sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Jittery ssh host input box
Labels: bug,quick-pick

<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

Extension version: 2019.5.42881
VS Code version: Code - Insiders 1.35.0-insider (e9c50663154c369a06355ce752b447af5b580dc3, 2019-05-30T05:18:06.502Z)
OS version: Darwin x64 18.6.0
Remote OS version: Linux x64 4.18.0-1014-azure

**Steps to Reproduce:**

1. Run the `ssh: Connect to host` command
2. Enter a custom host name

**Bug**
On each letter press, notice the host name input jittering slightly:

![May-30-2019 11-08-53](https://user-images.githubusercontent.com/12821956/58664823-53b47300-82e4-11e9-9372-5a02802c6c57.gif)

(gif doesn't do a great job of capturing this but it happens on each keypress)

<!-- Check to see if the problem is general, with a specific extension, or only happens when remote -->
Does this issue occur when you try this locally?: NA
Does this issue occur when you try this locally and all extensions are disabled?: NA
Repository: vscode
Issue: [json editing] don't remove the comments of the next property node when removing first property
Labels: feature-request,json

From https://github.com/microsoft/vscode/issues/134624#issuecomment-944119616

Removing the first property removes the comments of the next property as well.
Repository: godot
Issue: Cannot set status bar color and autohide on Android
Labels: discussion,platform:android,topic:porting

### Godot version

3.3.4

### System information

Windows 10

### Issue description

I need status bar to be visible all time, not only after swipe from top and make it blue color. (I have @color/blue in the another .xml, its ok)
I`v tried to add:
\<item name="statusBarColor">@color/blue\</item>
in android/build/res/values/themes.xml. Nothing happend.

The other problem is, that with selected"Immersive mode" it also shows the navigation bar. Need just a status bar. Is it a bug? I cannot show just a status bar without navigation bar?

### Steps to reproduce

Start some Android emulator with notch, for example "Pixel 3 XL API 30" by Android studio -> go to android/build/res/values/themes.xml and remove .Fullscreen from <style name="GodotAppMainTheme" parent="@android:style/Theme.Black.NoTitleBar"/> -> switch on immersive mode in export -> build on Android

### Minimal reproduction project

_No response_
Repository: node
Issue: doc: fs.ReadStream and fs.WriteStream public/private clarification
Labels: doc,fs

# 📗 API Reference Docs Problem

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using the issue tracker for our help repository.

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For the issue title, please enter a one-line
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or less and no more than 72).

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input. Replace them with your responses.

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<!-- The output of “node --version”. -->

- **Version**: since v0.10x

<!-- The output of “uname -a” (UNIX) or version
and 32-bit or 64-bit (Windows). -->

- **Platform**: all

<!-- The name of affected core module. -->

- **Subsystem**: fs

## Location

_Section of the site where the content exists_

Affected URL(s):

- https://nodejs.org/dist/latest-v14.x/docs/api/fs.html#fs_class_fs_readstream
- https://nodejs.org/dist/latest-v14.x/docs/api/fs.html#fs_class_fs_writestream

## Description

I know the `fs.createReadSteam` and `fs.createWriteStream` are the way to go to create streams in the fs module, but i've seen in many examples in the internet people using `new fs.ReadStream` and `new fs.WriteStream`, I believe it would be good to have a clarification in the docs if `fs.ReadStream` and `fs.WriteStream` are considered public and making `new fs.ReadStream` or extendig it, for example, should be considered 'legal' or if otherwise this should be private and we should never use `new fs.ReadStream` or `new fs.WriteStream`.

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may help solve the problem. -->

✍️

---

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interested in contributing. -->

- [ ] I would like to work on this issue and
      submit a pull request.
Repository: node
Issue: Logs are not visible inside worker thread when using Atomics
Labels: macos,worker

### Version

v16.12.0

### Platform

MacBook-Pro.local 20.6.0 Darwin Kernel Version 20.6.0: Wed Jun 23 00:26:31 PDT 2021; root:xnu-7195.141.2~5/RELEASE_X86_64 x86_64

### Subsystem

worker_threads

### What steps will reproduce the bug?

Hi,

I'm trying to work with `worker_threads`

I've those two files, I expect that my log `Worker_1, prep for editing!` should be visible in the terminal, but it's not.

