sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [Autocomplete] freeSolo value always changes to first matching item when you modify previous match
Labels: bug 🐛,component: autocomplete

Autocomplete will not update value for `freeSolo` if you delete text from a previous match and hit `enter`. Instead the select always interprets the `enter` key as selecting the first option. 

- [x] The issue is present in the latest release.
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.



## Current Behavior 😯

Select menu takes over and selects first item on `enter` instead of accepting the custom `freeSolo` text after modification. Hitting `esc` on the keyboard to force menu shut is the only way to make it work without further modification.

## Expected Behavior 🤔

Expect that hitting `enter` with custom text changes the value to that text when `freeSolo` option is enabled.


## Steps to Reproduce 🕹

Forked off the demo material-ui `freeSolo` example. Only changes being that value shown and second example removed.
https://codesandbox.io/s/material-demo-forked-w902w

1. Enter "Shawshank", arrow down and select the matching "The Shawshank Redemption" option. The value will be shown below
2. Use your keyboard to remove "The" from the start of the word and hit `enter`
3. **BUG:** Value changes back to "The Shawshank Redemption" and the value below shows "The Shawshank Redemption" instead of the desired updated value "Shawshank Redemption" (being `freeSolo`)
4. Now remove the word "Shawshank" and hit `enter` and the value changes to "The Redemption"
5. Now using keyboard, delete "The" and type "Shawshank" at the start (keeping space between words) and hit enter and the value is successfully updated to "Shawshank Redemption" (this is what we expected in step **3**).

As you can see we used two paths to try to update the text value to "Shawshank Redemption" and the user would expect both (step **3** and step **5** to work the same).


## Context 🔦

Consistent value setting for users.

## Your Environment 🌎

- Chrome Version 91.0.4472.114 (Official Build) (x86_64)
- MacOS
Repository: neovim
Issue: Make `:difft` interruptible
Labels: enhancement,diff

Running `:difft` on files that are very large (>1 million lines in my specific case) takes a very long time to finish. During that time, Neovim is unusable. I don't think any diff algorithm could handle such large files in a reasonable amount of time, so it would be nice to be able to interrupt `:difft` with `<C-c>`.
Repository: vscode
Issue: Add support for implicit tag names
Labels: feature-request,emmet,emmet-parse

<!-- ⚠️⚠️ 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. -->

Issue Type: *Feature Request*

Vscode missing [Implicit tag names](https://docs.emmet.io/abbreviations/implicit-names/#how-it-works) effect, emmet official effect:

[![image](https://user-images.githubusercontent.com/4715995/124568943-1124d380-de78-11eb-8618-d9fc4fb59eb5.png)](https://docs.emmet.io/abbreviations/implicit-names/#how-it-works)

Vscode effect:

![image](https://user-images.githubusercontent.com/4715995/124568891-ffdbc700-de77-11eb-9b71-84ce55ccc541.png)
Repository: flutter
Issue: App does not run when adding .framework to iOS plugin
Labels: platform-ios,tool,p: tooling,d: api docs,t: xcode,P3,a: plugins,team-ios,triaged-ios

I am currently making a flutter plugin. Now working on the iOS part. My plugin depends on a .framework that is objective-c code. The plugin code is in Swift.

I was able to run the app successfully if the plugin code was in the AppDelegate.swift and the import of the objective-c framework is in the Runner bridging header. But when I copy the code to a plugin and try to run the code it does not work.


I get an error saying that:

```
Include of non-modular header inside framework module 'myplugin.myplugin_Bridging_Header'
```

I have added the framework to podspec using these three lines:

```
<module-includes>:1:9: note: in file included from <module-includes>:1:
#import "Headers/myplugin-umbrella.h"
        ^
/Users/yazeed/Desktop/myplugin/example/ios/Pods/Target Support Files/myplugin/myplugin-umbrella.h:13:9: note: in file included from /Users/yazeed/Desktop/myplugin/example/ios/Pods/Target Support Files/myplugin/myplugin-umbrella.h:13:
#import "myplugin-Bridging-Header.h"
        ^
/Users/yazeed/Desktop/myplugin/ios/Classes/myplugin-Bridging-Header.h:1:9: error: include of non-modular header inside framework module 'myplugin.myplugin _Bridging_Header': '/Users/yazeed/Desktop/myplugin/example/ios/.symlinks/plugins/myplugin/iOS/myframework.framework/Headers/myframework.h'
#import <myframework/myframework.h>
        ^
<unknown>:0: error: could not build Objective-C module 'myplugin'
```

