sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: [Windows Terminal]: Screen Reader is not announcing information pop-up message when user open terminal app. 
Labels: Issue-Bug,Area-Accessibility,Product-Terminal,Priority-3,HCL-E+D,A11yWCAG,HCL-WindowsTerminal,A11yCO,A11ySev3

### Windows Terminal version

1.12.2931.0

### Windows build number

10.0.22504.1010

### Other Software

Test Environment:
OS: Windows 11 Version Dev (OS Build 22504.1010)
App: Windows Terminal Preview
Screen Reader: Narrator
Tool: Accessibility Insights for Windows Version 1.1.1741.1

### Steps to reproduce

**Pre-requisites: **
1. Open Terminal then open Settings page using 'Ctrl+,'
2. Inside Startup page, Set Default Terminal Application as 'Windows Console Host'.
3. Save changes and close Terminal application.

**Repro Steps: **
1. Open Narrator using 'Win + Ctrl + Enter' key.
3. Open Terminal app.
4. Verify that Narrator is announcing information pop-up message or not.

**User Experience: **
Screen Reader users will be impacted here as they are not getting information which appears on the pop-up. As a result, they will remain unaware about the information.

**Guideline Reference: **
https://www.w3.org/WAI/WCAG21/Understanding/status-messages

**Attachments:**
[Screen Reader is not annoucning information pop-up message.....zip](https://github.com/microsoft/terminal/files/7701158/Screen.Reader.is.not.annoucning.information.pop-up.message.zip)



### Expected Behavior

Screen Reader should announce information pop-up message when it appear on the screen. Screen Reader should announce 'Windows Terminal can be setup as the default terminal application in your settings. Open Settings button Close button' 

### Actual Behavior

Screen Reader is not announcing information pop-up message when it appears on the screen.

Note Issue: Screen Reader is not announcing control name (Don't show again and X) of information pop-up when Screen Reader announce 'Termination behavior can be configured at advance profile settings'. (refer attachment 'Note Issue')
Repository: terminal
Issue: [Windows Terminal]: Inexperienced users will not be aware about the shortcuts defined to access app features when user open Terminal app.
Labels: Issue-Bug,Area-Accessibility,Product-Terminal,HCL-E+D,A11yUsable,HCL-WindowsTerminal,A11yCO

### Windows Terminal version

1.12.2931.0

### Windows build number

10.0.22504.1010

### Other Software

**Test Environment: **
OS: Windows 11 Version Dev (OS Build 22504.1010)
App: Windows Terminal Preview
Screen Reader: Narrator
Tool: Accessibility Insights for Windows Version 1.1.1741.1

### Steps to reproduce

**Repro Steps: **
1. Open Windows Terminal.
2. Verify that User is able to know how to use App using shortcuts.

User Experience:
Inexperienced users will not be aware of the shortcuts defined to access app features when users open Terminal app as result, they will not be able to use app full functionality.

Attachments:
[Inexperienced users will not be aware about the shortcuts.zip](https://github.com/microsoft/terminal/files/7701629/Inexperienced.users.will.not.be.aware.about.the.shortcuts.zip)


### Expected Behavior

A Shortcut user guide pop-up should appear on the Screen when users open Terminal app so that Users are aware about the shortcuts to access whole app features.

### Actual Behavior

Inexperienced users will not be aware about the shortcuts defined to access app features when user open Terminal app.. Shortcuts are given on 'Action' tab inside Settings page and to reach settings page users have also use shortcut keys. Documentation link is also provided inside 'About' page which is also opened with the help of Shortcuts.
In addition to that inexperienced user will also not be able to know where they will find shortcuts, or they are only using Terminal window to execute commands as they are not aware about these features which are accessible using shortcuts.
Repository: rust
Issue: Lifetime in associated type and method taking `&'a self` creates strange borrow issues
Labels: A-lifetimes,A-associated-items,T-compiler,C-bug

```rust
struct Item<'a, T: Trait<'a>>(T::AssociatedType);

trait Trait<'a> {
    type AssociatedType: 'a;
}

struct TraitImpl;

impl<'a> Trait<'a> for TraitImpl {
    type AssociatedType = &'a ();
}

impl<'a, T: Trait<'a>> Item<'a, T> {
    fn bug(&'a self) {}
}

fn test<'a>() -> Item<'a, TraitImpl> {
    let item = Item(&());

    let _ = item.bug();

    item
}
```

