.png

Another weird aspect of this is, when you mouse over the "hidden" close button, it makes all other WindowDialog close buttons appear again.

### Steps to reproduce

1. Create a Node2D, with two or more WindowDialogs.
2. Add a script to call `.show()` on each of them.
3. Only the first dialog shown will have its close button. Closing the first will reveal the close button on the second, and so on.

### Minimal reproduction project

[close_button_bug.zip](https://github.com/godotengine/godot/files/9966360/close_button_bug.zip)
Repository: deno
Issue: Remote import latest version hint header
Labels: suggestion,lsp

```ts
import { copy } from "https://deno.land/std@0.162.0/fs/copy.ts";
```

When editing with vscode, I felt that it would be convenient if the following code action was displayed at the import statement.

“A new update is available. (https://deno.land/std@0.163.0/fs/copy.ts)  Would you like to update?”

I think it would be convenient if you could get the url of the new version with `X-Latest-Version` like you can use the type declaration file with `X-TypeScript-Types`
Repository: opencv
Issue: HOG in OpenCL mode slower than it should be because internally it uses CPU resize with INTER_LINEAR_EXACT
Labels: optimization,category: objdetect

### System Information

OpenCV version: OpenCV 4.x branch (https://github.com/opencv/opencv/commit/2aad039b4f64d8e4a6136388c48d1368c120feec)
Operating System / Platform: openSUSE Tumbleweed (Version: 20221102)
Compiler & compiler version: g++ (SUSE Linux) 12.2.1 20221020 [revision 0aaef83351473e8f4eb774f8f999bbe87a4866d7]

### Detailed description

I want to do pedestrian detection and i want to to do it with at least 360p@24fps. At the moment on my platform (Intel Tigerlake with https://github.com/kallaballa/compute-runtime) with the code as is i reach a maximum of around ~15 FPS and a little profiling revealed that HOG is using CPU-resize in the background, even in OpenCL mode.

### Steps to reproduce

Steps to reproduce
Build OpenCV 4.x with:
```bash
ccmake -DCMAKE_BUILD_TYPE=Debug -DWITH_OPENGL=ON -DWITH_FFMPEG=ON -DWITH_QT=ON -DOPENCV_FFMPEG_SKIP_BUILD_CHECK=ON -DWITH_VA=ON -DWITH_VA_INTEL=ON -DBUILD_PERF_TESTS=OFF -DBUILD_TESTS=OFF -DOPENCV_EXTRA_MODULES_PATH=../../opencv_contrib-4.x/modules/ ..
```
Clone and build my [example](https://github.com/kallaballa/OpenCV-Issues/blob/main/src/slow-hog-opencl/slow-hog-opencl.cpp):
```bash
git clone https://github.com/kallaballa/OpenCV-Issues.git
cd OpenCV-Issues
make
```

Run it:
```bash
src/slow-hog-opencl/slow-hog-opencl
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: flutter
Issue: M3 textfield issues
Labels: a: text input,framework,f: material design,team-design,triaged-design

- [ ]  Subtext gap should be 4 instead of 8
  ![image](https://user-images.githubusercontent.com/6655696/200732920-133090dc-894c-4550-ab86-3fb9ee71d71c.png)
   Currently hardcoded https://github.com/flutter/flutter/blob/9f6090c9adb6265feaee68661dcf22fe3a2c5937/packages/flutter/lib/src/material/input_decorator.dart#L718
  Internal issue: b/239655229

- [ ]  Label position
  Expected | Actual
  --- | ---
  <img width="218" alt="Screenshot 2023-01-17 at 14 57 42" src="https://user-images.githubusercontent.com/6655696/212917878-43eb9d39-0d2b-4a2c-8765-89ffc35e8441.png">  |  <img width="220" alt="Screenshot 2023-01-17 at 14 58 24" src="https://user-images.githubusercontent.com/6655696/212917842-911b8031-4da0-4e7a-94b6-8ddedf36a1d9.png">

- [ ]  Suffix icon: icon is a little closer to the right edge than it should be
  ![image](https://user-images.githubusercontent.com/6655696/218976078-14328cfe-d928-4e90-857a-29ae2674897e.png)

- [ ]  Cursor width, height, color. To verify with native platforms

- [x]  Should all error text use error color? See "0/10" in screenshot above
Repository: pytorch
Issue: DISABLED test_extract_gradients_from_optimizer_set_to_none (__main__.TestIdentifyGradients)
Labels: module: flaky-tests,skipped,oncall: profiler

Platforms: mac, macos, win, windows

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_extract_gradients_from_optimizer_set_to_none&suite=TestIdentifyGradients) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/9376140274).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT BE ALARMED IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_extract_gradients_from_optimizer_set_to_none`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


cc @robieta @chaekit @aaronenyeshi @ngimel @nbcsm @guotuofeng @guyang3532 @gaoteng-git @tiffzhaofb
Repository: flutter
Issue: The height is too small when the error message is displayed in TextFormField
Labels: a: text input,framework,f: material design,has reproducible steps,found in release: 3.3,found in release: 3.4,team-design,triaged-design

<details>
<summary>Code sample</summary>