XCode does not complain before build. The swift code does not have any errors. If I remove the lines from podspec I get the framework does not exist instead of non-module error.
Repository: flutter
Issue: [image_picker] Large images either fail or take long to process on simulator when picking image from gallery
Labels: platform-ios,p: image_picker,package,has reproducible steps,P2,found in release: 2.2,found in release: 2.4,team-ios,triaged-ios

Hi, I noticed that on iOS (simulator - cannot test on the real device because of: https://github.com/flutter/flutter/issues/85959) I cannot select one image (this happens with more images on real device) nor in single select mode nor in multi-select. I do not know why (maybe it is too big) but ```var files = await imagePicker.getMultiImage(maxWidth: 300, imageQuality: 90);``` never returns value.
I noticed that simulator also fails to copy it when I tried.
This is not happening with other images.
I thought maybe the image is corrupted but I tried on Android with the same image and everything works fine.
Can you try? I am attaching the original image
https://drive.google.com/file/d/1x1xY_wI2Q397bNL2qCM6hQIpPdPX4cpx/view?usp=sharing

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 2.2.3, on Microsoft Windows [Version 10.0.19041.1052], locale en-US)
[√] Android toolchain - develop for Android devices (Android SDK version 30.0.1)
[√] Chrome - develop for the web
[√] Android Studio (version 4.1.0)
[√] VS Code (version 1.57.1)
[√] Connected device (3 available)

• No issues found!
```
Repository: pytorch
Issue: DataLoader with IterativeDataset throws an error when providing a BatchSampler
Labels: module: dataloader,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

```py
DataLoader(iterative_dataset, batch_sampler=...)
```

This would raise a ValueError expection.

ValueError: DataLoader with IterableDataset: expected unspecified batch_sampler option

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

The DataLoader shouldn't raise an error and let control for the user to properly modify the batch sampler if needed. This would be useful for a MetaLearning application.

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @SsnL @VitalyFedyunin @ejguan
Repository: PowerToys
Issue: PowerToys Run Search Results with indicator when more items available than showing
Labels: Idea-Enhancement,Product-PowerToys Run,Area-User Interface

### Description of the new feature / enhancement

Hello,

When searching for stuff with PowerToysRun and it has more items than show up the only indicator is the scrollbar on the right.

Do i have 6 Items? Are there more than 6 Items? Only the Scrollbar knows.
![image](https://user-images.githubusercontent.com/17104473/124589974-e5472500-de5a-11eb-9e1a-f4f08d89b307.png)

Instead of only shwoing the Scrollbar, what about a 5-10 pixel grey bar (or whatever color the Interface uses, just a liiitle darker)  with an arrow pointing downwards to indicate that there are more items that are not showing right now.

### Scenario when this would be used?

When having more Items in the Search results than you can display.

### Supporting information

_No response_
Repository: godot
Issue: 2D Shader is running in IDE but not in compiled or launched application
Labels: bug,topic:rendering,needs testing,topic:shaders

### Godot version

3.3.2 Stable Windows

### System information

Windows 7 Ultimate, Service Pack 1 GLES3 NVidia GTX 1660  Driver 27.21.14.5206 (8-12-2020)

### Issue description

I have a distortion shader that distorts a 2D sprite over time.  While working in the IDE, it displays as expected, however in a running program, it stutters for a second then stops though if you move the mouse rapidly it stutters forwards somewhat.

I thought that set_process(on) might solve it but it doesn't unless I replace the shader's internal TIME variable with an external variable whose value I specify VIA a shader parameter, which I have to believe is far more inefficient that using the shader's built-in TIME variable.

I am attaching a SAMPLE application that demonstrates the problem and my work-around.


### Steps to reproduce

Load the attached sample file and look at it in the IDE.  You should see the world FEAR dancing around.

Launch the program and it stops dancing.  Pick the options of the drop-down menu and on my machine, on the third one reproduces the behavior that it had in the IDE

### Minimal reproduction project

[Shader not running.zip](https://github.com/godotengine/godot/files/6769621/Shader.not.running.zip)
Repository: ant-design
Issue: Submenu is not displayed on IE11
Labels: Internet Explorer,help wanted,Inactive,IE | Firefox | Safari

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://ant.design/components/menu/#header](https://ant.design/components/menu/#header)

### Steps to reproduce
1. Go to https://ant.design/components/menu/#header
2. Hover on `Navigation Tree - Submenu` menu item (Horizontal top navigation menu example)

### What is expected?
Submenu should be visible

### What is actually happening?
Submenu is not visible

| Environment | Info |
|---|---|
| antd | 4.16.6 |
| React | 16.13.1 |
| System | Windows 10 1909 |
| Browser | IE11 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Proposal: ImageLoadingBuilder should use `null` for the `loadingProgress` in the initial state
Labels: c: new feature,framework,a: images,c: proposal,P3,team-framework,triaged-framework

## Use case

Hypothesis: many users will want to do the same 4 things with the `Image.network` widget:

1. Render a generic loading state
_show a spinner for images that are quick to load, or that haven't started loading yet_
2. Render a progress loading state
_show a progress bar for large images that may take time_
3. Render the image
4. Render an error

Using an `ImageLoadingBuilder` there's no clear way to differentiate between an image that hasn't started loading (1), and an image that has been fully loaded (3). From the [ImageLoadingBuilder docs](https://api.flutter.dev/flutter/widgets/ImageLoadingBuilder.html):

> The `loadingProgress` argument contains the current progress towards loading the image. This argument will be non-null while the image is loading, but it will be null in the following cases:
>
> * When the widget is first rendered before any bytes have been loaded.
> * When an image has been fully loaded and is available to be painted.

An alternative approach is to use the `ImageFrameBuilder` to render the generic loading state (1), but not the progress(2):

