sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Windows] Desktop app crashes with Lost connection to device
Labels: c: crash,e: device-specific,tool,platform-windows,a: desktop,P2,team-windows,triaged-windows

Hi Flutter team,

I came across this weird bug, where if you,

1. pinch with two fingers on the touchpad.
2. then, horizontal scroll with two fingers on the touchpad

It crashes the app without any kind of error log.

This can be reproduced with simple Flutter project creation.
`flutter create test`
`flutter run -d windows`

Flutter doctor

```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel beta, 2.9.0-0.1.pre, on Microsoft Windows [Version 10.0.19043.1415], locale en-IN)
[!] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    X cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    X Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/windows#android-setup for more details.
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.6.3)
[√] Android Studio (version 4.2)
[√] VS Code, 64-bit edition (version 1.48.0)
[√] Connected device (3 available)

! Doctor found issues in 1 category.
```
This is quite a severe bug for us as with this we cannot create a release build for production.
Repository: terminal
Issue: Using an Unfocused Appearance resets any runtime palette and cursor changes
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-3

### Windows Terminal version

1.12.3472.0

### Windows build number

10.0.19041.1348

### Other Software

_No response_

### Steps to reproduce

1. Open the Settings in Windows Terminal and go to the _Profiles Defaults_ section.
2. On the _Appearance_ tab, enable the _Unfocused Appearance_ option (you don't need to change any of the properties though).
3. Open a WSL bash shell.
4. Change the default background palette to red using an `OSC 11` sequence:
   `printf "\e]11;rgb:44/00/00\e\\"`
5. Change the cursor shape to a filled box (something other than your default) with a `DECSCUSR` sequence:
   `printf "\e[1 q"`
6. Switch focus to another application and then switch back again.


### Expected Behavior

When the focus returns, I'd expect the background color to be red again, and the cursor to be a filled box again.

### Actual Behavior

The background color changes back to the original color scheme, and the cursor returns to the original value in the settings.

I'm not sure there is a good way to fix this though. Perhaps we should be saving the active settings when the app loses focus, and then restoring them when it gains focus again, rather than resetting everything? That doesn't handle all edge case, but it's probably better than nothing.

Otherwise I suppose we could say that runtime changes to these settings aren't expected to work if you've configured an _Unfocused Appearance_. But if we're going to take that approach, then I think we should really be disabling those sequences completely. Having them appear to work, but then get "randomly" reset just seems like a bug.
Repository: pytorch
Issue: RuntimeError: Tensor must be CUDA and dense when calling all_gather_object even though there is no tensor in the object.
Labels: oncall: distributed,module: c10d

### 🐛 Describe the bug

When using `DistributedDataParallel`, I want to gather a dictionary containing a string and an integer from all processes onto the master node. The minimum example to reproduce:
```
import torch
import torch.distributed as dist
import torch.multiprocessing as mp
def main(rank, world_size):
    torch.cuda.set_device(rank)
    output = {
        "path": str(rank),
        "score": rank
    }
    outputs = [None for _ in range(world_size)]
    dist.all_gather_object(outputs, output)
    print(outputs)

if __name__ == "__main__":
    world_size = 2
    mp.spawn(
	main,
	args=(world_size,),
	nprocs=world_size
    )
```

It raises `RuntimeError: Tensors must be CUDA and dense` at the line `dist.all_gather_object`. I don't know how this could happen because there is no tensor in my object.

### Versions

PyTorch version: 1.10.0+cu111
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: Could not collect
CMake version: version 3.14.0
Libc version: glibc-2.27

Python version: 3.9.7 (default, Sep 16 2021, 13:09:58)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.4.0-1051-azure-x86_64-with-glibc2.27
Is CUDA available: True
CUDA runtime version: 11.1.74
GPU models and configuration:
GPU 0: A100-SXM4-40GB
GPU 1: A100-SXM4-40GB

Nvidia driver version: 450.80.02
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.0.4
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.0.4
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.4
[pip3] torch==1.10.0+cu111
[conda] numpy                     1.21.4                   pypi_0    pypi
[conda] torch                     1.10.0+cu111              pypi_0    pypi

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: godot
Issue: Losing Internet mid Export Template download crashes Godot
Labels: bug,topic:editor,crash

### Godot version

3.4.1.stable

### System information

Windows 10

### Issue description

If you "turn off" the Internet whilst the "Export Template Manager" is downloading it crashes Godot

### Steps to reproduce

Open Export Template Manager
Click "Download and Install"
"Lose" Internet.

"Losing" Internet is simply unplugging ethernet/turning off wifi router.
Turning Windows 10 Aeroplane/Flight mode is recognised by Godot as something to manage.

