sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan: Opening a 3D project on X11 causes a GPU Reset (AMDGPU)
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,needs testing,regression,topic:3d

### Godot version

4.0 alpha 2

### System information

Arch Linux, KDE 5.24.1, Mesa 21.3.6, AMD Radeon RX 460 Graphics (POLARIS11, DRM 3.44.0, 5.16.9-zen1-1-zen, LLVM 13.0.1)

### Issue description

Godot 4 has been causing this error to appear in dmesg since some time after March 12th 2021 (some time after Godot Wild Jam #31 and commit bf309b8a1).
```
[1186.885461] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx timeout, but soft recovered
```

Now, it makes KWin spam notifications about a GPU reset, and flickering the the screen until I turn off compositing. VLC used to do something, so I assumed to was a mesa issue and didn't report it. However, now Godot 4 is the only app I use that causes this. This only happens on X11, no issues on Plasma Wayland. Restarting KWin allows me to turn on compositing again.

### Steps to reproduce

~~Opening a 3D project in the editor or running one from the launcher will cause this.~~
Edit: It only seems to be a few projects that are causing this and it doesn't happen unless I reboot and go into X11 first, it wouldn't happen when I only logged out of Wayland and logged into X11...

Edit 2: Also, I appears the issue I had a few months ago with the strange colors was a separate issue entirely, which is still reproducible (only once somehow, this is terrifying) and has something to do with a shader I made in the visual shader editor. 
Here's the dmesg log from that: [dmesg_godot_lockup.txt](https://github.com/godotengine/godot/files/8086968/dmesg_godot_lockup.txt), although I should probably move that into a new issue?
Repository: pytorch
Issue: pin_memory hangs instead of throwing
Labels: module: dataloader,module: cuda,triaged

### 🐛 Describe the bug

The second call to `pin_memory` will hangs instead of throwing an error when no GPUs are available.

(to run with `CUDA_VISIBLE_DEVICES=""`)

```python
import torch as ch 

data = ch.zeros(10)
try:
  data.pin_memory() # Raises RuntimeError: No CUDA GPUs are available
except:
  pass
data.pin_memory() # will hang forever instead of raising an exception
```
Uncovered by this issue: https://github.com/libffcv/ffcv/issues/148 

### Versions

Collecting environment information...
PyTorch version: 1.10.1
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Arch Linux (x86_64)
GCC version: (GCC) 9.4.0
Clang version: 12.0.1
CMake version: version 3.21.4
Libc version: glibc-2.33

Python version: 3.9.9 | packaged by conda-forge | (main, Dec 20 2021, 02:41:03)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.14.16-arch1-1-x86_64-with-glibc2.33
Is CUDA available: False
CUDA runtime version: 11.5.50
GPU models and configuration: GPU 0: NVIDIA TITAN Xp
Nvidia driver version: 495.44
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.20.3
[pip3] pytorch-pfn-extras==0.5.5
[pip3] torch==1.8.1
[pip3] torch-tb-profiler==0.1.0
[pip3] torchaudio==0.10.1
[pip3] torchvision==0.9.1
[conda] blas                      2.112                       mkl    conda-forge
[conda] blas-devel                3.9.0            12_linux64_mkl    conda-forge
[conda] cudatoolkit               11.3.1               ha36c431_9    conda-forge
[conda] libblas                   3.9.0            12_linux64_mkl    conda-forge
[conda] libcblas                  3.9.0            12_linux64_mkl    conda-forge
[conda] liblapack                 3.9.0            12_linux64_mkl    conda-forge
[conda] liblapacke                3.9.0            12_linux64_mkl    conda-forge
[conda] mkl                       2021.4.0           h8d4b97c_729    conda-forge
[conda] mkl-devel                 2021.4.0           ha770c72_730    conda-forge
[conda] mkl-include               2021.4.0           h8d4b97c_729    conda-forge
[conda] mypy_extensions           0.4.3            py39hf3d152e_4    conda-forge
[conda] numpy                     1.20.3           py39hdbf815f_1    conda-forge
[conda] pytorch                   1.10.1          py3.9_cuda11.3_cudnn8.2.0_0    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] pytorch-pfn-extras        0.5.5                    pypi_0    pypi
[conda] torchaudio                0.10.1               py39_cu113    pytorch
[conda] torchvision               0.11.2               py39_cu113    pytorch


cc @SsnL @VitalyFedyunin @ejguan @NivekT @ngimel
Repository: react-native
Issue: ImageSource in Image doesn't send headers
Labels: Component: Image,Impact: Bug

### Description

According to the docs, the ImageSource prop in the Image component should allow for sending headers like this:

```
<Image
    source={{uri: "http://myimage.com", headers: {"Authorization":token}}}
/>
```
However, the headers aren't sent in any request.