```dart
Image.network(
  imageUrl,
  frameBuilder: (
    BuildContext context,
    Widget child,
    int? frame,
    bool wasSynchronouslyLoaded,
  ) {
    if (frame != null) {
      return child;
    }
    return Center(
      child: CircularProgressIndicator(),
    );
  },
);
```

## Proposal

Modify the `ImageLoadingBuilder` so that the `loadingProgress` is not-null in the initial state, ie:

```dart
ImageChunkEvent(
  cumulativeBytesLoaded: 0,
  expectedTotalBytes: null,
);
```

that way users can render a spinner, or 0% progress state for this.
Repository: transformers
Issue: [Flax] from_pretrained does not consider the passed dtype
Labels: WIP

## Environment info

When loading a flax model with `from_pretrained` the type argument is not used. The weights are initialized with the dtype of saved weights.

So if you do 
```python
model = FlaxGPT2ForCausalLM.from_pretrained("gpt2", dtype=jnp.dtype("bfloat16"))

# check the dtype of one of the params 
model.params["transformer"]["wpe"]["embedding"].dtype
=> dtype("float32")
```

We should probably cast the weights to `self.dtype`.

As a workaround for `bf16`,  one could manually cast the weighs with
```
def to_bf16(t):
    return jax.tree_map(lambda x: x.astype(jnp.bfloat16) if x.dtype == jnp.float32 else x, t)

model.params = to_bf16(model.params)
```

cc @patrickvonplaten
Repository: material-ui
Issue: Add a "dummy" Mui-component processed in the custom them `overrides` prop to enable "targetting" without impacting layout
Labels: support: question,package: styled-engine

<!-- Provide a general summary of the feature in the Title above -->
## The pain-point

I use the `overrides` prop a lot.  In order to target a component there must be a `Mui` parent as the starting point for my selectors to latch-onto.

Sometimes, I have a component that uses "straight-up" `React` components encoded using plain-old `html` tags.  *As of now, I can't include this component in my custom theme*.  Of course I can "hack-it" using something like `Container` but that is not good design as it introduces a false intent.

## The solution
In many programming languages there is the concept of the "identity function".  

```haskell
identity :: a -> a
```
The function outputs what was inputted.  However, there is a related function with an important "extra": in a typed language the output might be "cast" to something that remains true to the identity value, but augments where the value can now operate (lifts the value).