I'm wondering why the first log is visible but the second not.

```js
// main.js

const { Worker } = require('worker_threads');

const worker_1 = new Worker('./worker_1.js');

const sharedArray = new Int32Array(new SharedArrayBuffer(16));
Atomics.store(sharedArray, 0, 102);

worker_1.postMessage(sharedArray);
```


```js
// worker_1.js

const { parentPort } = require('worker_threads');

parentPort.on('message', (sharedArray) => {
  console.log('Message for Worker_1 from Parent:', sharedArray);
  console.log('Worker_1, prep for editing!');
  Atomics.wait(sharedArray, 0, 102);

  Atomics.store(sharedArray, 1, 1);
  console.log('Worker_1 finished editing!', sharedArray);
});

```

### How often does it reproduce? Is there a required condition?

always

### What is the expected behavior?

I think I should see this log in terminal: `Worker_1, prep for editing!`

### What do you see instead?

I see only the first console.log, but the second one isn't there.

### Additional information

It's the same for node v14the
Repository: flutter
Issue: [Linux] Support new theming api by freedesktop
Labels: framework,f: material design,platform-linux,c: proposal,team-design,triaged-design

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     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

Current theming api for linux and detection of system theme is not good and doesn't work all the time, In fact freedesktop foundation have announced a new api to solve all these things and get a better understanding of system theme for the app.

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

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     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?
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## Proposal

The freedesktop api let's the application decide whether they have any preferred theme, if not then it let's it use the system-wide preference.

I don't have enough knowledge to implement this but have read from [this article](https://blogs.gnome.org/alexm/2021/10/04/dark-style-preference) that:
```
Manually accessing the portal is a bit tedious, and so we wrap it into an
easy to use API. Here’s where things differ more from the original
elementary preference.
```

I think if it has to be done, then it has to be done manually as flutter is still using gtk-3.

## Reference
- https://blogs.gnome.org/alexm/2021/10/04/dark-style-preference/
- https://blog.elementary.io/the-need-for-a-freedesktop-dark-style-preference/
- https://gitlab.gnome.org/GNOME/gtk/-/issues/1919

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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.
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Repository: go
Issue: net: add context-aware Dialer methods DialTCP, DialUDP, DialIP, DialUnix
Labels: Proposal,Proposal-Accepted

The accepted proposal is to add new methods to `new.Dialer`: https://github.com/golang/go/issues/49097#issuecomment-989057178

--

Such like given below:

```golang
func DialTCP(network string, laddr, raddr *TCPAddr) (*TCPConn, error) {
	return DialTCPContext(context.Background(), network, laddr, raddr)
}
func DialTCPContext(ctx context.Context, network string, laddr, raddr *TCPAddr) (*TCPConn, error) {
	switch network {
	case "tcp", "tcp4", "tcp6":
	default:
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: raddr.opAddr(), Err: UnknownNetworkError(network)}
	}
	if raddr == nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: nil, Err: errMissingAddress}
	}
	sd := &sysDialer{network: network, address: raddr.String()}
	c, err := sd.dialTCP(ctx, laddr, raddr)
	if err != nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: raddr.opAddr(), Err: err}
	}
	return c, nil
}

func DialUDP(network string, laddr, raddr *UDPAddr) (*UDPConn, error) {
	return DialUDPContext(context.Background(), network, laddr, raddr)
}
func DialUDPContext(ctx context.Context, network string, laddr, raddr *UDPAddr) (*UDPConn, error) {
	switch network {
	case "udp", "udp4", "udp6":
	default:
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: raddr.opAddr(), Err: UnknownNetworkError(network)}
	}
	if raddr == nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: nil, Err: errMissingAddress}
	}
	sd := &sysDialer{network: network, address: raddr.String()}
	c, err := sd.dialUDP(ctx, laddr, raddr)
	if err != nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: raddr.opAddr(), Err: err}
	}
	return c, nil
}

func DialIP(network string, laddr, raddr *IPAddr) (*IPConn, error) {
	return DialIPContext(context.Background(), network, laddr, raddr)
}
func DialIPContext(ctx context.Context, network string, laddr, raddr *IPAddr) (*IPConn, error) {
	if raddr == nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: nil, Err: errMissingAddress}
	}
	sd := &sysDialer{network: network, address: raddr.String()}
	c, err := sd.dialIP(ctx, laddr, raddr)
	if err != nil {
		return nil, &OpError{Op: "dial", Net: network, Source: laddr.opAddr(), Addr: raddr.opAddr(), Err: err}
	}
	return c, nil
}
```
Repository: ant-design
Issue: Allow an option to resize a modal
Labels: Inactive,🧶 Low Priority

