sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Disable language detection for large files
Labels: bug,languages-guessing

I have log files without file extension which are tens of thousands of lines long. VS Code incorrectly detects them as YAML and then freezes (temporarily, I think) because it can't cope. I had to disable the language detection feature because of this.
Repository: react-native
Issue: [IOS 15] TextInput textAlign:right space issue
Labels: Platform: iOS,Component: TextInput,Needs: Triage :mag:

### Description

If use TextInput component with textAlign:'right' property, when typing space, it is not shown until entering another character (not space)

**Steps to Reproduce** 
```
      <TextInput style={{ textAlign: 'right' }} placeholder={'Please input '} />
```
**Expected Results**
Show space in TextInput

### Version

0.57.7

### Output of `react-native info`

  React Native Environment Info:
    System:
      OS: macOS 11.6.1
      CPU: (8) x64 Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz
      Memory: 63.70 MB / 16.00 GB
      Shell: 5.8 - /bin/zsh
    Binaries:
      Node: 15.11.0 - ~/.nvm/versions/node/v15.11.0/bin/node
      Yarn: 1.22.10 - /usr/local/bin/yarn
      npm: 7.6.0 - ~/.nvm/versions/node/v15.11.0/bin/npm
      Watchman: 2021.06.07.00 - /usr/local/bin/watchman
    SDKs:
      iOS SDK:
        Platforms: iOS 14.2, DriverKit 20.0, macOS 11.0, tvOS 14.2, watchOS 7.1
    IDEs:
      Android Studio: 3.5 AI-191.8026.42.35.5977832
      Xcode: 12.2/12B45b - /usr/bin/xcodebuild
    npmPackages:
      react: 16.6.1 => 16.6.1
      react-native: 0.57.7 => 0.57.7

### Steps to reproduce

      <TextInput style={{ textAlign: 'right' }} placeholder={'Please input '} />


### Snack, code example, screenshot, or link to a repository

_No response_
Repository: vscode
Issue: support theme icons in menus in the shadow dom
Labels: debt,themes

Can we remove the two lines at
https://github.com/microsoft/vscode/blob/68976705968229accd11fdfe1cba36a908208dc9/src/vs/base/browser/ui/menu/menu.ts#L1030

There rules are already dynamically created in the platform theme service (https://github.com/microsoft/vscode/blob/main/src/vs/platform/theme/browser/iconsStyleSheet.ts)

They are using the configured product icon theme which could replace all icons, including the menu icons.
Repository: PowerToys
Issue: FancyZones window switching using the mouse.
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Right now the new window switching functionality for FancyZones can be triggered by a keyboard shortcut. 

I'd really like being able to use it by double clicking (or middle clicking) on the title bar of the windows that are in the zone because sometimes I want to switch windows while using the mouse.

### Scenario when this would be used?

I divide my screen in four areas. The bigger one is in the upper left corner and my browser windows live there. Bottom left is for Outlook. Notepad++ is in the bottom right. Trello and Obsidian are in the upper right corner.

I'd love to be able to switch browser environments or from Trello to Obsidian and back by middle clicking on the title bar of the windows in that zone.

### Supporting information

_No response_
Repository: rust
Issue: No entry found for key panic
Labels: I-ICE,T-compiler,C-bug,S-needs-repro

What caused this was changing this line:

use rustc_hash::{FxHashMap as HashMap, FxHashSet as HashSet};

back to

use std::collections::{HashMap,HashSet};

This is the cargo output:

---------- Check ----------
    Checking rustdb v0.3.0 (C:\Users\pc\rust\rustdb)
    Checking rustdb-axum-example v0.1.3 (C:\Users\pc\rust\axumtest)
thread 'rustc' panicked at 'no entry found for key', compiler\rustc_metadata\src\rmeta\decoder\cstore_impl.rs:492:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

error: internal compiler error: unexpected panic

note: the compiler unexpectedly panicked. this is a bug.