Produces the following error message:
```
error[E0515]: cannot return value referencing local variable `item`
  --> src/lib.rs:22:5
   |
20 |     let _ = item.bug();
   |             ---------- `item` is borrowed here
21 | 
22 |     item
   |     ^^^^ returns a value referencing data owned by the current function

error[E0505]: cannot move out of `item` because it is borrowed
  --> src/lib.rs:22:5
   |
17 | fn test<'a>() -> Item<'a, TraitImpl> {
   |         -- lifetime `'a` defined here
...
20 |     let _ = item.bug();
   |             ---------- borrow of `item` occurs here
21 | 
22 |     item
   |     ^^^^
   |     |
   |     move out of `item` occurs here
   |     returning this value requires that `item` is borrowed for `'a`

Some errors have detailed explanations: E0505, E0515.
For more information about an error, try `rustc --explain E0505`.
```

There are many ways to fix this. Changing `&'a self` to `&self` for example, or removing the associated type. This really is just a minimal example to reproduce the issue, not a real world program. I considered this a bug in Rust because, as far as I know, this should work. The error message to me looks like `item` borrows a local copy of itself, but why the error vanishes when I don't use an associated type is a mystery to me, as is the rest of it.

### Meta
`rustc --version --verbose`:
```
cargo 1.57.0 (b2e52d7ca 2021-10-21)
release: 1.57.0
commit-hash: b2e52d7cab0a286ee9fcc0c17510b1e72fcb53eb
commit-date: 2021-10-21
host: x86_64-apple-darwin
libgit2: 1.3.0 (sys:0.13.23 vendored)
libcurl: 7.77.0 (sys:0.4.49+curl-7.79.1 system ssl:(SecureTransport) LibreSSL/2.8.3)
os: Mac OS 12.0.1 [64-bit]
```
Repository: pytorch
Issue: Implement torch.*_like tensor creation functions on sparse inputs
Labels: module: sparse,feature,triaged,module: tensor creation

### 🚀 The feature, motivation and pitch

There should be a way in PyTorch to create a sparse tensor that is similar to one that is already created possibly with different values.
It would be great to get `torch.*_like` (`torch.empty_like`, `torch.rand_like`, `torch.randint_like`, etc.) working for sparse tensor inputs. All "like" tensor creation functions have the following behavior for the strided/dense tensors:
1. allocate the storage of the same size as `input.storage()` and copy shape, strides, device.
2. fill the allocated memory with values.

So for example `torch.randn_like` is a composition of `torch.empty_like` and elementwise inplace `normal_`.

For sparse inputs, the equivalent behavior would be:
1. allocate the values of the same size as `input.values()` and copy shape, indices, device.
2. fill the allocated memory (`.values()`) with values.

These tensor creation functions would preserve the sparsity pattern (copy the indices).

### Alternatives

There's no dense behavior equivalence if we allow sparse inputs for  `torch.*_like` functions. Meaning that 
`torch.randn_like(sparse_input).to_dense()` wouldn't be equal to `torch.randn_like(sparse_input.to_dense())`.
Because of this @cpuhrsch proposed to put new functionality under `torch.sparse` namespace. However, it would unnecessarily complicate existing code even in the PyTorch codebase moving the dense/sparse dispatching from the PyTorch Dispatcher into the outside world. All occurrences of "like" functions would need to be replaced with a conditional on the `.is_sparse()` of the input.

### Additional context

_No response_

cc @nikitaved @pearu @cpuhrsch @IvanYashchuk @gchanan @mruberry
Repository: godot
Issue: Godot try to use script even if it is removed from tree
Labels: bug,topic:editor,needs testing

### Godot version

3.4stable

### System information

Arch

### Issue description

After modification of scene tree with renaming and movement script name . In moment of next start play godot try to use old script resource and show message : 

```
 modules/gdscript/gdscript.cpp:775 - Condition "err" is true. Returned: err
 Cannot load source code from file 'res://Enemies/EnemyEngine.gd'.
 Failed loading resource: res://Enemies/EnemyEngine.gd. Make sure resources have been imported by opening the project in the editor at least once.
```
In same moment new script works .  Feels like something with caching of resources. 

### Steps to reproduce

1) create Scene
2) add script to res://script.gd
3) bind script to node
4) Play
5) stop
6) create folder res://scripts and move script to res://scripts/newscript.gd
7) unbind script res://script.gd from node and bind res://scripts/newscript.gd
8) start play and see error

PS: Issue disappear only in case if completely restart Godot.


