sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [packages] Enforce Gradle/AGP alignment between plugins and examples
Labels: team,platform-android,package,P2,team-android,triaged-android

Currently the state for our plugins is that
- the AGP version in the main plugin (`some_plugin/android/build.gradle`) and the example (`some_plugin/example/android/build.gradle`) frequently don't match, and
- plugins themselves almost never have a `gradle-wrapper.properties` (and thus Gradle version), but sometimes we accidentally end up with one, and if we do, the Gradle version there probably doesn't match either.

In practice, we have *no* commands in our tooling, and thus our CI, that run gradle commands directly against a plugin; it's always via the example using the `gradlew` created there by `flutter`. This means that the AGP version in the plugin's `build.gradle` doesn't actually mean anything useful. As an example, we recently landed a dependabot PR that updated a plugin's `build.gradle` to AGP 8, even though our CI doesn't even have a version of Java that supports AGP 8, and everything was fine.

To avoid confusion, we should have a tooling-enforced policy that keeps these in alignment:
- [ ] We should enforce that only examples have `gradle-wrapper.properties` files.
- [ ] We should either:
    - Enforce that all of the build.gradle files within a plugin packages match (and turn off dependabot management of AGP for non-example projects). The downside here is that all AGP dependabot PRs will require manually updating the other `build.gradle` file.
    - Have the example's AGP version reference a value defined in the main plugin's `build.gradle`, if such a thing is possible, such that updating one automatically makes the other use that value.

CC @reidbaker
Repository: godot
Issue: AnimationPlayer editor can select the same property several times
Labels: bug,topic:editor,topic:animation

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 11

### Issue description

With Godot 3 it was possible to setup a `AnimationPlayer` to animate a node property (e.g. `position`) on several Property Tracks.
This was useful because you cannot change track properties (e.g. Update Mode, Interpolation Mode, ...) on the fly during an animation.
With Godot 4 this is no longer possible because the property tracks always override each other in a somewhat arbitrary way, so that only one property track is active during the animation.

If this is intended behaviour:
1) You shouldn't be able to select the same property several times
2) There should be an alternative to change track properties midst an animation

### Steps to reproduce

Look at my minimal reproduction projects for Godot 3 and Godot 4

### Minimal reproduction project

Godot 3: 
[Animate_Same_Property_v3.zip](https://github.com/godotengine/godot/files/11422784/Animate_Same_Property_v3.zip)
Godot 4:
[Animate_Same_Property_v4.zip](https://github.com/godotengine/godot/files/11422793/Animate_Same_Property_v4.zip)
Repository: rust
Issue: `unreachable_pub` lint does not fire in the case of partial wildcard shadowing
Labels: A-lints,A-resolve,A-visibility,T-compiler,C-bug,L-unreachable_pub

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![deny(unreachable_pub)]

pub use berp::*;

// 1.
// use darp::Foo;

pub fn example() {
    let _ = Foo;
}

pub mod berp {
    pub struct Foo;
    // 2.
    // pub struct Bar;

    impl Foo {
        pub fn hah(&self) {}
        pub fn hoh(&self) {}
    }
}

pub mod darp {
    pub struct Foo;
}
```

I expected to see this happen:

When I uncomment `1.` (but not `2.`) above, the lint correctly fires, and says:

```
error: unreachable `pub` item
 --> /tmp/breaky/breaky/src/lib.rs:3:9
  |
3 | pub use berp::*;
  | ---     ^^^^
  | |
  | help: consider restricting its visibility: `pub(crate)`
  |
  = help: or consider exporting it for use by other crates
note: the lint level is defined here
 --> /tmp/breaky/breaky/src/lib.rs:1:8
  |
1 | #[deny(unreachable_pub)]
  |        ^^^^^^^^^^^^^^^
```

When I uncomment `1.` AND `2.` above, the lint no longer fires, despite the export being shadowed (though - it is still otherwise reachable).