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Suggest enabling allowJs for an import from a .js(x) file
Labels: Suggestion,Experience Enhancement

# Suggestion

## 🔍 Search Terms

suggest allowJs js jsx extension import 7016

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

The error message for `import`ing from a relative module that's not found is the same as a file that has a `.js` extension.

## 📃 Motivating Example

```ts
// index.ts
import { value } from "./values";
// By default: implicitly any
// With noImplicitAny: \
//   Could not find a declaration file for module './values'.
//   '/path/to/repo/values.js' implicitly has an 'any' type. ts(7016)
```

```js
// values.js
export const value = "";
```

## 💻 Use Cases

Folks coming in fresh to TypeScript might not know `allowJs` is off by default.

Perhaps this suggestion text would be helpful?

```
A .js file exists at that location, but the 'allowJs' compiler option is not enabled.
```
Repository: PowerToys
Issue: [FZ] - hotkey to switch focus between zones
Labels: Idea-Enhancement,FancyZones-Hotkeys,Product-FancyZones

### Description of the new feature / enhancement

Powertoys fancyzones shortcut or hotkey to switch between zones. Just like shortcuts to new feature of switching to next window in current zone, adding shortcuts to this would be nice :)

### Scenario when this would be used?

Makes it convenient to switch between zones, rather than having to use alt+tab

### Supporting information

_No response_
Repository: excalidraw
Issue: Reversed image exports as non-reversed
Labels: bug

Hi! I am using Excalidraw on the web (Chrome 96.0.4664.110), and when I export as an image (png or svg), the images in the canvas that were inverted are not anymore.

https://user-images.githubusercontent.com/47238904/146653682-8dd2d758-f51a-43fb-bc73-3a773c10cb7f.mp4

It is the case with the selection exportation or global canvas exportation.
Repository: vscode
Issue: "Cannot open resource ..." error when using snap package
Labels: bug,linux,snap,confirmation-pending,notebook

Issue Type: <b>Bug</b>

When opening a .wlnb file with the non-snap version of vscode, the file is correctly opened with the wolfram-language-notebook extension [1]. With the snap version, the following error is displayed:

"Cannot open resource with notebook editor type 'wolfram-language-notebook', please check if you have the right extension installed or enabled."

This happens with both on the stable and the insider channel. As this error only occurs with the snap version, I do no think it is an extension issue.

[1] https://marketplace.visualstudio.com/items?itemName=njpipeorgan.wolfram-language-notebook

VS Code version: Code - Insiders 1.64.0-insider (d12df34e31b4a018735d312a8947d79331132368, 2021-12-17T05:14:39.048Z)
OS version: Linux x64 5.15.8-200.fc35.x86_64 snap
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-8259U CPU @ 2.30GHz (8 x 2300)|
|GPU Status|2d_canvas: unavailable_software<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>opengl: disabled_off<br>rasterization: disabled_software<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software|
|Load (avg)|1, 1, 1|
|Memory (System)|7.62GB (1.24GB free)|
|Process Argv|--no-sandbox --crash-reporter-id c544c754-76ab-4582-915e-657dcd6185d0|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome|
|XDG_SESSION_TYPE|wayland|
</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
wolfram-language-notebook|njp|0.0.6


</details><details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythontb:30258533
pythonvspyt551cf:30291413
pythonptprofiler:30281269
vsdfh931:30280409
vshan820:30294714
pythondataviewer:30285072
vscod805cf:30301675
pythonvspyt200:30323110
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30404738
vscop804cf:30404767
vs360cf:30404996
vsclayoutctrt:30405800
py55gd98:30408621
vscexrecpromp3t3:30407760
azactmsalcf:30409288

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: CupertinoPageRoute transition animation is not like the native one in iOS
Labels: framework,a: fidelity,f: cupertino,f: routes,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-design,triaged-design

I found that the transition animation in CupertinoPageRoute is not quite the same as the native iOS animation. Specifically, CupertinoPageRoute lacks `barrierColor` and the shadow colors in `_CupertinoEdgeShadowDecoration` are too hard. 

## Let's compare 

<details>
<summary>Native iOS</summary>

https://user-images.githubusercontent.com/35395520/146654013-3d3ab56c-1d25-4cf8-a5fc-1557fdc841a7.mp4
</details>

<details>
<summary> Flutter</summary>

https://user-images.githubusercontent.com/35395520/146654027-59acdd36-446d-41f3-b049-e430c671e449.mp4
</details>

As you can see, compared to the native transition animation, CupertinoPageRoute has really hard shadows and no barrier color at all. This is easy to fix. To be honest, I've already experimented with CupertinoPageRoute and picked up the right parameters: The `barrierColor` should have the color `Color(0x18000000)`, and the `kTween` in `_CupertinoEdgeShadowDecoration` should have the following gradient colors for the shadow: `Color(0x04000000), Color(0x02000000), Color(0x00000000)`.