### Minimal reproduction project

_No response_
Repository: yt-dlp
Issue: [twitter] hashtag support
Labels: site-enhancement

### Checklist

- [X] I'm reporting a site feature request
- [X] I've verified that I'm running yt-dlp version **2021.12.01**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Brazil

### Example URLs

https://twitter.com/hashtag/BBCF2_MU

### Description

In trying to download a twitter hashtag, yt-dlp falls back to the generic URL handler, instead of collecting the twitter posts with media/video and downloading those.
Repository: material-ui
Issue: [Autocomplete] How to drag & drop Chips?
Labels: new feature,waiting for 👍,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I'd like to be able to sort the autocomplete chips.

I've tried using react-dnd in the `renderTags` method but there seems to be an issue.

Do you have any plan supporting this feature? Any advise otherwise?

### Examples 🌈

A working example found on the net using Angular: https://stackblitz.com/edit/autocomplete-chips-drag-drop

### Motivation 🔦

The autocomplete is used to select a list of ordered values (e.g., a list of sorting operations to perform in a given order ).
Repository: vscode
Issue: Support opacity in ThemableDecorationAttachmentRenderOptions
Labels: feature-request,editor-api

<!-- ⚠️⚠️ 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 would like to be able to set `opacity` in `ThemableDecorationAttachmentRenderOptions`

I use before/after to insert a graphic. Since unused variables have a lower opacity that also affects the inserted graphic which I don't want.
Repository: pytorch
Issue: Incorrect error for integer `out=` dtypes when a float is expected.
Labels: triaged,module: type promotion,module: structured kernels

When running the following (note the mismatch in the type of the third output)
```python
torch.linalg.svd(torch.rand(3,3), out=(torch.rand((3, 3)), torch.rand((3,)), torch.rand((3,3), dtype=torch.int32)))
```
in SVD ported to structured kernels (https://github.com/pytorch/pytorch/pull/69827), I get the following cryptic error:
>RuntimeError: "check_uniform_bounds" not implemented for 'Int'

Same happens for `int64` and `int16`.

I would expect this to fail with an error telling me that the dtypes do not match, as it does when passing `float64`

This was not caught by the tests in OpInfos, although perhaps we don't need to test for this once this is fixed (cc @nairbv @mruberry)

cc @ysiraichi @bdhirsh
Repository: godot
Issue: Vulkan Mobile backend: Some advanced debug draw modes do nothing when enabled
Labels: bug,topic:rendering,topic:editor,topic:3d

### Godot version

4.0.dev (2a9dd654b)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Out of all the advanced debug draw modes available in the 3D editor's Perspective menu:

![image](https://user-images.githubusercontent.com/180032/145814393-9634cc6a-3c38-41dc-bea1-270cc1dc5686.png)

Only the following debug draw modes have any effect when using the Vulkan Mobile backend:

- **Directional Shadow**
- **Decal Atlas**
- **Occlusion Culling Buffer** (when **Use Occlusion Culling** is enabled in the Project Settings)

The modes should be either made working, or grayed out (with a tooltip explaining why) if not relevant or not technically feasible. For instance, the mobile backend does not use clustering, so all the clustering-related debug draw modes should be grayed out.

### Steps to reproduce

- Switch to the Vulkan Mobile backend in the Project Settings.
- Switch to various debug draw modes in the 3D editor's Perspective menu.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Shortcut Guide appearing when swapping between fancy zones
Labels: Issue-Bug,Product-Shortcut Guide,FancyZones-Hotkeys,Product-FancyZones,Priority-2

### Microsoft PowerToys version

0.51.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones, Shortcut Guide

### Steps to reproduce

Fancy Zones enabled with Override Windows Snap, "Move Windows based on Zone Index", Move windows between zones across all monitors
Shortcut Guide enabled with "Hold Down Windows Key", 2000ms duration before showing.

When switching an app between zones with the shortcut Windows + Left or Right arrow, sometimes the Shortcut Guide is displayed.


Hold windows key down and do not release at all.
Whilst holding down, tap left or right arrows several times with different durations between taps
At some point Shortcut guide will still appear.


* This does not appear to happen when Fancy Zones is disabled *

### ✔️ Expected Behavior

Shortcut guide should not be displayed once another key (e.g. left or right arrow) has been pressed following Windows key being pressed

### ❌ Actual Behavior

Shortcut guide sometimes interrupting moving of windows between fancyzones.