```
   Compiling breaky v0.1.0 (/tmp/breaky/breaky)
    Finished dev [unoptimized + debuginfo] target(s) in 0.06s
```

### Meta

```
active toolchain
----------------

stable-x86_64-unknown-linux-gnu (default)
rustc 1.68.0 (2c8cc3432 2023-03-06)
```

Context from [discussion on reddit](https://www.reddit.com/r/rust/comments/13bs8qc/breaking_semver_in_rust_by_adding_a_private_type/#jjcr7p5), and [other wildcard shadowing shenanigans](https://predr.ag/blog/breaking-semver-in-rust-by-adding-private-type-or-import/)

edit: made it `#![deny(unreachable_pub)]` not `#[deny(unreachable_pub)]`
Repository: godot
Issue: 2D SkeletonModification breaks when inherited in another scene
Labels: bug,topic:animation,topic:2d

### Godot version

v4.0.2[7a0977ce2]

### System information

Windows 10, i7 19700K, RTX 2070 Super

### Issue description

I was trying to make a dummy with a 2D skeleton and IK.
Then I wanted to make an inherited version of that dummy with the same IK functionality.
But whenever I switch between the base scene and the inherited scene, IK doesn't work anymore and sometimes
crashes the engine. 
Specifically I'm trying to use the FABRIK modification.

I can only get IK to work on both scenes if I clear the inheritance from the inherited scene.
I've tried make the SkeletonModificationStack a unique resource but it doesn't solve the problem.



### Steps to reproduce

- Create a Skeleton2D Node with a chain of Bone2Ds.
- Added a SkeletonModificationStack2D to the Skeleton2D .
- Add a element to the stack and make it a FABRIK (or other IK) modification.
- Add all the bones and parameters and such.
- Inherit that scene.
- Have the base scene and inherited scene open in the editor and switch between the two.

### Minimal reproduction project

Make an inherited scene from the scene in the project.
Switch between the two scenes and the IK doesn't function anymore.
[SkeletonIK.zip](https://github.com/godotengine/godot/files/11423516/SkeletonIK.zip)
Repository: vscode
Issue: Light title bar on Linux with dark gtk theme variant
Labels: bug,upstream,linux,electron,upstream-issue-pending

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.78.0
- OS Version: elementary OS 7, latest

Occurs since:
April's update, a.k.a 1.78.0

Steps to Reproduce:

1. Set GTK_THEME_VARIANT to dark
2. Launch vs code
3. The native title bar is light, while it did match the color of the menu below it previously (which still does respect the setting).

Screenshot:
![image](https://user-images.githubusercontent.com/6696659/236892370-cf61f2f4-1ab2-4c46-bc33-b3460d147e9f.png)

Additional info:
See the comment here: https://github.com/hardpixel/dark-variant/issues/5#issuecomment-1523222389
Repository: go
Issue: x/build/cmd/relui: failed tasks waiting on approval show "pending" state, instead of "failed" with retry button available
Labels: Builders,NeedsInvestigation

We observed recently that when a task that is waiting on release coordinator approval happens to fail (e.g., due to a database maintenance window lasting longer than it takes for the 3 retries to get used up), the UI gets into a confusing state.

It will continue to show the failed task with a "pending" state and an "approve" button. It's better if it would begin to show "failed" state and "retry" button. It shows correct state after relui is restarted, which can be used as a workaround.

This is the tracking issue to make it unnecessary to restart in that situation (as rare as it might be).

CC @golang/release, @thanm.
Repository: go
Issue: html/template: refuse to parse complex JS template literals
Labels: Proposal,Proposal-Accepted,Proposal-Security

Forking from #9200.

Our minimal JS state machine inside of the template parser is limited enough that we cannot reasonably understand the semantics of JS template literal syntax. Rather than attempting to bodge a interpreter for nested literals, i.e. as suggested in https://go.dev/cl/484075, we propose instead to simply refuse to parse complex literals, with the justification that we cannot reasonably determine the safety of these literals.

In terms of defining "complex", we would bail if we saw any special character (``` `,",',$,{,} ```) after encountering ``` `${ ```. For example this would prevent parsing templates containing ``` `${"asd"}` ```, ``` `${`${...}`}` ```, ``` `${let a = {};}` ```, etc, while still supporting the majority of JS template use cases (including multi-line strings, and basic template actions, etc).

cc @golang/security
Repository: storybook
Issue: [Documentation]: The Search Engine (Google) doesn't show the title but JS.ORG
Labels: documentation,needs triage

### Describe the problem

THe storybook website's title is not correctly indexed and it shows JS.ORG in search results.

![image](https://user-images.githubusercontent.com/62812248/236899427-9a6485db-24f1-4425-add1-d4922bdb2ce4.png)


