sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [Keep Awake] Disable while on battery
Labels: Idea-Enhancement,Product-Awake

### Description of the new feature / enhancement

 Hello,
I believe that very useful option would be disabling "Keep Awake" feature while coputer is on battery. As soon as a lapptop is plugged-in the option would get activated.



### Scenario when this would be used?

Keep Awake option is automatically disabled while laptop is working on battery.
Keep Awake option is automatically enabled when laptop is plugged -in into the grid.

### Supporting information

_No response_
Repository: godot
Issue: Connecting tree_exited signal to a node with no scripts queue_free crashes godot when changing scenes.
Labels: bug,topic:core,confirmed,crash

### Godot version

3.4.1 stable

### System information

Linux, kernel 5.15.11-arch2-1 (64-bit), x11

### Issue description

I expect it to not crash when I change scene..

### Steps to reproduce

Create scene, add node2d, then add child node2d, connect child node2d `tree_exited` signal to scene roots `queue_free` method, and change scene.

### Minimal reproduction project

[bugshow.zip](https://github.com/godotengine/godot/files/7775280/bugshow.zip)
Simply create new scene to recreate
Repository: pytorch
Issue: `torch.empty_strided` works when the stride is negative!
Labels: triaged,module: correctness (silent),module: tensor creation

### 🐛 Describe the bug

`torch.empty_strided` works when the stride is negative! We can get the shape or even `torch.sum` the result tensor. But when we try printing the result tensor, it fails.

```python
import torch
size = [2, 3]
stride = [-1, 2]
res = torch.empty_strided(size,stride,)
print(torch.sum(res))
# tensor(nan)
print(res.shape)
# torch.Size([2, 3])
print(res)
# RuntimeError: setStorage: sizes [6], strides [2], storage offset 0, and itemsize 4 requiring a storage size of 44 are out of bounds for storage of size 16
```

### Versions

PyTorch version: 1.10.1

cc @ezyang @gchanan @zou3519 @bdhirsh @mruberry @albanD @soulitzer
Repository: pytorch
Issue: `torch.broadcast_to` can create tensor with negative dimension.
Labels: triaged,module: correctness (silent),module: shape checking

### 🐛 Describe the bug

`torch.broadcast_to` can create tensor with negative dimension. Though it is a view of tensor, I think it should do the dimension check since tensor cannot have negative dimension.

```python
import torch
input = torch.rand([3])
shape = [-2, 3]
res = torch.broadcast_to(input,shape,)
print(res.shape)
# torch.Size([-2, 3])
print(torch.sum(res))
# tensor(0.)
torch.all(res)
# RuntimeError: Trying to create tensor with negative dimension -2: [-2, 3]
```

By the way, `tensor.expand` also has the same issue.

```python
import torch
input = torch.rand([3])
shape = [-2, 3]
res = input.expand(shape)
print(res.shape)
print(torch.sum(res))
torch.all(res)
```

cc @ezyang @gchanan @zou3519 @bdhirsh @mruberry @albanD @soulitzer 

### Versions

pytorch version: 1.10.1
Repository: godot
Issue: The distraction-free mode of the script editor does not save your state.
Labels: discussion,topic:editor

### Godot version

3.4.2 stable

### System information

w10 64

### Issue description

Option activated "separate distraction mode"
In the script editor the "no distraction" mode is activated:
![Captura](https://user-images.githubusercontent.com/19652075/147381626-67beb7df-d80a-42b6-a8d0-e7c8051391b9.PNG)

The editor layout is saved.
Restart the editor.
Load the layout if necessary (although the problem will still occur even if you load it)
The no distraction mode does not remember its state and is inactive again in the script editor.
![Captura2](https://user-images.githubusercontent.com/19652075/147381630-8a2be316-da06-4f8f-b253-8d6bb6e83fcf.PNG)

it must be activated again.


### Steps to reproduce

-Active the "separate distraction mode" (although this option has nothing to do with it and does its job well)
(although this option has nothing to do with it and does its job well)
-Activate distraction-free mode in the script editor.
-Save the layout.
-Restart Godot.
-Load the previously saved editor layout
-The distraction-free mode of the script editor is now disabled again.