### Version

0.64.3

### Output of `npx react-native info`

System:
    OS: Windows 10 10.0.19042
    CPU: (8) x64 Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz
    Memory: 2.02 GB / 15.85 GB
  Binaries:
    Node: 16.13.2 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.1.2 - C:\Program Files\nodejs\npm.CMD
    Watchman: Not Found
  SDKs:
    Android SDK:
      API Levels: 27, 28, 29
      Build Tools: 27.0.3, 28.0.3, 29.0.2
      System Images: android-24 | Google Play Intel x86 Atom, android-27 | Google APIs Intel x86 Atom, android-28 | China version of Wear OS Intel x86 Atom, android-28 | 
Google APIs Intel x86 Atom, android-29 | Google Play Intel x86 Atom
      Android NDK: Not Found
    Windows SDK: Not Found
  IDEs:
    Android Studio: Version  3.5.0.0 AI-191.8026.42.35.6010548
    Visual Studio: Not Found
  Languages:
    Java: 11.0.11 - C:\Program Files\AdoptOpenJDK\jdk-11.0.11.9-hotspot\bin\javac.EXE
  npmPackages:
    @react-native-community/cli: Not Found
    react: 17.0.1 => 17.0.1
    react-native: 0.64.3 => 0.64.3
    react-native-windows: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

1. Create a project (I've been using Expo but don't see how that would be an issue)
2. Import image from 'react-native'
3. Try sending any header e.g.:
`<Image
  source={{
    uri: "url to any image",
    headers: {
      "Content-Type": "image/jpeg",
      "X-Authorization": "thisismyauthtoken"
    }
  }}
/>`
4. Inspect the HTTP request, no headers are sent (I'm running in browser and using Chrome dev tools to inspect HTTP)

### Snack, code example, screenshot, or link to a repository

![image](https://user-images.githubusercontent.com/5176774/154446863-199d62e8-3119-44d3-9e18-dbd450e36381.png)
![image](https://user-images.githubusercontent.com/5176774/154446914-98464b75-73a2-4752-b3eb-25016ad407f1.png)
![image](https://user-images.githubusercontent.com/5176774/154447114-97904585-9c76-4873-a587-18b98fab8d9b.png)
Repository: vscode
Issue: Improve Performance Of Unicode Highlighting / Link Detection
Labels: feature-request,engineering,unicode-highlight

# Problem

Currently, both the unicode highlighting and link detection feature scan the entire text model again whenever a change has been made (after some timeout).

This is done in a webworker and thus does not impact performance of the main UI. But it might affect overall system performance and energy consumption.

# Relativation

Nonetheless, even for huge files (8MB, more than 230k lines) link detection takes about 70ms and unicode highlighting about 20ms on my machine in the webworker.
For files with hundreds of thousands of links however, updating the decorations in the UI takes up to a second. Also, sending the decoration becomes more expensive than computing them.

Thus, I don't think this improvement is currently needed, but it might be interesting to explore this idea in the futer.

# Proposed Solution

We could introduce an mechanism to incrementally compute and update decorations.

Such a solution could look like this:
```ts
interface IMatch<T> {
    range: Range;
    data: T;
}

interface WhitespaceIndependentTextMatcher<T> {
    isWhitespaceIndependent: true;
    /**
     * ```
     * ∀txt1 txt2: String, WS: (\r\n\t\u{20})*
     *  findMatches(txt1 + WS + txt2)
     *   = [
     *   ...findMatches(txt1),
     *   ...findMatches(txt2).map(d => ({ ...d, range: d.range.moveBy(txt1 + WS) }))
     *   ]
     * ```
     */
    findMatches(text: string): IMatch<T>[];
}

interface IncrementalTextMatcher<T> {
    getMatches(): IMatch<T>;
    handleEdit(text: string, oldRange: Range): void;
}

function createIncrementalMatcher<T>(matcher: WhitespaceIndependentTextMatcher<T>, textModel: ILineBasedTextModel): IncrementalTextMatcher<T> {
    // ...
}
```
Repository: material-ui
Issue: [TextField] `datetime-local` input clears if no time is specified
Labels: bug 🐛,component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

When the user inputs the date without time in an `Input` type `datetime-local` and he moves the focus out of the input, the input will be cleared.

