sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Launcher / Calculator should accept floating point numbers without leading zeroes
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

I often work with numbers that are <1.0. For instance, a command like this I would run multiple times a day:
```
.76*2.4
```
However, Launcher / Calculator does not recognise this and I have to go back and fit it by adding a leading zero:
```
0.76*2.4
```

### Scenario when this would be used?

In scientific work, some values by definition are less than or equal to one (e.g., the statistical 0 ≤ *p*  ≤ 1 value).
In these cases, copy-pasting the number to the calculator needs a manual fix before matching the regex of the calc.

### Supporting information

A simple fit in the regex here would probably solve it:
https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Plugins/Microsoft.PowerToys.Run.Plugin.Calculator/CalculateHelper.cs#L13

then adding unit tests here:
https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Plugins/Microsoft.PowerToys.Run.Plugin.Calculator.UnitTest/ExtendedCalculatorParserTests.cs
Repository: pytorch
Issue: pytorchmergebot doesn't react to comments left from "files" tab
Labels: module: ci,triaged

[This comment](https://github.com/pytorch/pytorch/pull/72738#pullrequestreview-880720660) was left from the "files" tab of the PR at the same time as approving the change. pytorchmergebot didn't react to it with a thumbs-up emoji.

[This identical comment](https://github.com/pytorch/pytorch/pull/72738#issuecomment-1036666336) was left from the "conversation" tab of the PR, and pytorchmergebot did react to it.

CC @malfet 

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: vscode
Issue: Long parameter hints are not wrapped
Labels: bug,help wanted,good first issue,editor-parameter-hints

When I hover over a class name/method etc in code, the displayed docstring is not wrapped. Long strings are displayed on a single line rather than being wrapped (method signatures are wrapped though). There is a vertical scroll bar but no horizontal so it's impossible to read long descriptions. I would post an image but I'm not sure how to take a screen region capture of a tooltip.

## Environment data

Version: 1.64.1
Commit: d6ee99e4c045a6716e5c653d7da8e9ae6f5a8b03
Date: 2022-02-07T17:17:47.733Z
Electron: 13.5.2
Chromium: 91.0.4472.164
Node.js: 14.16.0
V8: 9.1.269.39-electron.0
OS: Linux x64 5.4.0-99-generic
Repository: vscode
Issue: Add status bar for parameter hints
Labels: help wanted,feature-request,ux,editor-parameter-hints

<img width="550" src="https://user-images.githubusercontent.com/35271042/153687498-edfef7be-5e75-4511-95bf-38fe500f4a33.png">

Have seen a lot of instances of users not knowing how to dismiss parameter hints (thread [here](https://www.reddit.com/r/vscode/comments/rzx2mc/help_me_remove_the_pop_up/) and [here](https://www.reddit.com/r/vscode/comments/sqck3k/why_does_vscode_display_this_when_i_write_print/)) so I was thinking that it might be useful to add a status bar to the parameter hints to give users an indication of how to dismiss, similar to the suggest widget status bar:

<img width="421" alt="CleanShot 2022-02-11 at 15 54 47@2x" src="https://user-images.githubusercontent.com/35271042/153686177-728444ed-b0ed-4f4c-b4e0-7fa4bbe0f648.png">

## Suggestion

Add a status bar with actions to dismiss and others (maybe next hint?)

<img width="530" alt="CleanShot 2022-02-11 at 16 17 15@2x" src="https://user-images.githubusercontent.com/35271042/153687473-99bb00b8-987c-482e-b1b6-80aa37db1691.png">
Repository: pytorch
Issue: Add softplus inverse
Labels: module: numerical-stability,triaged,function request

### 🚀 The feature, motivation and pitch

Add a numerically-stable function that computes the inverse of [softplus](https://pytorch.org/docs/stable/generated/torch.nn.functional.softplus.html), namely `log(exp(x)-1)`.