### Minimal reproduction project

...
Repository: create-react-app
Issue: Improve template developer experience
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?
It's currently a pain in the neck for template developers to test their output since the need to run 
```
npx create-react-app my-app --template file:../path/to/your/template/cra-template-[template-name]
```
and also wait for the deps to be installed. 

(Write your answer here.)

### Describe the solution you'd like
They can run 

```
npx create-react-app my-app --template file:../path/to/your/template/cra-template-[template-name] --no-install-deps
```

### Describe alternatives you've considered

I can also make an env like CRA_NO_AUTO_DEPS_INSTALL so if such env is available I can skip the 'npm' or 'yarn' install. 


### Additional context

What do you think?
Repository: flutter
Issue: [webview_flutter] Audio/Podcast Player doesn't work on iOS
Labels: platform-ios,p: webview,package,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-ios,triaged-ios

## Steps to Reproduce
1. Create a flutter app with webview_flutter as dependency. I've used version 3.0.0, but it seems to occur in older ones too.
2. Use this as your main.dart:
```dart
import 'package:flutter/material.dart';
import 'package:webview_flutter/webview_flutter.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      home: WebView(
        initialUrl: "https://chapter.digital/chapter-talks-e16-domagoj-dukec-leiter-bmw-design/",
        javascriptMode: JavascriptMode.unrestricted
      ),
    );
  }
}
```
3. Run the App on iOS
4. Scroll down on the page and click play on the embedded podcast player.

**Expected results:**
The podcast should play.

**Actual results:**
The podcast doesn't play unless you pause again and then resume.

I have tested it in a pure WKWebView, where the issue doesn't occur.

There's no log output (even when verbose) and flutter doctor shows no anomalies either.
Repository: PowerToys
Issue: [Settings] Assertion failed!
Labels: Product-Settings,Priority-3,Area-Build

### Microsoft PowerToys version

0.1.0 (pre 0.53.0)

### Running as admin

- [ ] Yes

### Area(s) with issue?

Settings

### Steps to reproduce

1. Build PT in debug mode.
2. The run `PT.exe` and then run `PT.exe` a second time.

### ✔️ Expected Behavior

Settings window opens.

### ❌ Actual Behavior

![image](https://user-images.githubusercontent.com/61519853/147384872-e2bd6b01-f1f0-4126-98f6-fb4e6e549a9f.png)

After pressing `ignore` the settings window opens.

### Other Software

_No response_

### Logs
Runner-Log:
```
[2021-12-25 13:31:13.582504] [p-10576] [t-10580] [error] Can't convert string value= to ESettingsWindowNames
```
[PowerToysReport_2021-12-25-13-38-18.zip](https://github.com/microsoft/PowerToys/files/7775840/PowerToysReport_2021-12-25-13-38-18.zip)
Repository: PowerToys
Issue: [Dev] Wox Tests > QueryBuilderTest: Exception in PT Run's log
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Issue-Refactoring

### Microsoft PowerToys version

0.1.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Start the `QueryBuilderTest` in `Wox Tests`.

### ✔️ Expected Behavior

Nu errors in log file.

### ❌ Actual Behavior

```
[2021-12-25 14:06:58.8700] [ERROR] [D:\AppDev\Github\htcfreek\PT_RunKeywordFix\src\modules\launcher\Wox.Plugin\PluginPair.cs::141]
-------------------------- Begin exception --------------------------
Message: Couldn't load assembly for  in 

Exception full name  : System.ArgumentNullException
Exception message    : Value cannot be null. (Parameter 'assemblyPath')
Exception stack trace:
   at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
   at Wox.Plugin.PluginPair.CreatePluginInstance() in D:\AppDev\Github\htcfreek\PT_RunKeywordFix\src\modules\launcher\Wox.Plugin\PluginPair.cs:line 135
Exception source     : System.Private.CoreLib
Exception target site: System.Reflection.Assembly LoadFromAssemblyPath(System.String)
Exception HResult    : -2147467261
-------------------------- End exception --------------------------
```

### Other Software

_No response_
Repository: flutter
Issue: flutter doctor should support CIDR format for NO_PROXY IP address
Labels: c: new feature,tool,t: flutter doctor,c: proposal,P3,team-tool,triaged-tool

<!-- Thank you for using Flutter!