![mui-bug-input-datetime-local-clears](https://user-images.githubusercontent.com/10809429/154459076-13439071-0564-4647-840f-17117141d845.gif)


### Expected behavior 🤔

When the user inputs the date without time in an `Input` type `datetime-local` and he moves the focus out of the input, the input maintains the state.

### Steps to reproduce 🕹

Steps:

1. The user enters a date without time in the MUI Input type `datetime-local`
2. The user moves the focus out of the input
3. The input state is cleared

codesandbox: https://codesandbox.io/s/mui-materialui-bug-input-datetime-local-clears-qcms0o

### Context 🔦

To maintain the input state when if the input loses focus. (just like in the native HTML5 input implementation)

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  System:
    OS: macOS 12.2.1
    CPU: (12) x64 Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz
    Memory: 1.08 GB / 32.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.2 - ~/.asdf/installs/nodejs/16.13.2/bin/node
    Yarn: 1.22.15 - ~/.asdf/installs/yarn/1.22.15/bin/yarn
    npm: 8.1.2 - ~/.asdf/plugins/nodejs/shims/npm
  Managers:
    Homebrew: 3.3.14 - /usr/local/bin/brew
    pip3: 21.3.1 - ~/projects/alpha/.direnv/python-3.9.9-venv/bin/pip3
    RubyGems: 3.0.3.1 - /usr/bin/gem
  Utilities:
    Make: 3.81 - /usr/bin/make
    GCC: 4.2.1 - /usr/bin/gcc
    Git: 2.35.0 - /usr/local/bin/git
    Clang: 13.0.0 - /usr/bin/clang
  Servers:
    Apache: 2.4.51 - /usr/sbin/apachectl
  Virtualization:
    Docker: 20.10.12 - /usr/local/bin/docker
  IDEs:
    Nano: 2.0.6 - /usr/bin/nano
    Vim: 8.2 - /usr/local/bin/vim
    Xcode: /undefined - /usr/bin/xcodebuild
  Languages:
    Bash: 5.1.16 - /usr/local/bin/bash
    Java: 11.0.14 - /Users/jesus.gonzalez/.asdf/installs/java/zulu-11.54.23/bin/javac
    Perl: 5.34.0 - /usr/local/bin/perl
    Python: 3.9.9 - /Users/jesus.gonzalez/project/.direnv/python-3.9.9-venv/bin/python
    Python3: 3.9.9 - /Users/jesus.gonzalez/project/.direnv/python-3.9.9-venv/bin/python3
    Ruby: 2.6.8 - /usr/bin/ruby
  Databases:
    SQLite: 3.36.0 - /usr/bin/sqlite3
  Browsers:
    Chrome: 98.0.4758.102
    Safari: 15.3
```
</details>
Repository: godot
Issue: Unable to call android plugin method v1 from C# using mono arr
Labels: bug,platform:android,topic:dotnet

### Godot version

3.4.2

### System information

Android

### Issue description

Singleton.GetMethodList mono/C# does not return implemented methods through getPluginMethods ( which is deprecated ) do from gdscript.
There is no way to call implemented methods. It works from gdscript.

Singleton is alive...

### Steps to reproduce

Use mono C# 3.4.2 godot. Use Mono/C# arr library. In Android Studio implement required class and its methods by following guide how to.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Feature: support better rendering for ..deprecated Sphinx directive
Labels: module: docs,triaged

This would let us mark deprecated functions properly. 

cc @brianjo @mruberry
Repository: pytorch
Issue: Followup requires for MKL link issue / cannot find -lmkl_core
Labels: module: binaries,module: cpp,triaged

### Original Issue: C++ linking to Pytorch on Linux (CPU) fails with libtorch 1.10.1 - cannot find MKL https://github.com/pytorch/pytorch/issues/72653

Which was mitigated by this fix: https://github.com/pytorch/pytorch/pull/72806


before this change, BLAS_LIBRARIES were set to caffe2::mkl
which is an interface library with link property set as follows:
[pytorch/cmake/public/mkl.cmake](https://github.com/pytorch/pytorch/blob/59dd84cab6ede977173cd48d64abf1bcf6b2fabb/cmake/public/mkl.cmake#L10-L12)

Lines 10 to 12 in [59dd84c](https://github.com/pytorch/pytorch/commit/59dd84cab6ede977173cd48d64abf1bcf6b2fabb)
``
 set_property( 
   TARGET caffe2::mkl PROPERTY INTERFACE_LINK_LIBRARIES 
   ${MKL_LIBRARIES}) 
``

More Research for this use case to find out if we still have similar issues in our code with INTERFACE_LINK_LIBRARIES properties and document the issue.

Ref  CMake doc:
https://cmake.org/cmake/help/latest/prop_tgt/INTERFACE_LINK_LIBRARIES.html

Section INTERFACE_LINK_LIBRARIES:
Note that it is not advisable to populate the INTERFACE_LINK_LIBRARIES of a target with absolute paths to dependencies. That would hard-code into installed packages the library file paths for dependencies as found on the machine the package was made on.

### Versions

1.11

cc @ezyang @gchanan @zou3519 @seemethere @malfet @jbschlosser
Repository: PowerToys
Issue: Center cursor on main monitor (mouse utility)
Labels: Idea-New PowerToy,Product-Mouse Utilities

### Description of the new feature / enhancement

As we know, double tapping "Ctrl" activates an animation, so we can better find the cursor.
My idea would be to tripple tap on "Ctrl" so the mouse centers on the main screen.

### Scenario when this would be used?

When i can't find my cursor
When i need my cursor on my main screen

### Supporting information

_No response_
Repository: pytorch
Issue: Improve loading for nn.modules.lazy.LazyModuleMixin
Labels: module: nn,triaged,actionable

### 🚀 The feature, motivation and pitch


Currently LazyModuleMixin always requires user to call `.forward`, so that `LazyModuleMixin._infer_parameters` will be triggered.
However this is not needed when there are no unininitialized parameters due to loading module's state dict from file.

So it will be more meaningfull to check `LazyModuleMixin.has_uninitialized_params` within `LazyModuleMixin._lazy_load_hook`, and if it's false, then remove `_initialize_hook` and `_load_hook` from module, and mutate its `__class__` attribute like in `LazyModuleMixin._infer_parameters`, without calling `module.initialize_parameters(*input)` as it's not needed anymore.

Something like this:
```python
class LazyModuleMixin:
    cls_to_become = None