Tensorflow counterpart: https://www.tensorflow.org/probability/api_docs/python/tfp/math/softplus_inverse

Forum issue: https://discuss.pytorch.org/t/branching-for-numerical-stability/15763

Related issue: #39242

### Alternatives

```python3
import torch
from torch.nn.functional import softplus
from matplotlib import pyplot as plt
from torch.autograd import grad

def f1(x):
    return torch.expm1(x).log()

def f2(x):
    return x + (1 - x.neg().exp()).log()

def f3(x):
    big = x > torch.tensor(torch.finfo(x.dtype).max).log()
    return torch.where(
        big,
        f2(x.masked_fill(~big, 1.)),
        f1(x.masked_fill(big, 1.)),
    )

x = torch.linspace(-50, 150, 200, requires_grad=True)
for i, f in enumerate([f1, f2, f3]):
    y = f(softplus(x))
    print(grad(y.sum(), [x])[0].sum())
    plt.plot(x.detach(), y.detach() + i * 2)
plt.show()
```
![Figure_1](https://user-images.githubusercontent.com/8883917/153692813-7498691c-b73d-4c46-b9fe-5ef6e758c371.png)
Repository: material-ui
Issue: [styles] makeStyles not working with theme 
Labels: package: styles,v5.x migration

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

I just migrated from v4 to v5.
My code is exactly same as in https://mui.com/styles/api/#makestyles-styles-options-hook
```
import { createStyles, makeStyles } from '@mui/styles';
import { createTheme, ThemeProvider } from '@mui/material/styles';

const useStyles = makeStyles((theme: Theme) =>
  createStyles({
    root: {
      backgroundColor: theme.palette.red,
    },
  }),
);

const theme = createTheme();

export default function MyComponent() {
  const classes = useStyles();
  return (
    <ThemeProvider theme={theme}>
      <div className={classes.root} />
    </ThemeProvider>
  );
}
```
However, the theme passed to makeStyles is just an empty object {}.
it also reports 

```
MUI: The `styles` argument provided is invalid.
You are providing a function without a theme in the context.
One of the parent elements needs to use a ThemeProvider.
```

### Expected behavior 🤔

makeStyles should have the current theme passed in

### Steps to reproduce 🕹

Steps:

1.
2.
3.
4.


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: flutter
Issue: Discussion: Should char messages be redispatched on Win32?
Labels: a: text input,platform-windows,a: desktop,P3,team-windows,triaged-windows

Message redispatching is a mechanism used in add-to-app scenarios that allows messages not handled by Flutter to be handled by outer native applications. On Win32, a key press associated with text input can occur in two forms:

1. `WM_KEYDOWN`, `WM_CHAR`
2. Standalone `WM_CHAR`

For example, when pressing `DeadKey^` followed by an uncombinable character, say `Digit1`, the messages for the second press will be

1. `WM_KEYDOWN(Digit1)`
2. `WM_CHAR('^')`
3. `WM_CHAR('1')`

Where the second message follows the first keydown message, while the third message is a standalone one.

Currently, in the first form, whether the char message will be redispatched follows that of the key down message, which further depends on whether the entire key down event is handled by Flutter framework, while in the second form, the char message is never redispatched.

This leaves inconsistency between the handling mechanism of char messages.

Options to fix this are:
1. **Never redispatch char messages**. Simple. But is it desired to have the outside app only receive keydown/up messages, but not char messages?
2. **Redispatch char messages depending on the result of text handling.** This is harder, because currently text input does not give a result (or it does but the keyboard system never uses them.)

Anyway, the solution should be based on feedback of real add-to-app users, which I'm not aware of many at the time of writing.

(This issue is a note for a TODO.)
Repository: flutter
Issue: Redispatched messages should follow the order of first arrival
Labels: a: text input,platform-windows,a: desktop,P3,team-windows,triaged-windows

Message redispatching is a mechanism used in add-to-app scenarios that allows messages not handled by Flutter to be handled by outer native applications. This is meant to make the Flutter app feel "transparent", but the current mechanism does not keep the order of arrival. Some tests are marked with a TODO with this issue.
Repository: TypeScript
Issue: 'Any' on anonymous function argument response in generic
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

