sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: rename incorrectly renames multiple function definitions
Labels: gopls,Tools,Refactoring

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### gopls version

```
golang.org/x/tools/gopls v0.13.2
    golang.org/x/tools/gopls@v0.13.2 h1:Pyvx6MKvatbX3zzZmdGiFRfQZl0ohPlt2sFxO/5j6Ro=
```



### go env

```
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/thane/.cache/go-build'
GOENV='/home/thane/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/thane/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/thane/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/linuxbrew/.linuxbrew/Cellar/go/1.21.0/libexec'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/home/linuxbrew/.linuxbrew/Cellar/go/1.21.0/libexec/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.0'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='cc'
CXX='c++'
CGO_ENABLED='1'
GOMOD='/home/thane/work/informal/cometbft/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build508101450=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

With both the Neovim LSP and VS Code, both using gopls as my language server, I've attempted to rename [this function](https://github.com/cometbft/cometbft/blob/df001e2ce9f28407b4ae21b7951178d439a22074/state/pruner.go#L158) from `SetCompanionRetainHeight` to `SetCompanionBlockRetainHeight`.

I cannot find a minimal way to reproduce this bug unfortunately.

### What did you expect to see?

The function to be renamed, as well as all references to the function.

### What did you see instead?

The function was renamed, but the [function above it](https://github.com/cometbft/cometbft/blob/df001e2ce9f28407b4ae21b7951178d439a22074/state/pruner.go#L143) (`checkHeightBound`) was _also_ renamed to `SetCompanionBlockRetainHeight` - incorrectly, of course. All prior references to `checkHeightBound` are now also renamed to `SetCompanionBlockRetainHeight`.

Not only this, but some prior references to `SetCompanionRetainHeight` still remain.

### Editor and settings

Neovim config:

```lua
local nvim_lsp = require('lspconfig')
nvim_lsp.gopls.setup{
  settings = {
    gopls = {
      gofumpt = true
    }
  }
}
```

VS Code config is set to the defaults.

### Logs

VS Code logs: https://gist.github.com/thanethomson/ad3fb91847a4cb84e281a4322e971667
Repository: godot
Issue: Specular reflections remain per-pixel even when in vertex lighting mode when in GLES3
Labels: bug,topic:rendering,topic:3d

### Godot version

3.x as of https://github.com/godotengine/godot/commit/b776cf54982e5f5bcbe33c226eb984f8ac0ef3ed

### System information

ThinkPad x230, MX Linux, 5.10.0-24-amd64, Intel HD, GLES3

### Issue description

When using vertex lighting one would expect there to be no effect from normal maps. Alas, in current 3.x there seems to be an issue where specular reflections continue to be calculated per-pixel even when switching to vertex lighting. This is confusing, and as well may be detrimental to performance (since one would expect all calculations to be performed on vertices).

Here are the screenshots with spatial shader, that uses normal map.
Vertex lighting is off.
![image](https://github.com/godotengine/godot/assets/46825200/72cdf6f1-84c9-41c0-b68b-ac13f62a3184)

Vertex lighting is on.
![image](https://github.com/godotengine/godot/assets/46825200/4fb11a29-6867-467d-a3da-8a213bc3e41d)

You can still see the specular reflections where they are not expected to be in vertex lighting mode.
This issue is not valid for GLES2

### Steps to reproduce

1. Create a mesh, assign it a spatial material (or shader material with respective parameters enabled).
2. Add a normal map, add light source, set roughness to be around 0.5.
3. Enable `vertex_lighting` parameter and observe the change.

Note: this is only a GLES3 bug.

### Minimal reproduction project


Project link:
[specular_bug_test.tar.gz](https://github.com/godotengine/godot/files/12379841/specular_bug_test.tar.gz)

![image](https://github.com/godotengine/godot/assets/46825200/46e87ca5-f73a-4e64-aaf9-19ad3019dff2)
Repository: material-ui
Issue: [AspectRatio] Add unstable aspect ratio component to Material UI
Labels: new feature,package: system,package: material-ui

The component was created in Joy UI and has proved to be useful. We can consider it as a system component that can be used in both Material UI and Joy UI.

https://mui.com/joy-ui/react-aspect-ratio/#basics
Repository: stable-diffusion-webui
Issue: [Feature Request]: SDXL refinement stage interrupt
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Would like the interrupt button to by-pass the refinement model stage of the SDXL generation. It always seem to run it. Would like the refinement stage to be interruptible. 

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: TypeScript
Issue: Issue with 'this' Parameter and JSX Component Generics
Labels: Bug,Rescheduled

### 🔎 Search Terms

"jsx component with `this`", "jsx component ThisParameterType"

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about JSX

### ⏯ Playground Link

https://www.typescriptlang.org/play?jsx=1&ts=5.3.0-dev.20230818#code/CYUwxgNghgTiAEA7KBbEBnADlMCBSAygBrwDeAUPPAC4CemCAMgJYBGMstAslMgOYhgAQWrUYbAK7UMAHgDCAGngAFAHzwAvPAAqAC2bplsVCGkxt9EPNUBucpXjNEZgGY4EASWfjE6ZmABRCBA0Z3QyBypgZgA3AC4yAF87KkTyNPIXCUQwamYAe0QdDGoZbVUACmp9dATSeBioCAkQBO14RIBKCKo4agkYIplomNV66oMAOkbmhESZAHoR1XT7MpKZRAkUVhAYdRmWjVIAVkT4BZXyMEL0ah1LYG0SzWK7ze3d-btyMsfnu4NJpHU7nS7kIA

### 💻 Code