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
Allow the user to resize his modal can help having the perfect size the user wants. 
If you have a complex modal, having a certain calculated width and height helps, but in some case, the user doesn't have a good UX because the height or width can be too big (creating scrollbars) or too small, making the modal unusable.

### What does the proposed API look like?
I know that the `modalRender` option where you can customize the render method. Inside you can put a `Draggable` element to make the modal draggable. I don't know if it could make sense to create a `Resizable` element to allow the user to resize as well. Same concept as the `Draggable`. But combining both `Draggable` and `Resizable` could be a bad design. It could be an option in the modal: `resize` and the values could be `horizontal`, `vertical` and `both`.

## Example from Boostrap

![capture](https://user-images.githubusercontent.com/30554401/138287753-8994b563-405d-4698-93f5-6b1e2e1d4bd4.gif)

API
```
var $modal = $('#myModal');
$modal.find('.modal-content')
  .css({
    width: 625,
    height: 175,
  })
  .resizable({
    minWidth: 625,
    minHeight: 175,
    handles: 'n, e, s, w, ne, sw, se, nw',
  })
  .draggable({
    handle: '.modal-header'
  });
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: Angular SVG as templates do not load in client 
Labels: bug,has workaround,angular

**Describe the bug**
Angular allows the use of *.svg files for component templates, however they do not load in storybook.

**To Reproduce**
1. Add an SVG file to an angular component i.e., home-icon.svg
2. Set the SVG url as the templateUrl for the angular component i.e., `templateUrl: './home-icon.svg'`