* Anonymous function response

### 🕗 Version & Regression Information

4.5 and below

### ⏯ Playground Link

Simplified:

https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABFATgQzAZ2HFBbAHgHlEBTADylLABNNEBvRAbQGtSBPALkU1RjABzALo8AFADopaFIMw8MHZsICUiALwA+RGJmCeYEHgBGpFGq2IAbnBg1EAX01iBABxBQeRNQwBQvh39UDGxcPDE-RCjEYDAARnE3Dx4+FAFBC20xGjQoNEzGf2jHABpfYuAAJkSwd09efiECyOLolFIoEBQkbNz8jW0-ctaowOKHMoqwAGYXWuSGtKbCkaj2zu6dHLzmotWx6ImAlV8gA

Actual:

https://www.typescriptlang.org/play?useUnknownInCatchVariables=true&ts=4.5.4#code/C4TwDgpgBAsghiARhACgJwPYFsCWBnCAHgBUA+KAXimKgB8p1t8iyAoUSKAZWDmAgBmAVwA2AJQh5CXclXhJUmXAUIAKOGgDmALm4BKSuS50oANww4AJqXbhoPPoNEBBAMbAcGAHYBhNBD4MNGlZKFUAOkiNTTxdOC8QAG0AXQMKI15+YXFJENZWHC9+NAE4V2g3D28uCGAQqABvVigWqESAawgQXTxgNELNZN0HLJd3T19-QOCZVgBffMLi0vKoSomACXjLEQhg5ygIAA9+L0s8KHik5PIm1rDI8OjYtb1dcyt5xaK9lYq8EBeVzrbxbM67faHE4QM4XK4pW7NVoRKJaF7ON4MJTMQgfaxfViuERwPAXFAYSzSAA0a0R9zA-VMjighRwHjgIhGEGGSJaDJwTP4l3G1Vqumc+Xurm8vTQQncQVUrPZnMy3O4NLKVS8NWAlEac0uFwxjV59ygwAAFvhwsqcByufq7Q61Wb7labVqJrr9V7RcAzQszd5CAB5KGnc5rEU62ohUiqDCIABWulDmPJlK4NIOADJGlA3a1EgBpFleKCdEAYARQUNDOul5IRmFRlFPNG6QoCPYMNLkbu9sRF81QAD8UDELdhWKYKiuNlHS9aE+cAKBIK8YJ2e0IKEXy6X4pj24he4Ph6guiEXnaXgwAHcvIG6Uv-MAhGgK14IA+GBTVA9PBbS8Nl7VVRw9EDAlpS8XooDQfUfz-TNVAaKBpRvYBdAARgABigOYoPucJvDQkcjUBVwMMtCBXHaVQqx6PoBgMO5LygAB6TiMJlPUKyoOAHzgNlKKBHwORERiumIjj30-CtVDwftTQ481uKgYDMKKKAAGoqGfNSFmXOYqQov0vF0VRLKgLwhCwZA0BU9jL3kr8wmUwxVLU1oNK0jAsL0gyKPuYyl1M8zLEsKybLshy9hUpTnJC1p-MC-TbIosKWiI1ggA

### 💻 Code

```ts
function transform<O extends { [key: string]: (...args: any[]) => (arg: number) => void }>(input: O) {

}

transform({
    fn1: (input: string) => (data) => {

    },
    f2: (input: string) => {
        return (data) => { // coming back as any instead of number

        }
    },
    fn3(input: string) {
        return (data) => {

        }
    },
})

```

### 🙁 Actual behavior

The generic argument in the return function is coming back as `any` instead of `number` when it's returned as an anonymous inline function.

### 🙂 Expected behavior

Expecting the inline anonymous function response to be of type number.
Repository: godot
Issue: Transform.looking_at() resets the scale of the transform
Labels: discussion,topic:core,documentation

### Godot version

3.5-beta1

### System information

Windows 10

### Issue description

According to the docs for `looking_at()`:

> Returns a copy of the transform rotated such that its -Z axis points towards the target position.
> The transform will first be rotated around the given up vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the target and up vectors.
> Operations take place in global space.

The docs do not mention that the `Transform`'s scale is changed. This is surprising behavior, since the logical purpose of this function is to adjust the rotation, not the scale or position.

It would be great if this could be fixed in Godot 4.