note: we would appreciate a bug report: https://github.com/rust-lang/rust/issues/new?labels=C-bug%2C+I-ICE%2C+T-compiler&template=ice.md

note: rustc 1.57.0 (f1edd0429 2021-11-29) running on x86_64-pc-windows-msvc

note: compiler flags: -C embed-bitcode=no -C debuginfo=2 -C incremental --crate-type bin

note: some of the compiler flags provided by cargo are hidden

query stack during panic:
#0 [unsafety_check_result] unsafety-checking `h_get::{closure#0}`
#1 [unsafety_check_result] unsafety-checking `h_get`
end of query stack
error: could not compile `rustdb-axum-example`
Normal Termination
Output completed (1 sec consumed).
Repository: terminal
Issue: "Duplicate Tab" does not really duplicate tab: font size is not duplicated, but opened with default size
Labels: Help Wanted,Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-3

### Windows Terminal version

1.12.2931.0

### Windows build number

10.0.19044.1348

### Other Software

````
C:\>wsl -l -v
  NAME            STATE           VERSION
* Ubuntu-20.04    Running         1
````

### Steps to reproduce

Open new tab
Use Ctrl+mousewheel to adjust font size
Right click tab, click "Duplicate Tab"

### Expected Behavior

New tab created with same font size

### Actual Behavior

New tab created with profile default font size
Repository: rust
Issue: Documentation for PermissionsExt::set_mode should link to set_permissions
Labels: T-libs-api,A-docs,C-bug

<!--
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'm opening this issue because it took me far too much time to realize that set_mode isn't actually doing anything to the underlying file.
Based on the rust std docs I've first tried to set an executable bit with this code:

```rust
let file = std::fs::File::open(path)?;
let metadata = file.metadata()?;
let mut permissions = metadata.permissions();
permissions.set_mode(0o700);
```

I expected to see this happen: The code sets the permissions bit.

Instead, this happened: Obviously nothing, because you have to call `std::fs::set_permissions`