<details>
<summary>Fixed CupertinoPageRoute transition</summary>

https://user-images.githubusercontent.com/35395520/146654939-a006e420-9feb-4f73-b011-238f7a89fec7.mp4
</details>

<details>
<summary>Same thing, but natively on iOS</summary>

https://user-images.githubusercontent.com/35395520/146654960-0d25b52a-e8eb-40b1-ad37-cd241fd23ae0.mp4
</details>

Please take a look at it. If you wish, I can fix this bug myself. I've pretty good experience in iOS development and I can see such bugs at a glance. So, if I can help, let me know!
Repository: node
Issue: doc: `process.moduleLoadList` not documented
Labels: doc,process

# 📗 API Reference Docs Problem

<!-- The output of “node --version”. -->

- **Version**: v0 - latest (v17)

- **Platform**: irrelevant

- **Subsystem**: `process`

## Location

_Section of the site where the content exists_

Affected URL(s):

- https://nodejs.org/api/process.html

## Description

_Concise explanation of the problem_

<!-- If applicable, include any screenshots that
may help solve the problem. -->

From [`lib/internal/bootstrap/loaders.js`](https://github.com/nodejs/node/blob/ecf4114f942bfadfaacc60f7972651166e8e6dae/lib/internal/bootstrap/loaders.js#L37)

> // - process.moduleLoadList: an array recording the bindings and the modules
//   loaded in the process and the order in which they are loaded.

I want to use this to know if a `NativeModule` was loaded but can't find any reference in documentation.

Is it an oversight or because it's an internal and should not be used by end user ?

---

<!-- Use “[x]” to check the box below if you are
interested in contributing. -->

- [x] I would like to work on this issue and
      submit a pull request.
Repository: create-react-app
Issue: In v5 can't use import * as styles with css modules, bug?
Labels: needs triage,issue: bug report

Hello, 
after upgrading to v5 I can not use anymore named import such as

`import * as styles from './Table.module.css';`

This results in the following error

`export 'table' (imported as 'styles') was not found in './Table.module.css' (possible exports: default)`

Is this a bug? I can not find any workaround.

Thank you for any help.
Repository: pytorch
Issue: NewOperatorRegistrationTest.testImplNoDefGetsCaught failed.
Labels: module: cpp,module: tests,triaged,module: dispatch

### 🐛 Describe the bug

Found a failure in our CI:

```
[ RUN      ] NewOperatorRegistrationTest.testImplNoDefGetsCaught
../aten/src/ATen/core/op_registration/op_registration_test.cpp:2000: Failure
Expected equality of these values:
  danglingImpls.size()
    Which is: 2
  0
Discovered operators that have been registered through the dispatcher without explicitly specifying their schemas. Please do so using the TORCH_LIBRARY macro. Suspect operators:
        quantization::_FloatToBfloat16Quantized
        quantization::_Bfloat16QuantizedToFloat

[  FAILED  ] NewOperatorRegistrationTest.testImplNoDefGetsCaught (0 ms)
```

### Versions

master

cc @jbschlosser @mruberry
Repository: godot
Issue: Mipmap generation breaks at very low resolutions
Labels: bug,topic:rendering,regression

### Godot version

4.0.dev

### System information

Windows 10, GTX 1070, 496.49, Vulkan

### Issue description

While implementing FSR for the upcoming 4.0 release, a bug was discovered where if the render target was at very low resolutions, mipmap generation would fail because it would request more mipmaps then allowed.

### Steps to reproduce

In any project, enable FSR and set the quality to as low as it goes

### Minimal reproduction project

_No response_
Repository: next.js
Issue: Compiler does not place css @imports in own style tags the way babel used to.
Labels: bug,Webpack

### What version of Next.js are you using?

12.0.7

### What version of Node.js are you using?

14.18.1

### What browser are you using?

chrome

### What operating system are you using?

mac0s

### How are you deploying your application?

vercel

### Describe the Bug

I just got bit in the upgrade.

In nextjs v10, this is considered valid:

```css
* {
    font-family: "Abril Fatface";
}

@import url('https://fonts.googleapis.com/css2?family=Abril+Fatface&display=block');
```

This works because each `@import` statement is wrapped in its own `style` tag. 

In nextjs v12, `@import` statements **are not** wrapped in their own `style` tag.