    def _materialize(self):
        self._initialize_hook.remove()
        self._load_hook.remove()
        delattr(self, '_initialize_hook')
        delattr(self, '_load_hook')
        if self.cls_to_become is not None:
            self.__class__ = self.cls_to_become

    def _lazy_load_hook(
            self, state_dict, prefix, local_metadata, strict,
            missing_keys, unexpected_keys, error_msgs):
        for name, param in itertools.chain(self._parameters.items(), self._buffers.items()):
            key = prefix + name
            if key in state_dict and param is not None:
                input_param = state_dict[key]
                if is_lazy(param):
                    # The current parameter is not initialized but the one being loaded one is
                    # create a new parameter based on the uninitialized one
                    if not is_lazy(input_param):
                        with torch.no_grad():
                            param.materialize(input_param.shape)
 
        if not self.has_uninitialized_params():
            self._materialize()

    def _infer_parameters(self, module, input):
        module.initialize_parameters(*input)
        if module.has_uninitialized_params():
            raise RuntimeError('module {} has not been fully initialized'.format(self._get_name()))
        self._materialize()
```


### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @kshitij12345
Repository: rust
Issue: rustdoc: Generated themes hide/make navigation links not-obvious
Labels: T-rustdoc,C-bug,A-rustdoc-themes,A-rustdoc-ui

Currently some of the navigation links in rustdoc are being colored the same color as surrounding text, which is super bad for actually being visually navigable. This is the only link I can find to navigate to the parent module from the docs page for the struct. It should not be this hard to notice.

Easiest example is basically any page on docs.rs, one example: https://doc.rust-lang.org/std/collections/struct.HashMap.html

<img width="688" alt="image" src="https://user-images.githubusercontent.com/32407840/154520372-d53abbb8-6a1f-49ce-ae11-a5051748fe13.png">

This screenshot was taken with the Ayu theme, but the same problem is present in every available theme currently. Hovering `collections` here highlights it as a link with an underline, but that is very not-obvious at a glance (the underline is only present on hover), so it's not at all clear how to navigate from (for example) a struct to its parent module page, in many cases.

Any navigable link should be visually distinct from the surrounding text. Currently, these kinds of links are not. See also https://usability.yale.edu/web-accessibility/articles/links#designing-links

Arguably, all links should be reasonably _similar_ so that users aren't conditioned to expect links to be one thing or a small subset of things, and then there are other links styled completely differently hidden in other areas of the page. Especially having a link that looks like plaintext right alongside a link that is visually obvious is misleading.

N.B.: Apologies for probably picking the wrong template; I couldn't find a template that seemed to be suited for the generated UI/theming or anything specific to Rustdoc.
Repository: flutter
Issue: Waiting for another flutter command to release the startup lock...
Labels: tool,platform-windows,P3,team-tool,triaged-tool

flutter command hung at `Waiting for another flutter command to release the startup lock...` in **GitBash for windows**

## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. Well It started happening after upgrading to `Flutter (Channel beta, 2.11.0-0.1.pre)`
2. **It happens only on Git Bash for Windows**

## Logs

<details>
<summary>Logs</summary>