### Additional context

THe storybook website's title is not correctly indexed and it shows JS.ORG in search results.
Repository: godot
Issue: Some Editor-Shortcuts commands don't work in godot 4
Labels: bug,topic:editor,needs testing

### Godot version

4

### System information

Windows

### Issue description

For example I can't call this command with a shortcut
![](https://cdn.discordapp.com/attachments/1105108221192048791/1105196691763777607/image.png)

In godot 3 it opens docs for edited object class

### Steps to reproduce

try to set a shortcut to Open Documentation command (from Editor-Shortcuts), then open Inspector and press the shortcut. It does nothing for me

### Minimal reproduction project

-
Repository: go
Issue: os,os/exec: should Environ record environment variables in the test log?
Labels: NeedsDecision,GoCommand

Since [CL 81895](https://go.dev/cl/81895), `os.Getenv` and `os.LookupEnv` both record the keys in the test log:
https://cs.opensource.google/go/go/+/master:src/os/env.go;l=98-115;drc=b2faff18ce28edad98303d2c3134dec1331fd7b5

However, `os.Environ` does not:
https://cs.opensource.google/go/go/+/master:src/os/env.go;l=137-141;drc=b2faff18ce28edad98303d2c3134dec1331fd7b5

This means that, for example, a program that iterates over `os.Environ()` looking for keys has different caching behavior than one that calls `LookupEnv` on those exact same keys. This difference is especially pronounced in tests that execute subprocesses, because the variables accessed by the subprocess (which may be very significant, especially in the case of libraries like `golang.org/x/tools/go/packages`!) do not end up recorded in the cache key.

(For example, see the odd-looking `Getenv` loop in [`testenv.GoToolPath`](https://cs.opensource.google/go/go/+/master:src/internal/testenv/testenv.go;l=170-175;drc=79723f389b630e61c5e9635235b7f4c624ac1379)!)

It's not obvious to me whether the difference is an intentional decision or an oversight. Either way, I think we should consider recording all keys in the test log whenever `os.Environ` or `execenv.Default` is called.

(CC @ianlancetaylor)
Repository: godot
Issue: Replacing node currently animated by AnimationTree causes segmentation fault
Labels: bug,crash,topic:animation

### Godot version

v4.0.2.stable.mono.official [7a0977ce2]

### System information

Windows 10

### Issue description

While a node on a specific path is animated by an AnimationTree, replacing that node with a new one on the same path and calling queue free on the original causes segmentation fault or other weird side effects.

Since the node is substituted on the exact same path, it seems caching in the AnimationTree is not being invalidated correctly.

Removing a node being animated usually results in clear error messages.

For context, I'm building a cutout animation with swappable gear. The animations are set up to expect certain node paths to be available, but the specific nodes are swapped based on the character's equipment.

### Steps to reproduce

1. Create a sprite node with the godot icon (or any other)
2. Animate it with an AnimationPlayer
3. Add an AnimationTree, give it a blend root node, link the AnimationPlayer and add the animation as output in the blend root.
4. Activate the AnimationTree.
5. During runtime, replace the sprite node with a new node and queue_free the original.

For all the details, see the MRP

### Minimal reproduction project

You may need to run the main scene a few times. The animation usually glitches out and rotates around the wrong center point or just flickers. However, a segmentation fault occurs more than 50% of the time on my system sooner or later (usually within the first few seconds of running), shutting down the game without any errors. Sometimes it's affected by moving the cursor across the game window.

The MRP spams replacement of the node every 0.1s to attempt to trigger it somewhat consistently.

[AnimationTreeSegfaultsFreedNode.zip](https://github.com/godotengine/godot/files/11424489/AnimationTreeSegfaultsFreedNode.zip)
Repository: stable-diffusion-webui
Issue: [Bug]:  html_info_txt2img area does not update
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

When a generation is started, the div area under the preview (named html_info_txt2img) is not updated until the generation is finished.
I believe this used to update on start.  
Please let me know if this is expected behavior.

![autoprobs](https://user-images.githubusercontent.com/859222/236928243-392ef4fa-df9c-4aa4-9a0f-e19a3c3eca19.jpg)


### Steps to reproduce the problem

1. Input prompt
2. Press Generate
3. Look at preview area
4. Preview prompt is not right


### What should have happened?

Show current prompt being generated

### Commit where the problem happens

commit: 22bcc7be

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
NA
```