### Expected Behavior

I expect each `@import` statement is wrapped in its own `style` tag. 

### To Reproduce

In nextjs v12, add this to `global.css`

```css
* {
    font-family: "Abril Fatface";
}

@import url('https://fonts.googleapis.com/css2?family=Abril+Fatface&display=block');
```
Repository: neovim
Issue: API support for exit status (for :cq)
Labels: enhancement,ui-extensibility

### Feature already in Vim?

N/A

### Feature description

In Vim and Neovim, there's the `:cq` command, which exits the editor unsuccessfully.  This is very important in some cases, such as when editing a Git commit message and deciding to give up and abort the commit.  However, it doesn't appear the API has support for expressing the exit status of Neovim, and as such, a GUI has no way to know when Neovim exits if that's because it is broken (which some GUIs assume) or whether it's because someone invoked `:cq`.  As a result, exactly zero of the GUIs I've tried handle this case correctly (they all either display an error or exit successfully).

Neovim should add a message to the API that indicates it's exiting and the exit status being used, so that a GUI can handle this case gracefully and return the proper exit code.
Repository: godot
Issue: rotate_y overrides align_y in 3D particle system
Labels: bug,topic:rendering,topic:3d,topic:particles

### Godot version

3.4.1.stable.mono

### System information

Windows 7 Service Pack 1, gtx 970, GLES3

### Issue description

I'm trying to make a cheap sparks effect, while other approaches involves the use of stretched billboard or some sort of "tail", I only need the texture to rotate based on direction (flag align_y) plus apply a billboard mode that uses local y axis to face the camera.
![image](https://user-images.githubusercontent.com/54332946/146661170-eb268ee5-fd45-4358-831d-d640625cd8ea.png)
 sadly that kind of billboard seams not implemented since Y-Billboard is constrained to global y axis, I said "ok, let's randomize all angles" to reduce the sharp edge effect when looking from the flat side of the quad mesh, but it seems that applying rotate_y flag nullify the rotation of the before align_y
![image](https://user-images.githubusercontent.com/54332946/146661413-8d61078e-9710-495a-86e7-22b2196c4832.png)
![image](https://user-images.githubusercontent.com/54332946/146661425-3e3954ed-82d7-4e02-a630-a61d38c438b1.png)



### Steps to reproduce

-  Create a particle node
-  assign a quad mesh with material and texture
-  create a particle material and check both align_y and rotate_y

### Minimal reproduction project

_No response_
Repository: rust
Issue: `'static` bound on type is not satisfied by definition involving `'static` associated types 
Labels: A-type-system,A-associated-items,T-compiler,T-types

We have the following code:

```rust
pub unsafe trait ULE : Sized + Copy + 'static {}

pub trait AsULE: Copy {
    type ULE: ULE;
}

pub unsafe trait VarULE: 'static {}

// Note that T is used as a marker type; the data model is T::ULE
#[repr(transparent)]
pub struct ZeroSlice<T: AsULE>([T::ULE]);

// This works: a raw [T::ULE] in VarULE
unsafe impl<U: ULE> VarULE for [U] {}

// However, the following complains about T's lifetime
unsafe impl<T: AsULE> VarULE for ZeroSlice<T> {}
```

([playpen](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=1d9fd6a1075db0339610e246e4236fdc))

Raises the following error:

<details>

```
error[E0310]: the parameter type `T` may not live long enough
  --> src/main.rs:17:23
   |
17 | unsafe impl<T: AsULE> VarULE for ZeroSlice<T> {}
   |             --        ^^^^^^ ...so that the type `ZeroSlice<T>` will meet its required lifetime bounds
   |             |
   |             help: consider adding an explicit lifetime bound...: `T: 'static +`

error[E0310]: the parameter type `T` may not live long enough
  --> src/main.rs:17:23
   |
17 | unsafe impl<T: AsULE> VarULE for ZeroSlice<T> {}
   |             --        ^^^^^^ ...so that the type `T` will meet its required lifetime bounds
   |             |
   |             help: consider adding an explicit lifetime bound...: `T: 'static +`
```

</details>

From looking at the definition, `ZeroSlice<T>([T::ULE])` should _always_ be `'static`, because `T::ULE` implements `ULE` which implies `'static`. However, the `VarULE` implementation is still required to have `T: 'static` by the compiler (which consequently reduces the number of types that it supports, since it should theoretically be possible to have `impl AsULE for Foo<'a>`)

The bug does not change if `trait AsULE` is changed to have `type ULE: ULE + 'static`. This is useful for reducing the issue further since it lets you get rid of the `ULE` trait, though we kept it around to demonstrate that it does work in the `[U]` case.