The docs for `PermissionsExt::set_mode` should link to `std::fs::set_permissions` so users know that set_mode doesn't actually perform anything on the file and instead something like this should be done:
```rust
fs::set_permissions(path, PermissionsExt::from_mode(0o700))?;
```
This may be relevant for more than only `std::os::unix::fs::PermissionsExt`.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.57.0 (f1edd0429 2021-11-29)
binary: rustc
commit-hash: f1edd0429582dd29cccacaf50fd134b05593bd9c
commit-date: 2021-11-29
host: x86_64-unknown-linux-gnu
release: 1.57.0
LLVM version: 13.0.0
```

</details>
Repository: godot
Issue: Environment lighting not rendering properly on GLES3 on M1 Mac
Labels: bug,platform:macos,topic:rendering,confirmed,topic:3d

### Godot version

3.4.stable.official [206ba70f4]

### System information

macOS 12.0.1 21A559 arm64 , GLES3, GPU: Apple M1

### Issue description

when i play my project on my mac there is like a 80% chance that the shadows in my scene will be completely black while in the editor they have a blueish tint form my world environment which is what they should also look like when i play the project. if i use this same protect on linux or windows i don't have this issues

![image](https://user-images.githubusercontent.com/55007230/145410318-80a129f3-d1f7-4104-b0a1-5f01534e736d.png)

<img width="1136" alt="Screen Shot 2021-12-09 at 9 01 58 AM" src="https://user-images.githubusercontent.com/55007230/145410455-f65ac9e0-934a-478c-9362-16292608a3dd.png">


### Steps to reproduce

download the first person starter project form ether the godot asset library or form the zip provided below 

then play the project with GLES3 renderer on a M1 mac, you may see this problem appear right away so you might have to play the project a couple times to encounter it but what you will se is the shadows will be completely black while in the editor they are not

### Minimal reproduction project

[godot-FirstPersonStarter.zip](https://github.com/godotengine/godot/files/7685688/godot-FirstPersonStarter.zip)
Repository: vscode
Issue: Code Lenses are trimmed to the line length
Labels: feature-request,code-lens

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->

When multiple lenses of code are provided for the same line, VS Code trims them to the line length.
**Example**:
I registered a Code Lens Provider that shows 2 options for each macro call (Expand One Level / Expand All Levels). When there are multiple macro calls on the same line, not all Code Lens are visible as shown in the screenshot:
![1](https://user-images.githubusercontent.com/17355584/145411157-abcd377d-d42c-4146-aea1-d7acdc5809fe.png)

I suggest displaying them on multiple lines when needed, so all code lenses from all providers are visible.
Repository: go
Issue: x/website: Linkable sections "Learning Resources" and "Meetups"
Labels: NeedsInvestigation,website

<!--
Please answer these questions before submitting your issue. Thanks!
-->
 
### What is the URL of the page with the issue?

https://go.dev/learn/
  
### Screenshot
 
![image](https://user-images.githubusercontent.com/13508141/145426590-82994820-3001-40a8-a0fc-b6dab54d84ec.png)
 
### What did you do?
 
Someone asked me for Go Learning Resources, so I wanted to provide them with the link to go.dev's section "Learning Resources".

### What did you expect to see?
 
I needed either a clickable UI element to the URL of the "Learning Resources" section, or at least a specific **id** that I could find in the HTML source.
 
### What did you see instead?

The fist section of the page is "Install the latest version of Go", which is not a Learning Resource.

The two H2 elements "Learning Resources" and "Meetups" on the page currently don't have an **id** attribute.
Repository: go
Issue: x/website: "Get Started" on /learn links to the current page
Labels: NeedsInvestigation,website

<!--
Please answer these questions before submitting your issue. Thanks!
-->
 
### What is the URL of the page with the issue?
 
 https://go.dev/learn/
  