```
@Component({
	selector: 'home-icon',
	templateUrl: '../svg/home-icon.svg',
})
```

**System**
Displays `static/media/**/src/icons/svg/home-icon..svg` instead of the icon presentation

**Version**
v6.3.9
Repository: godot
Issue: DirectionalLight shadow has a visible line between splits due to linear filtering (GLES3 only)
Labels: bug,topic:rendering,topic:3d

### Godot version

3.3.4.stable, 3.4.beta (69b2f1dcc)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

DirectionalLight shadow has a visible line/seam between splits due to linear filtering.

This has been an issue as far back as Godot 3.0, but only in GLES3. In GLES2, hardware linear filtering isn't used. https://github.com/godotengine/godot/pull/46301 performs filtering in the shader, which is slower but sidesteps this issue entirely. However, we should aim to keep hardware linear filtering in GLES3 as it performs significantly better.

Changing the shadow filter mode between Disabled, PCF5 and PCF13 doesn't resolve the issue:

| Disabled | PCF5 | PCF13 |
|-|-|-|
| ![2021-10-21_16 55 32](https://user-images.githubusercontent.com/180032/138304906-abce119f-105b-4c1e-8a51-ed6782c40dcb.png) | ![2021-10-21_16 55 14](https://user-images.githubusercontent.com/180032/138304901-59043015-428d-44ef-97f6-02ecf6f8b00c.png) | ![2021-10-21_16 55 44](https://user-images.githubusercontent.com/180032/138304908-ead1a4da-6b42-48bf-8963-969fb4feeff6.png) |

Enabling **Blend Splits** doesn't hide the visible line either:

![2021-10-21_17 04 23](https://user-images.githubusercontent.com/180032/138305442-a75259b8-f8e9-41b0-9920-6df0b4a79199.png)

Also, if you decrease the DirectionalLight's shadow **Normal Bias** but increase **Bias Split Scale**, the split line becomes even more visible. Example with PCF5 filter mode:

![2021-10-21_16 56 14](https://user-images.githubusercontent.com/180032/138304909-cb5ee7ad-b585-4e92-a76f-a4e5fd177972.png)

However, if you modify Godot's source code to revert https://github.com/godotengine/godot/pull/8009, the black line is gone. This is the case even with the aforementioned bias tweaks:

![2021-10-21_17 09 22](https://user-images.githubusercontent.com/180032/138306362-0fceda91-543f-41e1-8d72-099ee5e732b1.png)

Maybe this can be fixed by adding some padding on each shadow map split.

See also https://github.com/godotengine/godot/issues/25303. This issue is different though – it's noticeable even on a single continuous mesh, regardless of MSAA, but only in GLES3.

### Steps to reproduce

- Add DirectionalLight node to a scene and rotate it accordingly.
- Enable shadows for the DirectionalLight node.
- Move the camera.

### Minimal reproduction project

[test_directional_shadow_split_line_3.x.zip](https://github.com/godotengine/godot/files/7390800/test_directional_shadow_split_line_3.x.zip)
Repository: flutter
Issue: [ScrollMetrics] `atEdge` does not provide an easy way to determine which edge it is at
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

## Use case

When implementing an infinite-scrolling ListView, I have provided a ScrollController, which I then use to determine the ListView's scroll position, with the idea being that I will fetch the next page of data once the user has reached the bottom of the ListView. However, ScrollPosition only offers an `atEdge` property, which means I need to use the semantically less clear `controller.position.pixels == controller.position.maxScrollExtent`.

## Proposal

Because `atEdge` is implemented in the `ScrollMetrics` mixin as `pixels == minScrollExtent || pixels == maxScrollExtent`, I propose introducing `atStart` and `atEnd` properties, as follows:

```
  /// Whether the this position is at the start of its scrollable range.
  bool get atStart => pixels == minScrollExtent;

  /// Whether the this position is at the end of its scrollable range.
  bool get atEnd => pixels == maxScrollExtent;
```

With these, we can also update the implementation of `atEdge`:

```
  /// Whether the this position is at the beginning or end of its scrollable range.
  bool get atEdge => atStart || atEnd;
```
Repository: pytorch
Issue:  fx graph mode quantizing error  
Labels: triaged,module: fx

this is minima error demo : instance -> quantize_fx  ->jit.script  ， Ask for help. Thank very much
```
import torch
from torch import nn, Tensor
from typing import Tuple, Optional
import torch.quantization.quantize_fx as quantize_fx
from torch.quantization import default_dynamic_qconfig, float_qparams_weight_only_qconfig

class MySubmodule(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.lstm = nn.LSTM(10, 3, num_layers=2, batch_first=True, bidirectional=False)

    def forward(self, input, hidden: Tuple[torch.Tensor, torch.Tensor]):
        return self.lstm(input, hidden)

class MyModule(torch.nn.Module):
    def __init__(self):
        super().__init__()
        #...onther net
        self.sub = MySubmodule()
        self.hidden: Tuple[Tensor, Tensor] = self.init_lstm_hidden()

    #-------error-------
    def forward(self, input):
        return self.sub(input, self.hidden)

    #-----correct-------
    # def forward(self, input, hidden: Tuple[torch.Tensor, torch.Tensor]):
    #     return self.sub(input, hidden)

    def init_lstm_hidden(self) -> Tuple[Tensor, Tensor]:
        h = torch.zeros(2, 3, 3)
        c = torch.zeros(2, 3, 3)
        return (h, c)