### List of extensions

NA

### Console logs

```Shell
NA
```


### Additional information

_No response_
Repository: pytorch
Issue: Revise glossary
Labels: module: docs,triaged

### 📚 The doc issue

The glossary provided by #40640 could use some attention

- [ ] revise existing terms
- [ ] create new glossary entries (and links) for various sections of the docs
     - [ ] compiler terms to augment the existing JIT terms
     - [ ] generator
     - [ ] torchrun
     - [ ] torchscript
     - [ ] backends
     - [ ] autograd 
... 
pls post a list of suggestions 

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker
Repository: flutter
Issue: [camerax] Standardize the detached versions of wrapped class constructors
Labels: platform-android,p: camera,package,P2,team-android,triaged-android

Currently, some of the detached versions of the dart wrapped class constructors create a HostApiImpl in their constructor, and some do not

Examples that do not create a `HostApiImpl`:
[Exposure state](https://github.com/flutter/packages/blob/main/packages/camera/camera_android_camerax/lib/src/exposure_state.dart#L15)
[Zoom state](https://github.com/flutter/packages/blob/main/packages/camera/camera_android_camerax/lib/src/zoom_state.dart#L15)

Examples that do:
[Preview](https://github.com/flutter/packages/blob/main/packages/camera/camera_android_camerax/lib/src/preview.dart#L31)
[Image proxy](https://github.com/flutter/packages/blob/main/packages/camera/camera_android_camerax/lib/src/image_proxy.dart#L21)

We should standardize these constructors to either all construct a `HostApiImpl` corresponding to their class, or to all not create them in the detached constructor.

See [this discussion](https://github.com/flutter/packages/pull/3467#discussion_r1183003534) which brought up this issue.
Repository: storybook
Issue: [Feature Request]: add `loaded` to `loader`
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

When using `loaders`, it would be great if the loaders can be composable.

We can have a loader at the global/module level, and each story's loader have access to what's loaded and augment the expectation.


### Describe the solution you'd like

```ts
const meta: Meta<...> = {
  loaders: [async () => ({ app: await createApp() })],
  component: ...
}

export default meta

type Story = StoryObj<...>

export const NoCustomer: Story = {
  loaders: [async (_, { loaded }) => {
    const app = loaded.app
    app.getCustomers = async () => []
  }
}
```

### Describe alternatives you've considered

The `loaded` I model after the decorators, where it is `(story: Story, { loaded: Record }) => ...`

it can also be added to the context directly, i.e.:

```ts
const NoCustomer: Story = {
  loaders: [async ({ loaded }) => ...]
}
```

Typing of the `loaded` defaults to `Record<string, any>` in the decorator, which I can't change at the moment, i.e.:

```ts
const NoCustomer: Story = {
  decorators: [(
    Story,
    // error. blah.. is not assignable to type 'Decorator<TArgs>'
    { loaded }: { loaded: { app: MyApp } } 
  ) => ...
```

but that's a different issue.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: rust
Issue: "Unreachable definition" warning after infallible expression in `if`-block
Labels: A-lints,T-compiler,C-bug,A-control-flow,L-unreachable_code

The following snippet generates an "unreachable definition" warning at `let _x = 1` ([godbolt][1] at 1.69):
```rust
fn infallible() -> std::convert::Infallible {
    loop {}
}

fn main() {
    if false {
        infallible();
    }

    let _x = 1;
}
```

Full output:
```
warning: unreachable definition
  --> <source>:10:9
   |
7  |         infallible();
   |         ------------ any code following this expression is unreachable
...
10 |     let _x = 123;
   |         ^^ unreachable definition
   |
note: this expression has type `Infallible`, which is uninhabited
  --> <source>:7:9
   |
7  |         infallible();
   |         ^^^^^^^^^^^^
   = note: `#[warn(unreachable_code)]` on by default
```

Runtime behaviour is as expected (it exits), so this warning seems wrong.

