sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Resize window to maintain width (in chars) and height (in columns) when using ctrl-+ or ctrl--
Labels: Help Wanted,Area-Rendering,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement
The current reduces or increases font size when Ctrl-- or Ctrl-+ are pressed. However the window width and height in pixels stays the say.  This leads to visual  inconsistencies when using apps like vi on ubuntu. I'd like to propose that the window size changes to maintain the width in characters / line and  and height in columns when the font size is changed. This proposed behavior is also the one coded in Ubuntu and MacOSX. 
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
If your default characters/line is 120 and the default lines is 40, and the font size is 12, when the Ctrl-+ button is pressed the font size increases to 14. What should happen then is that the Terminal window's width should change to one that holds 120 characters at Font Size 14. And it's height should change to one that holds 40 lines at size 14. So the Terminal window should resize to be slightly larger. Similarly when Ctrl-- is pressed, the Terminal window should resize to become smaller. This is the default in other Unix platforms.
Repository: rust
Issue: E0277 incorrect suggested `where` bound when type is impl Trait argument
Labels: A-diagnostics,T-compiler

Given the following code ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=070452b562389660d6d098e9ed265a7f)):

```rust
trait Foo: Copy {
    type Result;
    fn foo(self) -> Self::Result;
}

fn bar(foo: impl Foo) {
    let _: () = foo.into();
    let _: () = foo.foo().into();
}
```

The current output is:

```
error[E0277]: the trait bound `(): From<impl Foo>` is not satisfied
 --> src/lib.rs:7:21
  |
7 |     let _: () = foo.into();
  |                     ^^^^ the trait `From<impl Foo>` is not implemented for `()`
  |
  = note: required because of the requirements on the impl of `Into<()>` for `impl Foo`
help: consider introducing a `where` bound, but there might be an alternative better way to express this requirement
  |
6 | fn bar(foo: impl Foo) where (): From<impl Foo> {
  |                       ^^^^^^^^^^^^^^^^^^^^^^^^

error[E0277]: the trait bound `(): From<<impl Foo as Foo>::Result>` is not satisfied
 --> src/lib.rs:8:27
  |
8 |     let _: () = foo.foo().into();
  |                           ^^^^ the trait `From<<impl Foo as Foo>::Result>` is not implemented for `()`
  |
  = note: required because of the requirements on the impl of `Into<()>` for `<impl Foo as Foo>::Result`
help: consider introducing a `where` bound, but there might be an alternative better way to express this requirement
  |
6 | fn bar(foo: impl Foo) where (): From<<impl Foo as Foo>::Result> {
  |                       ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

error: aborting due to 2 previous errors

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground`
```

Following either of those suggestions yields code that doesn’t compile, because impl Trait isn’t allowed in that position. Even if it becomes allowed someday, I feel like they would still be incorrect, since each impl Trait need not refer to the same type?

Ideally the output should look like:

```
[...]
help: consider introducing a `where` bound, but there might be an alternative better way to express this requirement
  |
6 | fn bar<F: Foo>(foo: F) where (): From<F> + From<<F as Foo>::Result> {
  |                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```

Examples are on stable (1.53.0), but this also affects 1.54.0-nightly (44456677b 2021-06-12).
Repository: godot
Issue: Crash when referencing forward base class
Labels: bug,topic:gdscript,crash

### Godot version

3.3.2

### System information

Linux NVIDIA GTX 1080

### Issue description

Instantiating a class whose subclass is defined after it in a file leads to a crash:

```
Godot Engine v3.3.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1080/PCIe/SSE2
OpenGL ES Batching: ON
 