```ts
declare namespace JSX {
  type LibraryManagedAttributes<C, P> = ThisParameterType<C>;

  interface IntrinsicElements {
    div: {};
  }
}

function Test<T>(this: { value: T }) {
  return <div>{ this.value }</div>
}

<Test<number> value={5} /> // value is unknown
```


### 🙁 Actual behavior

TypeScript is incorrectly inferring props types for JSX functional components with generic templates when props are derived from the 'this' parameter.

Even when explicitly typed as `<number>`, the `Test` component still exhibits the issue where the type of value remains `unknown`.

### 🙂 Expected behavior

It should infer the type from the passed data or at least accept that you explicitly type it with `<Test<number> ...`

### Additional information about the issue

If you define a separate variable and assign the component with `<Test<number>>`, the `value` prop's type gets correctly inferred as `number`. 

```ts
const TypedTest = Test<number>;

<TypedTest value={5} /> // value is number
```
Repository: next.js
Issue: Bug in Link causing server navigation when app directory + pages present
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Tested on Macbook and Windows, on chrome, safari and edge.

Produced a minimum viable example and tested on next 13.2 to canary (13.18+)
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/superwave-team/next-bug

### To Reproduce

- run npm dev or pnpm dev
- Go to http://localhost:3000/channel/test-2
- Navigate to any of the "not reload" links (You see the same ID and no new page load)
- Go to the "reload" link (You see a new ID and the page loading from 0) (On the network tab you see that we are doing a page navigation and loading a new document)


### Describe the Bug

When the app directory and pages app are present, there seems to be some cases where paths that shouldn't overlap are causing conflicts. In our case we detected this (in a minimally reproduceable example) on `/channel/test-2` (Pages) and `/community/new` (App)

When a user tries to load the page in pages, the <Link> component is triggering a full page navigation as opposed to correctly detecting the page should load client side.

https://github.com/vercel/next.js/assets/5561861/09afe40e-9ba3-4af9-9503-ddfeaaf1cf23


### Expected Behavior

All these links should be client side navigations. There should be no conflicts.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: storybook
Issue: [Bug]: "Error: Invalid or unexpected token" when typing a newline or backslash character into a story
Labels: bug,needs triage

### Describe the bug

1. Have a story that has a render function like the following, where it prints out `args.modelValue` (I have added this in MyTextarea.stories.ts in [this reproduction](https://stackblitz.com/github/curtgrimes/storybook-newline-bug-reproduction)):
   ```diff
   const meta = {
     // ...
     render: (args) => ({
       components: {
         MyTextarea,
       },
       setup: () => ({
         args,
       }),
       template: `
         <div>
           <MyTextarea v-bind="args" v-model="args.modelValue" />
           <br/>
   +       The value is: {{ args.modelValue }}
         </div>
       `,
     }),
     tags: ["autodocs"],
   } satisfies Meta<typeof MyTextarea>;
   ```
1. Run Storybook
1. Type a newline or backslash character into the textarea or the Storybook-generated args table

#### Expected result

No error appears and the story preview updates to show the newline or backslash character

#### Actual result

The story preview gets replaced with this error:

```
Error: Invalid or unexpected token
  at /node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5595:153
  at Array.map (<anonymous>))
  at generateComponentSource (/node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5595:138))
  at /node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5613:152
  at Array.map (<anonymous>))
  at generateTemplateSource (/node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5613:126))
  at generateSource (/node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5624:497))
  at watch.immediate (/node_modules/.cache/sb-vite/deps/@storybook_vue3_preview.js?v=25070878:5619:13))
  at callWithErrorHandling (/node_modules/.cache/sb-vite/deps/chunk-TDDZOC2C.js?v=25070878:1787:18))
```

#### Demo

![CleanShot 2023-08-18 at 10 13 59](https://github.com/storybookjs/storybook/assets/3038600/72f2fa5f-8331-46ee-aa73-1ee992c92d3a)



### To Reproduce

https://stackblitz.com/github/curtgrimes/storybook-newline-bug-reproduction

### System

```shell
Environment Info:

  System:
    OS: macOS 13.5
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
  Binaries:
    Node: 20.5.1 - ~/.nvm/versions/node/v20.5.1/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.8.0 - ~/.nvm/versions/node/v20.5.1/bin/npm
  Browsers:
    Chrome: 115.0.5790.170
    Safari: 16.6
  npmPackages:
    @storybook/addon-essentials: ^7.3.2 => 7.3.2 
    @storybook/addon-interactions: ^7.3.2 => 7.3.2 
    @storybook/addon-links: ^7.3.2 => 7.3.2 
    @storybook/blocks: ^7.3.2 => 7.3.2 
    @storybook/testing-library: ^0.2.0 => 0.2.0 
    @storybook/vue3: ^7.3.2 => 7.3.2 
    @storybook/vue3-vite: ^7.3.2 => 7.3.2
```


### Additional context

_No response_
Repository: godot
Issue: Indentation settings should be in project settings
Labels: feature proposal,topic:gdscript,topic:editor

### Godot version

4.1.1-stable

### System information

Windows 10, but happens in any system

### Issue description

Code indentation settings should be a project setting and not a user editor setting. By default the tab-to-space and space-to-tab auto-change runs and causes issues when two or more people work on the same project with different user settings in their editors. 

Since indentation is a **project-based choice,** it should be in project settings and not the user's settings.

Related to #35007 and #56510 

### Steps to reproduce

1. Create a project, write some code that runs in the main scene. 
2. Set your editor settings to use spaces as indentation instead of tabs.
3. Reindent your code accordingly.
4. Send your project to someone else (without the `.godot` folder).
5. Have them open your project in their editor.
6. See several code errors due to mismatching indentation.

### Minimal reproduction project

N/A
Repository: flutter
Issue: AndroidTouchProcessor code structure is fragile
Labels: P3,c: tech-debt,team-android,triaged-android

Increase test coverage for more of the existing branches. (at least one test for every modified field was added in https://github.com/flutter/engine/pull/44724) 
Then convert addPointerForIndex and related methods to set values on a class (InputData?) then write a function to write the bytebuffer "packet" from a complete input data. This would make the code easier to test and make it harder for accidental changes to the byte format. 

io/flutter/embedding/android/AndroidTouchProcessor.java
Repository: rust
Issue: Unsizing boxed self doesn't work
Labels: T-lang,T-compiler,C-bug,A-coercions

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn main() {
    let list: Box<[u32; 2]> = Box::new([1, 2]);
    println!("{:?}", list.into_vec());
}
```

I expected that this would work and correctly call the method `into_vec` for `Box<[u32]>`.