```haskell
pure :: a -> c a
```

... the idea:

```haskell
muiTag :: html -> mui html
```

I propose a Mui component with *no effect* on the layout; i.e., does not distort/interact with the meaning of the child elements.

```js
<MuiOverride className='My-Custom-Class'>
   <html-element />
</MuiOverride>
```
... where the `MuiOverride -> html`

```html
<span class="MuiOverride My-Custom-Class">
   <html-element />
</span>
```

Note: while the name might seem heavy-handed, I chose it because it suggests using it with the `overrides` prop. While naming is important, the idea is not meant to hinge on it. e.g., `<MuiId>`, `<MuiTag>`, `<MuiSpan>` are others that come to mind.

 
## Summary
Create a Mui component that generates a html element that does not change the layout (e.g., `<span>`.  With support for this component, users can unify the configuration of their design under a single Mui banner.

## Finally
Thank you for all of your efforts.  The quality of this resource is top-tier.

<!-- Checked checkbox should look like this: [x] -->

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.
Repository: pytorch
Issue: Zero seed in DistributedSampler
Labels: oncall: distributed,triaged

Here you can find zero default seed in the data loader. However, it is recommended to avoid zero seed.
https://github.com/pytorch/pytorch/blob/05c1e5b65571d2fa14b0f06c37ba970fd7cc43d0/torch/utils/data/distributed.py#L61

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: pytorch
Issue: torch.linspace tensor support
Labels: triaged,enhancement,module: numpy

## 🚀 Feature
Add **tensor support** to `torch.linspace` to replicate NumPy behavior.

## Motivation

`numpy.linspace` supports an **array-like** input to both its `start` and `stop` arguments, whereas PyTorch currently only supports **float** inputs. To replicate NumPy behaviour, it would be nice if PyTorch could support n-dimensional tensors as well as floats.

## Pitch

Here is a simple way to implement a tensor-based linspace function in PyTorch:

```python
import torch
import numpy as np
from torch import Tensor


@torch.jit.script
def linspace(start: Tensor, stop: Tensor, num: int):
    """
    Creates a tensor of shape [num, *start.shape] whose values are evenly spaced from start to end, inclusive.
    Replicates but the multi-dimensional bahaviour of numpy.linspace in PyTorch.
    """
    # create a tensor of 'num' steps from 0 to 1
    steps = torch.arange(num, dtype=torch.float32, device=start.device) / (num - 1)
    
    # reshape the 'steps' tensor to [-1, *([1]*start.ndim)] to allow for broadcastings
    # - using 'steps.reshape([-1, *([1]*start.ndim)])' would be nice here but torchscript
    #   "cannot statically infer the expected size of a list in this contex", hence the code below
    for i in range(start.ndim):
        steps = steps.unsqueeze(-1)
    
    # the output starts at 'start' and increments until 'stop' in each dimension
    out = start[None] + steps*(stop - start)[None]
    
    return out


# create 'start' and 'stop' tensors
start = torch.tensor([[0, 1], [2, 3]])
stop = torch.tensor([[10, 10], [10, 10]])

# compute linspace in NumPy and in the above-defined PyTorch function
torch_out = linspace(start, stop, num=3)
np_out = np.linspace(start, stop, num=3)