**ERROR**: FATAL: Index p_index = 1 is out of bounds (((Vector<T> *)(this))->_cowdata.size() = 0).
   At: ./core/vector.h:49:operator[]() - FATAL: Index p_index = 1 is out of bounds (((Vector<T> *)(this))->_cowdata.size() = 0).
```

But if the order is switched, there is no crash.

This might be similar to #47885, but it seems to be a distinct issue (no overrides other than `_init`, and the order matters).



### Steps to reproduce

Run the scene, see the crash.

Edit the "crash.gd" to move `ForwardRef` after `Subclass` and the issue goes away (and the blank window appears patiently).

### Minimal reproduction project

[crash_forward_ref.zip](https://github.com/godotengine/godot/files/6682582/crash_forward_ref.zip)
Repository: PowerToys
Issue: Generalized Notification Bar for ColorPicker
Labels: Idea-Enhancement,Help Wanted,Product-Color Picker

### Description of the new feature / enhancement

While working on issue #9520 and receiving feedback in #10250, a suggestion came up to report the export success/failure status back to the user in the same form as the "Copied to clipboard" notification.  The problem is this notification is hard-coded to display the copied status.

The notification bar works as a [border in the ColorEditorView](https://github.com/microsoft/PowerToys/blob/master/src/modules/colorPicker/ColorPickerUI/Views/ColorEditorView.xaml#L165) be passed down into the [ColorFormatControl](https://github.com/microsoft/PowerToys/blob/master/src/modules/colorPicker/ColorPickerUI/Views/ColorEditorView.xaml#L125) where it [is triggered](https://github.com/microsoft/PowerToys/blob/5679d4807367e7341a0ac8dd4758d762d302e6d8/src/modules/colorPicker/ColorPickerUI/Controls/ColorFormatControl.xaml.cs#L62).  All the animation logic is in the ColorFormatControl and the border is not currently accessible from the main ViewModel.  Additionally, the [notification contents and glyph](https://github.com/microsoft/PowerToys/blob/5679d4807367e7341a0ac8dd4758d762d302e6d8/src/modules/colorPicker/ColorPickerUI/Views/ColorEditorView.xaml#L178) are hard-coded into the view.

**Requirements**
* Animated, stylized to look like the existing notification.
* Offer ability to customize the message, the glyph associated with the message, and (maybe?) a flag specifying if the notification is an error.  If error, the background color of the notification would be a shade of red.
* Can trigger a "notification" from the ViewModel in response to backend work

Tagging @htcfreek and @martinchrzan who were involved in the original feedback.

### Scenario when this would be used?

Generalization of the notifications would be useful to developers adding features to the ColorPicker UI that require reporting a status back to the user.

From users' perspective, they will see notifications stylized in the same form and get a consistent user experience.

### Supporting information

**Current UX**
![image](https://user-images.githubusercontent.com/4984331/122679215-da27a000-d19e-11eb-8b30-4f2cc59a4903.png)
Repository: pytorch
Issue: C++ version 1.9.0 libtorch dynamic load fails -- GCC only
Labels: needs reproduction,module: binaries,module: cpp,module: abi,triaged

## 🐛 Bug

When building our shared library application with libtorch 1.9.0 (and the nightly build),
we are seeing an error from the GCC build (clang is fine)