```dart
TextFormField(
    controller: _contentCtrl,
    keyboardType: TextInputType.text,
    validator: (value) {
      return "请输入正确的URL";
    },
    decoration: InputDecoration(
      // hintText: "URL",
      isCollapsed: false,
      isDense: true,
      label: const Text("URL"),
      suffixIcon: IconButton(
        onPressed: (){},
        icon: const Icon(Icons.clear),
      ),
      contentPadding: EdgeInsets.symmetric(horizontal: 8, vertical: 0),
      constraints: BoxConstraints(maxHeight: 38, minHeight: 38),
      focusedBorder: OutlineInputBorder(
        borderSide: BorderSide(width: .6, color: Conf.buttonColor),
      ),
      enabledBorder: OutlineInputBorder(
        borderSide: BorderSide(width: .6, color: Conf.buttonColor),
      ),
      errorBorder: OutlineInputBorder(
        borderSide: BorderSide(width: .6, color: CustomColor.red),
      ),
    ),
  )
```

</details>

The display effect is normal before the verification trigger, as shown below：

![IMG_20221109_120419](https://user-images.githubusercontent.com/36031579/200736642-17e585cc-5cdc-4f96-8950-5a1ac0fba43b.jpg)

But after the verification trigger, the display effect is not normal, as follows：

![IMG_20221109_120332](https://user-images.githubusercontent.com/36031579/200736747-465e13e0-baf5-4425-a214-3f133f5a44d6.jpg)
Repository: godot
Issue: Android Emulator on Mac M1 break fps
Labels: bug,platform:android,topic:porting,topic:thirdparty

### Godot version

3.5.1

### System information

Mac mini M1 (Monterey 12.6), GLES2

### Issue description

When trying to test Godot 3.5.1 for my new project, I do found some bug (This is not really Godot bug, maybe of Android Studio on Silicon Macs).

This is not happen on real devices (I'v test on a few real device and it not happen, just on Emulator)

I don't have any Window PC so doesn't know if it occurs on em too, it's great if someone can help to test.

The issues:

When running on Simulator with Android 10+ (SDK >=20), thing work normally:

https://user-images.githubusercontent.com/29815830/200754749-2955b235-e90e-41dc-bdc3-2694dc27493d.mov

But if we're running on Simulator with Android 9 and below, this happen:

https://user-images.githubusercontent.com/29815830/200754879-b8d79dc8-4cd8-4422-b731-41bf38ad1bb4.mov

Logcat:

```
2022-11-09 13:08:11.992 16326-16352/org.godotengine.androidemulatormacm1issue E/godot: WARNING: Final value of `time_accum` is larger than `p_frame_slice`. It should always be between 0 and `p_frame_slice`. This hints at an engine bug.
2022-11-09 13:08:11.992 16326-16352/org.godotengine.androidemulatormacm1issue E/godot:    at: advance_checked (main/main_timer_sync.cpp:467) - Final value of `time_accum` is larger than `p_frame_slice`. It should always be between 0 and `p_frame_slice`. This hints at an engine bug.
```

I do test a fews game on store which make with Godot and they still have this problem (remember that it only occurs on Emulator). You can create an Emulator with Google Play Service to download Godot games and test too.


### Steps to reproduce

Run the reproduction project on:
- Android Simulator (with SDK >= 29: Android 10 and above) -> Run normally
- Android Simulator (with SDK <29: Android 9 and below) -> This happen

### Minimal reproduction project

[AndroidEmulatorMacM1Issue.zip](https://github.com/godotengine/godot/files/9968004/AndroidEmulatorMacM1Issue.zip)