#-----------quantization-----------------
backend = "qnnpack"
torch.backends.quantized.engine = backend
qconfig_dict = {
    "object_type": [
        # (torch.nn.Embedding, float_qparams_weight_only_qconfig),
        (torch.nn.LSTM, default_dynamic_qconfig),
        # (torch.nn.Linear, default_dynamic_qconfig)
    ]
}
trans = MyModule()
trans.eval()
quantized_model = quantize_fx.prepare_fx(trans, qconfig_dict)
quantized_model = quantize_fx.convert_fx(quantized_model)
audio_rand = torch.randn(3, 3, 1)
hidden = trans.init_lstm_hidden

script_class = torch.jit.script(quantized_model, audio_rand)   #error
# script_class = torch.jit.script(quantized_model, [audio_rand, hidden])   #its correct

print(script_class.code)
```
、、

-----error info------
forward_tensor(__torch__.torch.nn.quantized.dynamic.modules.rnn.LSTM self, Tensor input, (Tensor, Tensor)? hx=None) -> ((Tensor, (Tensor, Tensor))):
  Expected a value of type 'Optional[Tuple[Tensor, Tensor]]' for argument 'hx' but instead found type 'List[Tensor]'.
  Empty lists default to List[Tensor]. Add a variable annotation to the assignment to create an empty list of another type (torch.jit.annotate(List[T, []]) where T is the type of elements in the list for Python 2)

The original call is:
    _tensor_constant0 = self._tensor_constant0
    _tensor_constant1 = self._tensor_constant1
    sub_lstm = self.sub.lstm(input_1, [_tensor_constant0, _tensor_constant1]);  input_1 = _tensor_constant0 = _tensor_constant1 = None
               ~~~~~~~~~~~~~ <--- HERE




cc @ezyang @SherlockNoMad
Repository: material-ui
Issue: [Tabs] Invalid value warning triggered when using React.lazy
Labels: duplicate,component: tabs

v5.0.4

Much like the description in [#8489](https://github.com/mui-org/material-ui/issues/8489), when using dynamic data to generate tabs and their contents, I receive the error:

> MUI: The `value` provided to the Tabs component is invalid. The
              Tab with this `value` ("0") is not part of the document layout.
              Make sure the tab item is present in the document or that it's not
              `display: none`.

However, this only occurs once in our app after a hard refresh.  I have reproduced this in a code sandbox however, it seems that there may be some caching with codesandbox.io that prevents it from happening.  

In order to reproduce it in Codesandbox, you will need to add or remove a dependency such as lodash or something from the fork.

[https://codesandbox.io/s/sparkling-grass-sfidi?file=/src/TabIssue.jsx](https://codesandbox.io/s/sparkling-grass-sfidi?file=/src/TabIssue.jsx)
Repository: vscode
Issue: Support codicons in file decorations
Labels: feature-request,api,file-decorations,api-proposal,icons-product

Refs https://github.com/microsoft/vscode-pull-request-github/issues/3054

Right now we have to resort to using unicode characters, emojis, or copying codicon glyphs (which does not scale and can break when they change) so it would be great to have support for our `ThemeIcon` in the decorator api:

<img width="273" alt="CleanShot 2021-10-21 at 12 00 31@2x" src="https://user-images.githubusercontent.com/35271042/138340253-4208c3d5-ede3-40b9-958e-496fda3c0d61.png">

@bpasero  @jrieken not sure which one of you owns this area
Repository: PowerToys
Issue: "Double Shift" (or modifier key) for PowerToys Run
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

I want to use PowerToys Run on "Double Shift" (like Android Studio search everywhere)
![image](https://user-images.githubusercontent.com/23485114/138341748-4ba7d52b-8f45-4ffe-9478-0c4c1f9b2056.png)

### Scenario when this would be used?

"Double Shift" for PowerToys Run

### Supporting information

_No response_
Repository: create-react-app
Issue: Husky doc needs update
Labels: needs triage,issue: bug report

This doesn't work as of now - https://create-react-app.dev/docs/setting-up-your-editor/#formatting-code-automatically

Need to do following 

```
npx husky install
npm set-script prepare "husky install"
npx husky add .husky/pre-commit "npx lint-staged"
```