### Other Software

_No response_
Repository: flutter
Issue: [Windows] Default MaterialApp project built with /MT compilation flag is detected by antiviruses
Labels: platform-windows,a: desktop,a: build,a: release,has reproducible steps,P3,found in release: 2.6,found in release: 2.8,team-windows,triaged-windows

Code of the app:
```
import 'package:flutter/material.dart';

void main() => runApp(const MyApp());

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Material App',
      home: Scaffold(
        appBar: AppBar(
          title: const Text('Material App Bar'),
        ),
        body: const Center(
          child: SizedBox(
            child: Text('Hello World'),
          ),
        ),
      ),
    );
  }
}
```

Steps to reproduce:
- Go to Windows/CMakeLists.txt and add this property to build the app with MT flag(**MT flag is used not to attach additional dll files to the project**)
```
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
```
![image](https://user-images.githubusercontent.com/63228361/145818548-86888594-fb78-47b6-b8eb-01aaf8b89a32.png)
- Build app with flutter build windows
- Upload .exe file to VirusTotal

Result with /MT flag:
![image](https://user-images.githubusercontent.com/63228361/145819326-514a50f6-8631-453e-8d7b-bc0b01a5ca34.png)

Result without /MT flag:
![image](https://user-images.githubusercontent.com/63228361/145819564-12984e56-4052-41b2-abd0-a4a029d19823.png)

**Flutter version: 2.8.0 from the stable channel**
Repository: go
Issue: cmd/compile: wrong line number in error message
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.5 linux/amd64
go version devel go1.18-9bfe09d78b Mon Dec 13 06:35:06 2021 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

```go
package main

const N = 2000000000

var x [N+1]byte

var y *[N+1]byte

func main() {
	var a [N+1]byte // okay
	y = &a // main.go:11:4: main.x: symbol too large (2000000001 bytes > 2000000000 bytes)
}
```

### What did you expect to see?

```
main.go:5:5: main.x: symbol too large (2000000001 bytes > 2000000000 bytes)
```

### What did you see instead?

```
main.go:11:4: main.x: symbol too large (2000000001 bytes > 2000000000 bytes)
```
Repository: godot
Issue: iOS Simulator crashes on Intel Mac
Labels: bug,platform:ios,platform:macos,topic:porting,confirmed,crash

I've the same problem on an **Intel Mac Mini** with **Godot 3.4.stable**, and Xcode 13.1, described here: https://github.com/godotengine/godot/issues/44681. The iOS Simulators don't show up. I can add manualy **i386 arm64** to **Excluded Architectures**, then the iOS Simulators show up, and I can compile, but the build crashes on the Simulator.

Any news/fixes about this Intel iOS Simulator problem? Thanks.

_Originally posted by @MikeFrom in https://github.com/godotengine/godot/issues/44681#issuecomment-992535431_
Repository: storybook
Issue: Build exited too early in Docker
Labels: bug,compatibility with other tools,needs triage

**Describe the bug**
In our CI we build storybook in a docker container to deploy it later.
Today, one of the builds exited too early, and some files were missing like `iframe.html`:

```
#18 117.8 info => Manager built (1.85 min)
#18 DONE 142.3s
```

Normally it logs more lines:

```
#18 111.1 info => Manager built (1.73 min)
#18 138.7 info => Preview built (2.2 min)
#18 140.8 info => Output directory: /usr/src/dist/storybook
#18 DONE 141.1s
```

**To Reproduce**
Can't reproduce really, this is for the record

**System**
Docker `node:14-alpine`

**Additional context**
Re-launched the build without changing anything and it worked fine
Repository: pytorch
Issue: `CosineAnnealingWarmRestarts` should use integer epoch
Labels: module: optimizer,triaged,module: LrScheduler

### 🐛 Describe the bug

The epoch is a float for no good reason right now. It trips up things like printing that have to be special cased: https://github.com/pytorch/pytorch/pull/68338

### Versions

All

cc @vincentqb @jbschlosser @albanD
Repository: material-ui
Issue: [Table] UI jump using lookup column filtering when selecting/deselecting values
Labels: component: table

When filtering column values by using its lookup values there is a UI jump when selecting/deselecting values.
In the following example you can see that for every selection then the first one ("None") the popup is going up 
![image](https://user-images.githubusercontent.com/29678658/145847666-1e1562a3-2c72-45fc-8221-d0b55f8945d1.png)
![image](https://user-images.githubusercontent.com/29678658/145847674-7441707b-383d-4051-a9d3-7fa0ec66fff1.png)
![image](https://user-images.githubusercontent.com/29678658/145847684-4da45cc6-740b-436e-b5e3-9ecab37daf2d.png)
It happens because the style of it's wrapping div is changing for each of these selections/deselections, specifically the `top` property
![image](https://user-images.githubusercontent.com/29678658/145847982-b2be78cb-1fbd-4526-a13b-54058687e416.png)
Repository: rust
Issue: Coercing non-capturing closures to function pointers fails sometimes
Labels: A-closures,T-compiler,C-bug