This occurs in rustc 1.71.0-nightly (c4190f2d3 2023-05-07) all the way back to rustc 1.56.

A similar issue (with an expression instead of a definition) has been brought up in #89779. However, that specific case disappeared in rustc 1.60.

[1]: https://rust.godbolt.org/#g:!((g:!((g:!((h:codeEditor,i:(filename:'1',fontScale:14,fontUsePx:'0',j:1,lang:rust,selection:(endColumn:1,endLineNumber:12,positionColumn:1,positionLineNumber:12,selectionStartColumn:1,selectionStartLineNumber:12,startColumn:1,startLineNumber:12),source:'fn+infallible()+-%3E+std::convert::Infallible+%7B%0A++++loop+%7B%7D%0A%7D%0A%0Apub+fn+main()+%7B%0A++++if+false+%7B%0A++++++++infallible()%3B%0A++++%7D%0A%0A++++let+_x+%3D+123%3B%0A%7D%0A'),l:'5',n:'0',o:'Rust+source+%231',t:'0')),k:50,l:'4',n:'0',o:'',s:0,t:'0'),(g:!((g:!((h:output,i:(compilerName:'rustc+1.62.0',editorid:1,fontScale:14,fontUsePx:'0',j:1,wrap:'1'),l:'5',n:'0',o:'Output+of+rustc+1.69.0+(Compiler+%231)',t:'0')),k:50,l:'4',m:57.44920993227991,n:'0',o:'',s:0,t:'0'),(g:!((h:compiler,i:(compiler:r1690,deviceViewOpen:'1',filters:(b:'0',binary:'1',binaryObject:'1',commentOnly:'0',demangle:'0',directives:'0',execute:'1',intel:'0',libraryCode:'0',trim:'1'),flagsViewOpen:'1',fontScale:14,fontUsePx:'0',j:1,lang:rust,libs:!(),options:'',selection:(endColumn:12,endLineNumber:2,positionColumn:12,positionLineNumber:2,selectionStartColumn:12,selectionStartLineNumber:2,startColumn:12,startLineNumber:2),source:1),l:'5',n:'0',o:'+rustc+1.69.0+(Editor+%231)',t:'0')),header:(),l:'4',m:42.55079006772009,n:'0',o:'',s:0,t:'0')),k:50,l:'3',n:'0',o:'',t:'0')),l:'2',n:'0',o:'',t:'0')),version:4
Repository: pytorch
Issue: [MPS] Track failures of test_module.py for MPS backend
Labels: triaged,module: backend,module: mps

### 🐛 Describe the bug

This issue tracks the failures in test_modules.py for the MPS backend.

- BatchNorm1d/BatchNorm2d: fails due to unsupported float64 passed to MPS's batch_norm implementation with error:
`TypeError: Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead.`

- These tests fail due to functional issues (mismatching elements):
1. SELU
2. Softplus 
3. PReLU 
4. ReLU6 
5. Threshold

I'll update this issue whenever each of the above failures get fixed.
These issues were discovered in the PR #95334

### Versions

PyTorch version: 2.1.0a0+gite975f83
Is debug build: True

CMake version: version 3.26.3

Python version: 3.9.16 (main, Mar  8 2023, 04:29:24)  [Clang 14.0.6 ] (64-bit runtime)

CPU:
Apple processor

cc @bdhirsh @kulinseth @albanD @malfet @DenisVieriu97 @abhudev
Repository: PowerToys
Issue: Copy/paste in PowerRename
Labels: Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Highlight and copy portions of the file system that is displayed in PowerRename.

### Scenario when this would be used?

The copied text could then be pasted into the the field to be renamed.

### Supporting information

In addition a copy button to copy the entire file system to be pasted into another document would be a very useful tool as well.