```bash
$ flutter
Waiting for another flutter command to release the startup lock...
```

```bash
$ flutter.bat doctor -v
[✓] Flutter (Channel beta, 2.11.0-0.1.pre, on Microsoft Windows [Version 10.0.22000.527], locale en-IN)
    • Flutter version 2.11.0-0.1.pre at C:\src\flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision b101bfe32f (24 hours ago), 2022-02-16 07:36:54 -0800
    • Engine revision e355993572
    • Dart version 2.17.0 (build 2.17.0-69.2.beta)
    • DevTools version 2.10.0-dev.1

[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at C:\Users\asus\AppData\Local\Android\sdk
    • Platform android-31, build-tools 31.0.0
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 11.0.11+9-b60-7590822)
    • All Android licenses accepted.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[✓] Visual Studio - develop for Windows (Visual Studio Community 2019 16.11.9)
    • Visual Studio at E:\software\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.11.32106.194
    • Windows 10 SDK version 10.0.19041.0

[✓] Android Studio (version 2021.1)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.11+9-b60-7590822)

[✓] VS Code, 64-bit edition (version 1.64.2)
    • VS Code at C:\Program Files\Microsoft VS Code
    • Flutter extension version 3.34.0

[✓] Connected device (3 available)
    • Windows (desktop) • windows • windows-x64    • Microsoft Windows [Version 10.0.22000.527]
    • Chrome (web)      • chrome  • web-javascript • Google Chrome 98.0.4758.102
    • Edge (web)        • edge    • web-javascript • Microsoft Edge 98.0.1108.50

[✓] HTTP Host Availability
    • All required HTTP hosts are available

• No issues found!
```

</details>

---
- ❌Tried deleting lockfile(flutter/bin/cache/lockfile) didn't work

As a workaround I currently use `flutter.bat`
Repository: godot
Issue: Controls in viewport with stretch-shrink positioned wrong
Labels: bug,topic:editor,confirmed,regression,topic:2d

### Godot version

v4.0.alpha2.official [79077e6c1]

### System information

Windows 10

### Issue description

After creating a SubViewportContainer and a SubViewport and setting stretch-scale to 2 and adding a child control and centering it looks like it is in the wrong position in editor but right when running.  _This works in 3._ Thanks.

[![2.gif](https://i.postimg.cc/NfD7wH3G/2.gif)](https://postimg.cc/BX81TXZR)


### Steps to reproduce

- open TestGenerate .tscn, or generate a scene like gif, notice part off screen
- run and fine

### Minimal reproduction project

https://github.com/rakkarage/GenerateTexture
Repository: create-react-app
Issue: CRA - DOM has unwanted iframe which blocks to choose the element from developer tool
Labels: needs triage,issue: bug report

Didn't work the below steps. Still there is an iframe inside the dom.

```
I recently had this issue aswell.
I did couple of things to make it work. You can try these aswell.

Change the react-script version to 4.0.3 inside package.json.
Add this to package.json below the dependencies
"resolutions": { "react-error-overlay": "6.0.9" },
Install react-error-overlay v6.0.9 inside your devDependencies.
Remove your node_modules and package-lock.json.
Do npm install and check that works.
Note: After doing the above steps i had to run npm install react-error-overlay@6.0.9 again to fix this issue.

Hope this helps!!
```

<img width="718" alt="image" src="https://user-images.githubusercontent.com/3829988/154524819-e48f2fae-efd1-4d55-9079-226606e214a1.png">
Repository: flutter
Issue: Fix press and hold on `InkSparkle`
Labels: platform-android,framework,f: material design,P3,team-design,triaged-design

When pressing/clicking and holding InkSparkle, the last frame should show, then fade out. It is different from existing ripples and there is no highlight.
Repository: flutter
Issue: [Material] Refactor private methods from InkSparkle into reusable methods for other InkFeatures and InkRipple
Labels: framework,f: material design,P3,team-design,triaged-design

_clipCallback
_clipCanvas
_targetRadius
_transformCanvas
Repository: flutter
Issue: [Material] Check if pixel density should be fed into InkSparkle to match Android 12
Labels: platform-android,framework,f: material design,P3,team-design,triaged-design

Currently, sparkles are dependent on only the resolution in DP. Android may have some logic dedicated to changed the size of the sparkles dependent on screen resolution.