Instead, I get an error:

```
error[[E0599]](https://doc.rust-lang.org/stable/error_codes/E0599.html): no method named `into_vec` found for struct `Box<[u32; 2]>` in the current scope
 --> src/main.rs:3:27
  |
3 |     println!("{:?}", list.into_vec());
  |                           ^^^^^^^^ help: there is a method with a similar name: `to_vec`

For more information about this error, try `rustc --explain E0599`.
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
1.73.0-nightly (2023-08-17 07688726805d5db0a4bc)
```

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"gurry"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: next.js
Issue: `not-found.tsx` and `error.tsx` don't build in dynamic routes with `output: "export"`
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:23 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6020
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.18
      eslint-config-next: 13.4.3
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
    Next.js Config:
      output: export
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router, Internationalization (i18n), Routing (next/router, next/navigation, next/link), Static HTML Export (output: "export")

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/winterlamon/next13-not-found-with-i18n

### To Reproduce

- Using the provided reproduction environment, run the code locally with `yarn dev` and navigate to http://localhost:3000/en/foo.
- Observe the custom `not-found` view
- Stop the local server and run `yarn build`. Run the static build with `npx serve@latest out` and navigate to http://localhost:3000/en/foo.
- Observe the Next default 404 view.

### Describe the Bug

In an app directory set up using the i18n pattern with `layout.tsx` and `not-found.tsx` under the `[lang]` directory instead of the app root, the custom `not-found.tsx` works when `notFound()` is called in the catch-all route locally when running `yarn dev`. However, when running `yarn build` with `output: "export"` in `next.config.js`, the custom `not-found` doesn't get included in the build and uses the Next default instead.

App structure:
```
app
  ├─[lang]
    ├─[...slug]
        └─page.tsx
    ├─about
       └─page.tsx
    ├─layout.tsx
    ├─not-found.tsx
    └─page.tsx
```

### Expected Behavior

I would expect to see the custom `not-found` view when `notFound()` gets called after being built with `output: "export"`. I would expect the UI behavior in the build output to match development.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: vscode
Issue: Extension description overflow in side-by-side panes
Labels: bug,extensions

Type: <b>Bug</b>

The screenshot below pretty much sums it up. Open several extensions in split screen, and the descriptions overlap.