# check that the results agree
np.isclose(torch_out, np_out).all() # True
```

As you can see, implementing a very basic tensor-based linspace function in PyTorch is relatively easy. However, I am not sure how difficult it would be to implement something like this in the codebase. This is my first issue on GitHub and I've never contributed to any open source project before. But I'd like to help if it would be possible and desirable.
Repository: godot
Issue: get_cell_autotile_coord returns the same value for two different cases
Labels: topic:core,documentation,topic:2d

### Godot version

3.3.2 mono official

### System information

w10 64

### Issue description

get_cell_autotile_coords returns Vector2.Zero in two different cases:
- empty tile
- the first tile of the atlas

How then will the user be able to distinguish between the two cases?

### Steps to reproduce

...

### Minimal reproduction project

_No response_
Repository: godot
Issue: [Bullet] Most properties in 6DOFJoint do nothing. Also if two 6DOF joints are fixed to one rigid body, only one affects it.
Labels: bug,topic:physics,topic:3d

### Godot version

3.3.2

### System information

Win 10k, ATI RX570

### Issue description

Issue 1: Changing most of the properties in the 6DOF joint yields no change in behavior if the engine is set to Bullet / DEFAULT. Joint works fine if Godot Physics is used.

Issue 2: When two 6DOF joints a attached to the same rigid body, only one of the (First one to be attached) is affecting the rigid body. Issues goes away if Godot Physics is used.

Bug Evidence:
https://youtu.be/GsU4cX6bv8s

### Steps to reproduce

Issue 1:
Set physics engine to Bullet:
Set a rigid body
attach two 6DOF joints to the body.
Only one of them will affect the body.

Issue 2:
Set physics engine to Bullet:
Play around with 6DOF joint properties.

### Minimal reproduction project

_No response_
Repository: go
Issue: x/tools/go/packages: packages.Load: `internal error: go list gives conflicting information for package`
Labels: NeedsInvestigation,Tools

  <!--
  Please answer these questions before submitting your issue. Thanks!
  For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
  -->
  
  ### What version of Go are you using (`go version`)?
  
  <pre>
  $ go version
  go version go1.16.5 darwin/amd64
  </pre>
  
  ### Does this issue reproduce with the latest release?
  Yes
  
  ### What operating system and processor architecture are you using (`go env`)?
  
  <details><summary><code>go env</code> Output</summary><br><pre>
  $ go env
  GO111MODULE=""
  GOARCH="amd64"
  GOBIN=""
  GOCACHE="/Users/skipor/Library/Caches/go-build"
  GOENV="/Users/skipor/Library/Application Support/go/env"
  GOEXE=""
  GOFLAGS=""
  GOHOSTARCH="amd64"
  GOHOSTOS="darwin"
  GOINSECURE=""
  GOMODCACHE="/Users/skipor/dev/pkg/mod"
  GONOPROXY=""
  GONOSUMDB=""
  GOOS="darwin"
  GOPATH="/Users/skipor/dev"
  GOPRIVATE=""
  GOPROXY="https://proxy.golang.org,direct"
  GOROOT="/usr/local/Cellar/go/1.16.5/libexec"
  GOSUMDB="sum.golang.org"
  GOTMPDIR=""
  GOTOOLDIR="/usr/local/Cellar/go/1.16.5/libexec/pkg/tool/darwin_amd64"
  GOVCS=""
  GOVERSION="go1.16.5"
  GCCGO="gccgo"
  AR="ar"
  CC="clang"
  CXX="clang++"
  CGO_ENABLED="1"
  GOMOD="/Users/skipor/dev/src/github.com/skipor/load-fail-reproduce/go.mod"
  CGO_CFLAGS="-g -O2"
  CGO_CPPFLAGS=""
  CGO_CXXFLAGS="-g -O2"
  CGO_FFLAGS="-g -O2"
  CGO_LDFLAGS="-g -O2"
  PKG_CONFIG="pkg-config"
  GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/mz/302r6kfj32n58s3kyn9xzv10lwc0b0/T/go-build1364070689=/tmp/go-build -gno-record-gcc-switches -fno-common"
  </pre></details>
  
  ### What did you do?
  Run `packages.Load` on packages `a` and `b` where `b/b.go` imports `a`,  `a/a.go` imports `b`, but `a/a_test.go` imports nothing.
  [Runnable, detailed example](https://github.com/skipor/golang-x-tools-packages-load-fail-reproduce):
  ```
  git clone https://github.com/skipor/golang-x-tools-packages-load-fail-reproduce
  cd golang-x-tools-packages-load-fail-reproduce
  ./reproduce.sh
  ```
  
  ### What did you expect to see?
  
  `packages.Load` returns `[]packages.Package` where for package `a` `packages.Pacakge.Errors` contains errors like:
  ```
  - import cycle not allowed: import stack: [a b a]
  - a/a.go:4:2: could not import b (import cycle: [b a])
  ```
  Like it happen, when there is no `a/*_test.go` files, or they imports `b`
  
  
  ### What did you see instead?
  `packages.Load` returns error `internal error: go list gives conflicting information for package a [a.test]`


Relates to #43821