### Steps to reproduce

Script:
```
extends Spatial

func _ready() -> void:
	# Setup
	scale = Vector3(3, 3, 3)
	
	print("Original scale: ", transform.basis.get_scale())
	# This shouldn't affect the scale, but does
	transform = transform.looking_at(Vector3(1, 0, 0), Vector3(0, 1, 0))
	print("New scale: ", transform.basis.get_scale())
```

Output:
```
Original scale: (3, 3, 3)
New scale: (1, 1, 1)
```

### Minimal reproduction project

This sample project is just the above sample code on a Spatial:
[looking_at.zip](https://github.com/godotengine/godot/files/8052616/looking_at.zip)
Repository: godot
Issue: server build with tools in CI environment is unable to exit properly
Labels: bug,topic:editor,topic:porting

### Godot version

3.x

### System information

linux

### Issue description

When running in CI environment with clean project (i.e. no .import, pristine .git, no cache, etc.) server+tools build of Godot
tries to build previews (in particular font previews) requiring rendering and never gets finishing callback which leads
to get_tree().quit() to end up infinite loop. The workaround is to kill the process after some timeout but that is not the
cleanest behavior in CI environment. I think for server the preview build should be disabled.
The editor run of server is needed for proper asset importing and tests running.

### Steps to reproduce

Just run ```godot_server... -e -s path/to/script/script.gd``` in pristine project directory (for example in github action/workflow).

The script can be like:
```gdscript
tool
extends SceneTree

var idle_count = 800

func run_idle():
	var result
	if (idle_count < 1):
		print("Run complete...")
	idle_count -= 1
	OS.delay_usec(20000)
	if idle_count < 0:
		print("Run finished...")
		OS.set_exit_code(0)
		quit()
func _init():
	print("Running godot checks...")
	var result = connect("idle_frame", self, "run_idle")
	assert(result == OK)

```

### Minimal reproduction project

_No response_
Repository: go
Issue: cmd/vet:  doesn't allow discarded cancel function on subcontexts
Labels: NeedsInvestigation,Analysis

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?
go version go1.16.5 darwin/amd64

### What did you do?

`go vet` fails on discarded cancel function in child context,  even though the `context` package states parent cancellation cancels all children.

Getting `the cancel function returned by context.WithDeadline should be called, not discarded, to avoid a context leak`

A very simplified example
```
func ParentCall(ctx context.Context) {
    c, cancel := context.WithCancel(ctx)
    Call(c)
    // wait for asyncs
    cancel()
}

func Call(ctx context.Context) {
    c, _ = context.WithDeadline(ctx, getDeadline())
    asyncCall(c)
    // can't call `cancel()` here since the `asyncCall` hasn't finished yet.
}
```
Repository: material-ui
Issue: [Masonry] Doesn't respond to resize of the container, broke in 5.0.0-alpha.64
Labels: bug 🐛,component: masonry

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

I've been using `<Masonry columns={1} >` and when the container is wide enough, this control has been great at automagically creating more columns when the container is wide enough. And likewise if I start with a large container and make it smaller, it would auto-decrease the number of columns to make everything fit.

Since upgrading to latest version, alpha.68, Masonry correctly calculates number of columns to start with but then no matter how much you resize the window, it will never change the column count like it used to.

### Expected behavior 🤔

I'd expect when the parent container is resized, Masonry would auto-adjust number of columns it is displaying

### Steps to reproduce 🕹

_No response_

### Context 🔦

I'm looking at the diff between commit 8e4c482d99, "observe every masonry child to trigger computation when needed" and it appears that inside `useEffect()` where in the past resizeObserver used to be hooked up to the container and the first child, the change was done to loop through all the children, not just the first one, but I think container was inadvertently missed so now unless one of the children changes, resizeHandler never gets invoked.

### Your environment 🌎

_No response_
Repository: svelte
Issue: make it clearer that @html is dangerous
Labels: documentation

### Describe the problem

We just started a hackaton for the weekend, and decided to use svelte. 2 out of 4 of us had never used it before, so I recommended going through the [tutorial](https://svelte.dev/tutorial/).

The first reaction was (translated) "Happy to see that they tell users how to setup for xss attacks at the 4th page of the tutorial"

Followed by "In react they make you write `__dangerousInnerHTML` to make it clear that it's a bad idea, but here they are almost selling it as 'look how simple it is'".