Hi! I have re-created a minimal reproducible example:

```rust
trait A {
    type F;
    fn new() -> Self;
}

struct S {}

impl A for S {
    type F = fn() -> i32;

    fn new() -> Self {
        S {}
    }
}

fn test<T: A>(_: T::F) -> T {
    T::new()
}

fn main() {
    // Works fine
    test::<S>(|| 0);
    // Doesn't compile
    let _: S = test(|| 0);
}
```

I expected that the compiler treats both type hints equally `test::<S>(|| 0);` and `let _: S = test(|| 0);`.

Instead,  the second invocation fails to compile (under `1.57.0` and `nightly`):

```bash
error[E0271]: type mismatch resolving `<S as A>::F == [closure@src/main.rs:220:21: 220:25]`
   --> src/main.rs:220:16
    |
220 |     let _: S = test(|| 0);
    |                ^^^^^^^^^^ type mismatch resolving `<S as A>::F == [closure@src/main.rs:220:21: 220:25]`
    |
note: expected this to be `fn() -> i32`
   --> src/main.rs:205:14
    |
205 |     type F = fn() -> i32;
    |              ^^^^^^^^^^^
    = note: expected fn pointer `fn() -> i32`
                  found closure `[closure@src/main.rs:220:21: 220:25]`
```
Repository: godot
Issue: Black Borders from `STRETCH_ASPECT_KEEP` in `STRETCH_MODE_2D` retained in `STRETCH_MODE_DISABLED` with `STRETCH_ASPECT_IGNORE`
Labels: bug,topic:core,topic:rendering

### Godot version

v3.4.stable.official.206ba70f4

### System information

Ubuntu 20.04, GLES3, AMD Radeon Vega 3 Graphics

### Issue description

On calling `set_screen_stretch` to change modes from `STRETCH_MODE_2D, STRETCH_ASPECT_KEEP` to `STRETCH_MODE_DISABLED, STRETCH_ASPECT_IGNORE`, the black borders formed on the sides of the screen on resizing the screen are still retained in the latter mode. They don't go away and instead the screen contents clip off on the sides, even on resizing the screen again.

A workaround to this is to first call `set_screen_stretch` with `STRETCH_MODE_2D, STRETCH_ASPECT_IGNORE`, and then make the call for `STRETCH_MODE_DISABLED`.

The following is an example from the reproduction project attached:
![1](https://user-images.githubusercontent.com/95070880/145861639-7f1fb0dc-7baf-43a6-a76b-6f5d37dbd726.png)
![2](https://user-images.githubusercontent.com/95070880/145861651-5ac5258a-0868-405e-a932-b3bbaa1fa1ca.png)


### Steps to reproduce

1. First, initially set the window stretch mode to 2D, with STRETCH_ASPECT_KEEP. For example:

		get_tree().set_screen_stretch(
			SceneTree.STRETCH_MODE_2D,
			SceneTree.STRETCH_ASPECT_KEEP,
			Vector2(1024, 600),
			1.0)

2. Then resize the window such that black borders are visible on the screen due to the kept aspect ratio.
3. Set the stretch mode to none, with STRETCH_ASPECT_IGNORE. For example:

		get_tree().set_screen_stretch(
			SceneTree.STRETCH_MODE_DISABLED,
			SceneTree.STRETCH_ASPECT_IGNORE,
			Vector2(1024, 600),
			1.0)

### Minimal reproduction project

[scene_border_bug.zip](https://github.com/godotengine/godot/files/7705767/scene_border_bug.zip)
**EDIT**: The workaround in the above reproduction project does not work because of an oversight. Please use this instead: [scene_border_bug_updated.zip](https://github.com/godotengine/godot/files/7705903/scene_border_bug_updated.zip)
Repository: terminal
Issue: look into C++ build throughput
Labels: Help Wanted,Area-Build,Product-Meta,Issue-Task

The C++ team put out this blog post with information related to tuning up your build... could be something for us to investigate? https://devblogs.microsoft.com/cppblog/cpp-build-throughput-investigation-and-tune-up/