VS Code version: Code 1.81.1 (Universal) (6c3e3dba23e8fadc360aed75ce363ba185c49794, 2023-08-09T22:20:33.924Z)
OS version: Darwin x64 22.5.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|4, 3, 3|
|Memory (System)|16.00GB (1.72GB free)|
|Process Argv|--crash-reporter-id 8de5360f-5153-4dcf-b57f-f7dcece878a6|
|Screen Reader|yes|
|VM|0%|
</details><details><summary>Extensions (21)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-eslint|dba|2.4.2
gitlens|eam|14.2.1
EditorConfig|Edi|0.16.4
terraform|has|2.27.1
vscode-docker|ms-|1.26.0
playwright|ms-|1.0.15
remote-containers|ms-|0.304.0
fabric8-analytics|red|0.3.10
java|red|1.21.0
vscode-checkstyle|she|1.4.2
vscode-fileutils|sle|3.10.3
tabnine-vscode|Tab|3.7.0
intellicode-api-usage-examples|Vis|0.2.7
vscodeintellicode|Vis|1.2.30
vscode-java-debug|vsc|0.53.0
vscode-java-dependency|vsc|0.23.1
vscode-java-pack|vsc|0.25.13
vscode-java-test|vsc|0.39.1
vscode-maven|vsc|0.42.0
fig|wit|0.0.7
markdown-all-in-one|yzh|3.5.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263cf:30792227
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
vscccc:30803845
282f8724:30602487
89544117:30613380
2i9eh265:30646982
showlangstatbar:30737416
a2ce3375:30757347
pythonfmttext:30731395
pythoncmv:30756943
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
gsofa:30804715
pythonnosmt12:30797651
pythonidxpt:30805730
pythonnoceb:30805159
dsvsc013:30795093
dsvsc014:30804076
diffeditorv1:30812748

```

</details>

<!-- generated by issue reporter -->

![image](https://github.com/microsoft/vscode/assets/1812443/74df5706-8e8e-409e-8dec-3b9a77089a2a)
Repository: godot
Issue: Emoji are rendered on baseline y-height instead of on the descender
Labels: bug,topic:gui

### Godot version

4.2.dev

### System information

MacOS

### Issue description

System emoji are vertically rendered on the font baseline, whereas they should be on the descender.

This seems to also expand the line height above the normal text ascender height.

As a side-note, at large font sizes, emoji also appear to be slightly larger as compared to an example system application placement, in this case Apple Pages, but this probably isn't an issue.

![Screenshot 2023-08-18 at 12 17 28 PM](https://github.com/godotengine/godot/assets/33969780/5d7a65b4-0997-4a7d-b4c1-efe64ff6013f)

![Screenshot 2023-08-18 at 11 02 53 AM](https://github.com/godotengine/godot/assets/33969780/e05ec7bb-811c-4582-b0d4-99a5ed9bdbe2)



### Steps to reproduce

Sample text - in a browser, the emoji all render on the descender, not the baseline.

🚴‍♀️👹 Mixed text 🤡😀 and emoji 🥑🥌

H🎸H🦇pH

### Minimal reproduction project

See above.
Repository: deno
Issue: deno fmt: support html/svg/xml
Labels: suggestion,deno fmt

`deno fmt` already formats JSX & TSX. Would it be too much extra work to also support formatting HTML, SVG, and other XML files (e.g. XML itself, XHTML, etc.)?

Today I keep reaching for Prettier on these occasions but I'd rather rely Deno for more core formatting needs. This support could likely be reused with tagged templates (https://github.com/denoland/deno/issues/19840).
Repository: pytorch
Issue: Adding batched CSR tensors with different sparsities produces an invalid tensor
Labels: module: sparse,triaged,module: correctness (silent),bug


## Issue description

As in the title.

Adding batched CSR tensors with the same sparsities produces correct results.
Also, adding CSR tensors without batch dimensions and different sparsities produce correct results.

## Code example

```python
>>> a = torch.ones(2, 2, 2); a[:, :, 0] = 0; a = a.to_sparse_csr()
>>> b = torch.ones(2, 2, 2).to_sparse_csr()
>>> c = a + b
>>> c
tensor(crow_indices=tensor([[0, 2, 4],
                            [0, 1, 2]]),
       col_indices=tensor([0, 1, 0, 1]),
       values=tensor([1., 2., 1., 2.]), size=(2, 2, 2), nnz=4,
       layout=torch.sparse_csr)
>>> torch._validate_sparse_csr_tensor_args(c.crow_indices(), c.col_indices(), c.values(), c.shape)
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: crow_indices and col_indices dimensionalities must be equal but got 2 and 1, respectively
```

The expected result is:
```python
>>> (a.to_dense() + b.to_dense()).to_sparse_csr()
tensor(crow_indices=tensor([[0, 2, 4],
                            [0, 2, 4]]),
       col_indices=tensor([[0, 1, 0, 1],
                           [0, 1, 0, 1]]),
       values=tensor([[1., 2., 1., 2.],
                      [1., 2., 1., 2.]]), size=(2, 2, 2), nnz=4,
       layout=torch.sparse_csr)
```

## System Info

- PyTorch version: main

cc @alexsamardzic @nikitaved @cpuhrsch @amjames @bhosmer
Repository: flutter
Issue: Android Mouse takes several seconds before being recognized by flutter.
Labels: platform-android,P2,team-android,triaged-android

While working on https://github.com/flutter/engine/pull/44724 I found that android "see's" hardware mice plugged in to an android device several seconds faster than flutter. 

To reproduce launch platform_tests/scroll_overlay and plug in mouse then scroll. Observe android view scroll and flutter views not scroll. Wait 3-6 seconds while wiggling the mouse then attempt a second scroll and observe android and flutter views scrolling in sync.