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     or consider asking a question on Stack Overflow:
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      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case

flutter doctor -> Proxy Configuration

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

## Proposal

flutter warning: `NO_PROXY does not contain 127.0.0.1`, but my NO_PROXY contains `127.0.0.0/8`.

flutter doctor should support CIDR format for IP address.
<!--
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     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->

## flutter doctor output

```text
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 2.8.1, on Fedora Linux 35.20211225.0 (Silverblue) 5.15.10-200.fc35.x86_64, locale zh_CN.UTF-8)
[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
[✓] Chrome - develop for the web
[✓] Linux toolchain - develop for Linux desktop
[✓] Android Studio (version 2020.3)
[✓] VS Code (version 1.63.2)
[!] Proxy Configuration
    ! NO_PROXY does not contain 127.0.0.1
[✓] Connected device (2 available)

! Doctor found issues in 1 category.
```

## My NO_PROXY

```text
localhost,127.0.0.0/8,::1
```
Repository: godot
Issue: Collada import: bones are incorrectly positioned
Labels: bug,topic:import,regression,topic:3d

### Godot version

v4.0.dev.custom_build [1906b5967]

### System information

Archlinux, Vulkan

### Issue description

I know that DAE models are obsolete and being replaced by GLTF, but for project migrating from Godot 3.0, it might be useful nonetheless to support them.

Here is a simple model with 3 bones done in Blender 3.0:
![image](https://user-images.githubusercontent.com/440909/147390862-37743fbb-da92-4fa7-b593-54e5db6aaee7.png)

When exported using the Better Collada Exporter and imported using Godot 4.0, the bones are messy:
![image](https://user-images.githubusercontent.com/440909/147390918-c001a3a0-ae4c-40e5-b8dd-ce9d8b7ef3b2.png)

For comparison, here is the same model, but exported using the default Blender Collada exporter:
![image](https://user-images.githubusercontent.com/440909/147390937-c75e29e6-753b-463a-b8d7-5eabcdcd005f.png)

For information: using GLTF, the bones are fines after import.

Before commit 5ffed49907618e3c7e7e2bddddcc8449d0b090a6 New and improved IK system, it works fine.
It was then partially fixed by commit [a54fe3ffa81e4dd19d24031dfcd73ab7a65311c9] collada: fix error in use of fix_transform.

### Steps to reproduce

Open the project, and create a new scene inherited from the skeleton_better.dae. The Blender file is also included for testing.

### Minimal reproduction project

[DAE_skeleton_Test.zip](https://github.com/godotengine/godot/files/7776139/DAE_skeleton_Test.zip)
Repository: vscode
Issue: [json] Local JSON schemas should find each other based on their id fields
Labels: feature-request,json

<!-- ⚠️⚠️ 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. -->

I have a JSON schema which looks like:

```json
{
  "$schema": "https://json-schema.org/draft/2019-09/schema",
  "$id": "https://example.com/item.json",
  "allOf": [{
    "$ref": "https://example.com/definitions.json#/$defs/object"
  }]
}
```
```json
{
  "$schema": "https://json-schema.org/draft/2019-09/schema",
  "$id": "https://example.com/definitions.json",
  "$defs": {
    "object": {
      "type": "object",
      "properties": {
        "id": {
          "type": "string"
        }
      }
    }
  }
}
```

I would like that I would be able to edit them in VSCode with all `$ref`s resolving to their local counterparts. This can be done by VSCode parsing `$id` field and determining the mapping from the remote URL to local file based on `$id`.
Repository: rust
Issue: incorrect type is inferred for a local variable holding a closure
Labels: A-lifetimes,A-closures,T-compiler,C-bug

I tried this code:

```rust
use std::collections::HashMap;
use std::hash::Hash;

pub struct Foo<T>
where
    T: Hash + Eq + Clone + 'static,
{
    rule: Box<dyn Fn(&T) -> Option<Vec<(T, u64)>>>
}

impl<T> Foo<T>
where
    T: Hash + Eq + Clone + 'static
{
    pub fn new(rules: HashMap<T, Vec<(T, u64)>>) -> Self {
        let rule = Box::new(move |src| rules.get(src).map(|o| o.to_owned()));
        Self { rule }
    }
}
```
(https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=f40ec4a2d13b41aa91d6a48ee04214bf)