### Screenshot
 
![image](https://user-images.githubusercontent.com/13508141/145428355-84b9aca5-3c18-4b3c-a682-ce45bfdae9f4.png)
 
 
### What did you do?
 
Click the link "Get Started"
 
### What did you expect to see?
 
Some other page.
 
### What did you see instead?

The same page https://go.dev/learn/

Either this link has a wrong URL, or we should remove it altogether.
Repository: go
Issue: x/website: Playground sample programs dropdown overwrites current program
Labels: NeedsFix,website

<!--
Please answer these questions before submitting your issue. Thanks!
-->
 
### What is the URL of the page with the issue?
 
 https://go.dev/play/
  
### Screenshot
 
![image](https://user-images.githubusercontent.com/13508141/145434478-0d020fa2-f19c-4c2b-9986-763a2aea752e.png) 
 
### What did you do?
 
Edit the default Hello World, Run, edit again, Run again, etc.
 
Then clicked the dropdown and chose "Conway's Game of Life".
 
### What did you expect to see?

I wasn't sure, but I was curious.
 
### What did you see instead?

My program was overwritten with the code of Game of Life.  The "Back" button didn't work to recover my code.

Some sort of warning  "Your code will be overwritten [Cancel] [OK]" would have been nice.
Repository: storybook
Issue: Increased size and files with new version 6.4.x
Labels: bug,performance issue

**Describe the bug**
In other tickets it was stated that new version will do cleanup and its expected to decrease number of files in use, which kills Indexing of tools such as Webstorm. Storybook dependency has most files compared to others in our enterprise scale application. This causes issues if you have to work in parallel on multiple React.js apps at the same time.

**To Reproduce**
check number of files and size of 6.4.x version compared to 6.3.x

Full node_modules before and after
![full_node_modules](https://user-images.githubusercontent.com/878397/145439104-66c97252-3f93-42c0-8070-bde3a7df2a24.jpg)

node_modules/storybook 
![storybook_node_modules](https://user-images.githubusercontent.com/878397/145439116-784bc95e-7eb1-401c-a912-9d5bdb2ddf9f.jpg)


**System**
windows10. same ratio of difference we measured on Ubuntu
Repository: pytorch
Issue: `torch.cuda.set_per_process_memory_fraction()` does not perform VRAM isolation
Labels: module: docs,module: cuda,module: memory usage,triaged

### 🐛 Describe the bug

Hi, 

`torch.cuda.set_per_process_memory_fraction()` is intended to be used to allow for GPU sharing across models and was introduced by #48172. However, what the docs and the PR currently fail to mention is that this limitation is a check done purely after successful allocating the memory via CUDA, and actually does not enforce proper isolation.

I just had the same code failing for me on a `GTX 3090` limited to `5936 MiB` that passed just fine on a `GTX 1660` (which has `5936 MiB` natively).

Inspecting outputs of `torch.cuda.max_memory_allocated()` yields

* `3682 MiB` for the `GTX 1660`, and
* `9638 MiB` for the `RTX 3090`
when omitting the limitation via `torch.cuda.set_per_process_memory_fraction()`. For context: I trained a simple FCN-32s on PascalVoc (and can provide training scripts as well as a docker image if required).

Note that `nvidia-smi` shows similar VRAM usages for both settings, so I guess that allocating one big temporary chunk followed by GC is more efficient in the case of the `RTX 3090` and done irrespective of the set limitation.

## Suggestions
1. Incorporate fraction imposed by `torch.cuda.set_per_process_memory_fraction()` also into the memory allocation procedure, providing proper isolation.
2. Should 1 not be feasible: Update the docs to reflect that edge cases might exist where temporary allocation exceeds the imposed limitations, causing unexpected OOM errors.
3. A little bit off-note: Update the docs to reflect that `torch.cuda.set_per_process_memory_fraction()` does not consider overheads by e.g. CUDA context (refer #48172 and #58466)


### Versions