They were talking about the `@html` tag and [its corresponding page in the tutorial.](https://svelte.dev/tutorial/html-tags)

### Describe the proposed solution

the `@html` tag **is** a great feature, but with great powers...

I would take three steps: 

1) Move the page to the end of the tutorial. Imo it has nothing to do in the introduction.
2) Issue an error when `@html` is used, with an option to disable it.
2) In svelte 4, deprecate `@html` for `@dangerousInnerHtml` or something alike.



### Alternatives considered

EDIT: Bad alternative

<details>

add a sanitize option to `@html` blocks

```svelte
<div>{@html:sanitize content}</div>
```

That would filter `<script>` tags and other "dangerous" elements.
That is probably too complex/dangerous to implement.
</details>

### Importance

nice to have
Repository: vscode
Issue: Git: should staging open the index instead of closing editor?
Labels: git,under-discussion

I am obviously a big fan of the new `git.closeDiffOnOperation` setting. There is one case where I wonder if we should not just close the git editor but open the index one, take this scenario:
![Recording 2022-02-12 at 07 20 00](https://user-images.githubusercontent.com/900690/153699727-1987885b-edfa-4c55-ba86-36fb8397706c.gif)

When I stage my changes to the index, in my mind I would consider this like a rename operation in the explorer: I am essentially renaming the working tree diff file to be a index diff. Consequently it would be nice if we would replace the opened diff editor with the one from the index.

//cc @daviddossett
Repository: youtube-dl
Issue: [visionias.in] New site support
Labels: site-support-request,account-needed

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## Checklist

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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: http://visionias.in/student/videoplayer_v2/?id=4863202103131700


## Description

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WRITE DESCRIPTION HERE
Repository: pytorch
Issue: Feature Request: Deterministic MaxPool3d and AvgPool3d
Labels: feature,module: nn,triaged,module: determinism,module: pooling

### 🚀 The feature, motivation and pitch

I mainly train 3D CNN models and I recently updated from PyTorch 1.5 to 1.10. While trying to train my model on the updated environment, I encountered this error: 
```
RuntimeError: avg_pool3d_backward_cuda does not have a deterministic 
implementation, but you set 'torch.use_deterministic_algorithms(True)'. You 
can turn off determinism just for this operation if thats acceptable for your 
application. You can also file an issue at https://github.com/pytorch/pytorch/issues
to help us prioritize adding deterministic support for this operation
```

I've trained non-deterministic models in the past but the main limitation of 3D medical imaging datasets is that they're very small, and are thus prone to large fluctuations in performance based on the random seed. I found that there are large fluctuations even with a fixed torch.manual-seed(). 

I'd really appreciate if support for MaxPool3d and AvgPool3d could be prioritized as (I hope) refactoring MaxPool2d/AvgPool2d determinism for these operations shouldn't be very difficult. 

Thanks dev team for the great work as always 😀

### Alternatives

Training n=500 models for some confidence intervals... But determinism sounds like a better idea h a h a h a

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @kurtamohler
Repository: rust
Issue: const_allocate intrinsic: what should it do at runtime?
Labels: A-allocators,A-const-eval,C-discussion,WG-const-eval

We have a const_allocate intrinsic to perform heap allocations during CTFE. It should not be called during runtime, but we do have to generate *some* code for that case. Currently, we make it return NULL.

I think calling this at runtime is always an error, so we shouldn't just silently continue execution. We should either panic or abort. (The codegen backend already knows how to do both of these things, so this should not be very hard to implement.)

@rust-lang/wg-const-eval what do you think?
Repository: flutter
Issue: [camera] Audio disabled, but android.permission.RECORD_AUDIO is still included
Labels: platform-android,p: camera,package,P3,team-android,triaged-android

```dart
CameraController(
  // ...
  enableAudio: false
);
```

The Flutter Camera package adds `android.permission.RECORD_AUDIO` permission to "AndroidManifest.xml", even when audio has been disabled for the camera controller.

I also don't understand the benefit of Flutter Camera automatically adding these permissions to "AndroidManifest.xml", instead of letting the developer edit the permissions.