I expected to see this happen: this should compile, because this equivalent(?) code compiles:
```rust
use std::collections::HashMap;
use std::hash::Hash;

pub struct Foo<T>
where
    T: Hash + Eq + Clone + 'static,
{
    rule: Box<dyn Fn(&T) -> Option<Vec<(T, u64)>>>
}

impl<T> Foo<T>
where
    T: Hash + Eq + Clone + 'static
{
    pub fn new(rules: HashMap<T, Vec<(T, u64)>>) -> Self {
        Self { rule: Box::new(move |src| rules.get(src).map(|o| o.to_owned())) }
    }
}
```
(https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=2809e18e87c789f7591fe7ed57d13ba1)

the only difference here is the intermediate variable `rule`, which appears to be inferring an incorrect type for some reason. the code also compiles successfully if `rule` is given an explicit type annotation with the same type as defined in the struct.

Instead, this happened:
```
error: implementation of `FnOnce` is not general enough
  --> src/lib.rs:17:16
   |
17 |         Self { rule }
   |                ^^^^ implementation of `FnOnce` is not general enough
   |
   = note: closure with signature `fn(&'2 T) -> Option<Vec<(T, u64)>>` must implement `FnOnce<(&'1 T,)>`, for any lifetime `'1`...
   = note: ...but it actually implements `FnOnce<(&'2 T,)>`, for some specific lifetime `'2`
```

this seems maybe related to https://github.com/rust-lang/rust/issues/87079 or https://github.com/rust-lang/rust/issues/70263 but i can't tell if it's actually the same problem or not (this one isn't a problem with function arguments).

### Meta
`rustc --version --verbose`:
```
1.59.0-nightly

(2021-12-23 c09a9529c51cde41c110)
```
Repository: three.js
Issue: Require media licenses
Labels: Addons

<!-- Ignoring this template may result in your bug report getting deleted -->

**Describe the bug**

Not all 3d models or media assets have their own licenses. For example, horse.gltf.

**Expected behavior**

To have an appropriate media license attached to every model or media asset.
Repository: vscode
Issue: Copy/paste behavior in a virtual workspace with query or fragment
Labels: bug,file-explorer

<!-- ⚠️⚠️ 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. -->

I want the copy/paste behavior in a virtual workspace with fragment or query just like it works in the virtual workspace without fragment or query.

For example:

I have a virtual workspace like `memfs:/root`, and I create a file `a.txt`, then I copy then paste it, vscode will
produce a `a copy.txt` file.

But when I have a virtual workspace like `memfs:/root#hello` or `memfs:/root?a=b`, vscode will not produce a `a copy.txt` file.

Test repository: [test-vscode-virtual-workspace](https://github.com/0x-jerry/test-vscode-virtual-workspace)




https://user-images.githubusercontent.com/14226737/147398862-b25b0476-8501-483a-ab33-92e8377788d3.mp4
Repository: material-ui
Issue: [docs] Add "Kitchen Sink" theme component customization example
Labels: new feature,docs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Traversing the docs is a bit cumbersome when you're custom styling a prebuilt component (i.e. Select): 

It would be super instructive/helpful to see a giant JSON object showing all the potential values and all the deeply nested keys.  Either with the default values explicitly defined in the `theme.components`  or just some wacky custom thing where you literally alter every possible property for each component, and all its constituent parts. 

So, like below, but, instead, with a customs value for all the possible keys/properties.  It would be a lot like the default theme docs, where it shows the obejct, but, probably a bit larger due to all the different components.  **Or maybe it could be added to each component page, such that one could copy/paste it right into the `components` object, then tinker.**

It would be super useful/instructive.  I would use it by finding the component I was interested in styling, copy/pasting just that config into my theme, then, removing stuff until I had just what I needed to update.  