```
Collecting environment information...
PyTorch version: 1.8.2+cu111
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.2 LTS (x86_64)
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.9.6 | packaged by conda-forge | (default, Jul 11 2021, 03:39:48)  [GCC 9.3.0] (64-bit runtime)
Python platform: Linux-5.13.0-22-lowlatency-x86_64-with-glibc2.31
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 1660
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] numpy==1.21.2
[pip3] torch==1.8.2+cu111
[pip3] torchaudio==0.8.2
[pip3] torchvision==0.9.2+cu111
[conda] numpy                     1.21.2           py39hdbf815f_0    conda-forge
[conda] torch                     1.8.2+cu111              pypi_0    pypi
[conda] torchaudio                0.8.2                    pypi_0    pypi
[conda] torchvision               0.9.2+cu111              pypi_0    pypi
```

cc @brianjo @mruberry @ngimel
Repository: terminal
Issue: Windows Terminal input is as slow as rubber cement
Labels: Area-Performance,Issue-Bug,Product-Terminal

### Windows Terminal version

1.11.2921.0

### Windows build number

10.0.22000.318

### Other Software

My environment:

* VMware Fusion version 12.1.1
* macOS Monterey 12.0.1
* 2.2 GHz 6-Core Intel Core i7 CPU (as reported by About This Mac)
* 16 GB host memory

The virtual machine specs:

* 4 cores (the Windows 10 minimum)
* 8 GB RAM

### Steps to reproduce

I am currently running the Visual Studio installer in this VM, placing it under heavy load (100% CPU utilization in Task Manager). If I type anything when the machine is this loaded, the input response time is unusably slow. It is so slow that if I alt-tab away from the terminal, I worry that my inputs might be sent to another program because the terminal hasn't processed them yet. Not being able to alt-tab away after typing a command is a serious productivity blocker for me.

### Expected Behavior

The input latency being as fast as any other program on the VM at this heavy a load. (Try filling out a bug report form in Microsoft Edge under these circumstances, like I'm doing. The input latency there is as fast and as responsive as I expect.)

### Actual Behavior

Enough time for me to enter a complete command line before the first character appears onscreen. The arrow keys, Backspace, and Ctrl+C are also processed this slowly. (I am a fast typist, but my hand-eye coordination isn't what it used to be; I make many typos while writing text.)
Repository: vscode
Issue: "Go to Definition" from hover popup
Labels: feature-request,editor-symbols

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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Check out this quick example:

![image](https://user-images.githubusercontent.com/10397442/145453129-6a5b0324-7392-4b53-a3a3-edbe21148a5b.png)

As you see, VS Code knows the type of `_event`, yet there's no way to navigate to the definition of `LoanCancelledEvent`, because it's just a static text in the popup, and it's nowhere near in the editor to click on. So, it would be neat if this popup let you "go to definition" of the symbol, just like Ctrl/Cmd+Click in the editor. Something like this:

![image](https://user-images.githubusercontent.com/10397442/145455821-bc51a8f6-d9e5-46b7-bb80-9d8d94b271f3.png)

Currently (v1.63.0), if you press any key while the popup is visible, it will disappear (at least in Windows). And if you hold Ctrl/Cmd while hovering over the symbol, you'll get some extra content in the popup unrelated to what I'm suggesting. So, I'd say the user should not have to hold any keys for this feature to work - the popup would simply appear with clickable symbols right away.
Repository: pytorch
Issue: Possibly out of date error in autograd codegen
Labels: module: autograd,triaged,Stale

Codegen produces errors that say `RuntimeError: output_differentiability=False for inplace operation (version_counter won't get updated)`. We update the codegen in the ADInplaceOrView kernel now, so the error can probably be removed.

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: flutter
Issue: [Proposal][Desktop] Let "ESC" key de-select currently selected item
Labels: a: text input,c: new feature,f: material design,c: proposal,a: desktop,a: error message,P3,team-text-input,triaged-text-input

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## Use case

Users expect de-selection to work like it does in other programs.

Selected items (including selected text, widgets, and tab-focused items) all require the mouse to de-select, which is inconvenient. Other desktop programs typically allow de-selecting items with the <kbd>ESC</kbd> key.

## Proposal

Selected items should be de-selected when a user presses the <kbd>ESC</kbd> key. This includes:

- Selected text
- Selected (long-pressed) widgets: see screenshot below
- Tab-focused buttons

![pic](https://user-images.githubusercontent.com/44756978/145481517-d22dc67e-2086-4f68-b6a4-1c6f12b1984b.png)

I had previously filed a [ticket for Fluffychat](https://gitlab.com/famedly/fluffychat/-/issues/684) and was directed to file it here.

I observed the lack of support for <kbd>ESC</kbd> deselection on the Linux desktop on Wayland, but I think it should be universal.
Repository: pytorch
Issue: Alternative to keras StringLookup in Pytorch
Labels: feature,module: nn,triaged

### 🚀 The feature, motivation and pitch

I would Like a layer that maps string features into integer indices and can be packaged within pytorch binary/onnx to use it on production serving.

I'm working with production models that use embeddings for items. My items are identified by a string and I need to convert them to an index to be able to use the nn.embedding module.  Right now, I need to convert them with an external [module](https://scikit-learn.org/stable/modules/generated/sklearn.preprocessing.LabelEncoder.html) which is then needed to be use during live inference time on production.

In TensorFlow/Keras there is a layer called [StringLookup](https://www.tensorflow.org/api_docs/python/tf/keras/layers/StringLookup?version=nightly) that does it natively on the library, avoiding the need for an external module and enabling it to be packaged within the model binary.

In TensorFlow you can encapsulate the logic with a two layer combination, example:

```
tf.keras.Sequential([
  tf.keras.layers.StringLookup(
      vocabulary=[vocabulary], mask_token=None),
  tf.keras.layers.Embedding(len(vocabulary) + 1, embedding_dimension)
])
```

This will allow the model to process the string lookup table within the binary without the need of an external module.



### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345
Repository: storybook
Issue: Interaction canvasElement should be set to the iframe body (Interaction Test)
Labels: bug,has workaround,addon: interactions

**Describe the bug**
The `canvasElement` that gets passed to the `play` function points to the `root` div element in the iframe (`<div id="root">`). However, if you are using `createPortal` (with a modal, for example), these elements will be appended outside of the root. This can lead to some confusion, as the elements that appears within the portal are not queryable in the typical manner.

**To Reproduce**
Can provide if deemed necessary.

**System**
Storybook 6.4.4. React

**Additional context**

As a work around, you can reference the parent of `canvasElement`. Perhaps it would be enough to document this.

```
MyStory.play = async ({canvasElement}) => {
  //@ts-ignore
 const canvas = within(canvasElement.parentElement)
 ....
}
```