Thanks! 

```ts
export const theme = createTheme({
  
  components: {
    MuiCssBaseline: {
      styleOverrides: {
        '@global': {
          html: {
            fontFamily,
          },
          ul: {
            margin: 0,
            padding: 0,
            listStyleType: 'none',
          },
        },
      },
    },

    MuiSlider: {
      styleOverrides: {
        root: {
          "& .MuiSlider-thumb.monkey": {
            color: "green",
            borderRadius: "1px",
          },
        },
        thumb: {
          color: "yellow",
          borderRadius: "1px",
        },
      },
    },
  },
})
```

### Examples 🌈

_No response_

### Motivation 🔦

Making the docs more "tinkerer" friendly vs. having to rely on written documentation.
Repository: create-react-app
Issue: [BUG] eslint error when using yarn berry
Labels: needs triage,issue: bug report

### Describe the bug

(Write your answer here.)
eslint error when using yarn berry
`eslint says Initialization error (ESLint). Missing "./lib/options" export in "eslint" package`

### Did you try recovering your dependencies?

(Write your answer here.)

### Which terms did you search for in User Guide?

(Write your answer here if relevant.)
eslint, yarn berry, Initialization error (ESLint), Missing "./lib/options" export in "eslint" package

### Environment

(paste the output of the command here.)
Environment Info:

  current version of create-react-app: 5.0.0
  running from /Users/est/.npm/_npx/c67e74de0542c87c/node_modules/create-react-app

  System:
    OS: macOS 11.6.2
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 14.17.3 - /usr/local/bin/node
    Yarn: 3.1.1 - /usr/local/bin/yarn
    npm: 7.24.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 96.0.4664.110
    Edge: Not Found
    Firefox: Not Found
    Safari: 15.2
  npmPackages:
    react: Not Found
    react-dom: Not Found
    react-scripts: Not Found
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce
(Write your steps here:)

```
// 1. project settings
$ npx create-react-app my-project --template typescript
// 2.yarn berry settings
$ yarn set version berry

// 3. .yarnrc.yml settings
# ADD .yarnrc.yml
nodeLinker: "pnp"
babel-preset-react-app@*:
    dependencies:
      "@babel/plugin-proposal-private-property-in-object": "*"

// 4. dependency install
$ rm -rf node_modules &&  yarn install
// 5. fix jest-watch-typeahead error in jest
$ yarn add -DE jest-watch-typeahead
// 6. add @testing-library/jest-dom type
$ yarn add -DE @types/testing-library__jest-dom
// 7. eslint dependency install
$ yarn add -DE eslint eslint-config-react-app

// 8.
# REMOVE "eslintConfig" in package.json

// 9.
# CREATE FILE ".eslintrc"
{
  "extends": [
    "react-app",
    "react-app/jest"
  ]
}


```

### Expected behavior

(Write what you thought would happen.)
I think eslint will work normally.

### Actual behavior

(Write what happened. Please add screenshots!)
![image](https://user-images.githubusercontent.com/29789577/147400718-aa8c56fc-7a26-46f8-963b-8a8e6b902c0b.png)
![image](https://user-images.githubusercontent.com/29789577/147400729-6e232756-62d2-475a-aec6-589a806ccfd7.png)
![image](https://user-images.githubusercontent.com/29789577/147400733-4b03ddc3-5349-49f2-ae71-3b6c9bfe4a21.png)


### Reproducible demo

(Paste the link to an example project and exact instructions to reproduce the issue.)
Repository: material-ui
Issue: [Skeleton] Add loading property
Labels: new feature,package: material-ui,component: skeleton

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Add the loading property to simplify the loading branch of the data acquisition.

### Examples 🌈

Use cases are expected to include


```jsx
<Skeleton loading={loading}>
	<Children />
</Skeleton>
```

### Motivation 🔦

I would like to achieve the following simplification of branching.

**current**
```jsx
{loading ? (
  <Skeleton variant="circular">
    <Avatar />
  </Skeleton>
) : (
  <Avatar src={data.avatar} />
)}
```

**After the realization of this ISSUE**
```jsx
<Skeleton loading={loading} variant="circular">
  <Avatar src={data.avatar} />
</Skeleton>
```