```
.so: undefined symbol: _ZTIN5torch2nn6ModuleE

> echo _ZTIN5torch2nn6ModuleE|c++filt
typeinfo for torch::nn::Module
```

In GCC, the first non-inline virtual method is used to determine the the translation unit where the vtable and typeinfo objects are created -- was there some change to _nn::Module_'s virtual functions that might cause this(?).

I'm seeing the problem on the CPU or CUDA 11.1 versions for Linux.

Thanks for looking into this.

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @seemethere @malfet @walterddr @yf225 @glaringlee
Repository: transformers
Issue: [Deepspeed zero3] lazy weights init 
Labels: DeepSpeed,WIP

I'm pretty sure we need to follow up to the lazy weights init feature https://github.com/huggingface/transformers/pull/11471
and add under zero3 `deepspeed.zero.GatheredParameters` here (or inside `_init_weights`):

https://github.com/huggingface/transformers/pull/11471/files#diff-6b72b98c4c2dcfc6cc606843917733f5d858374fbc22a735ff483bbc0c1e63eaR1275-R1276

plus need a test.
Repository: transformers
Issue: [Deepspeed] [performance] inefficient load with `from_pretrained` w/ zero3
Labels: DeepSpeed,WIP

# 🚀 Feature request

Currently under Deepspeed stage3 with `from_pretrained` we:

a. loop over each sub-module in zero.Init
1. init the sub-module
2. shard and scatter the shards

b. then to load pre-trained weights we loop over each sub-module:
1. gather the shards
2. `load_state_dict` for the one layer layer
3. shard and scatter the shards

c. any sub-module params that weren't in the pretrained state_dict
1. run the postponed `module_init` as it was done in https://github.com/huggingface/transformers/pull/11471
2. shard and scatter the shards XXX: I actually don't think `deepspeed.zero.GatheredParameters` was handled here. so these params don't get ZeRO'ed - need to fix that https://github.com/huggingface/transformers/issues/12272

Because we unnecessarily do scatter/gather/scatter, this takes much longer than just:

a. init the modules w/o allocating any storage as it has been implemented in pt-1.9.0/1.9.1 https://pytorch.org/tutorials/prototype/skip_param_init.html#implementation-details

b. for each sub-module with pretrained weights
1. load_state_dict 
2. shard and scatter the shards

c. any sub-module params that weren't in the pretrained state_dict
1. materialize and module_init
2. shard and scatter the shards

Solving this will most likely require support from Deepspeed, https://github.com/microsoft/DeepSpeed/issues/1142 or perhaps we can just try to remove `zero.Init` if the weights aren't materialized during model creation. So the very first sharding will get postponed to the `load_state_dict` stage (and `module_init` for the sub-modules that don't have pre-trained weights).
Repository: godot
Issue: ZBillboard particle align doesn't work with particle material angle
Labels: enhancement,discussion,usability,topic:3d,topic:particles

### Godot version

v4.0.dev.custom_build [1acc76fec]

### System information

Linux

### Issue description

In GPUParticles (tried only 3D) setting `transform_align` to `ZBillboard` disregards the angle property of the process material.

I'm not sure how this should be solved, probably just removing the ZBillboard property? Otherwise custom particle shaders might break.

### Steps to reproduce

- Create 3D scene
- Create GPU Particles
- Assign a quad mesh
- Assign process material
- Add angle/angle velocity to the process material
- Observe that the angle property is disregarded


### Minimal reproduction project

_No response_
Repository: godot
Issue: macos permissions bug in godot 3.3
Labels: platform:macos,topic:porting


<img width="417" alt="godot_error_sshot" src="https://user-images.githubusercontent.com/68197715/122684969-a1201780-d200-11eb-94df-e7b59cfee080.png">
### Godot version

3.3 

### System information

Macos 10.15.7 on macbook pro

### Issue description

trying to create a new godot project on MacOs is almost impossible due to the frequency of interruptions by a popup  saying"godot_mono3.3.app would like to access files in your documents folder" its so bad  I could hardly use my browser to submit this report because of typing being interrupted!

### Steps to reproduce

simply create a new project in a folder beneath your documents folder

### Minimal reproduction project

_No response_
Repository: godot
Issue: System lang switching breaks Godot Input
Labels: bug,topic:editor,topic:input

### Godot version

3.3.stable

### System information

Ubuntu 20.04

### Issue description

According to the title, when I change system lang to some others from English (in my case Russian) on Ubuntu, I find that Godot shortcuts won't working in editor (even Ctrl+V), and runtime Input system also brakes (even W not working).

### Steps to reproduce

Change system language to some other (maybe cyrillic on Ubuntu) and try to manipulate with Godot.

### Minimal reproduction project

_No response_
Repository: ant-design
Issue: <Image.PreviewGroup> 按住拖动 - hold and drag 
Labels: Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
可以点住照片然后向左或者向右拖动来实现前一张照片或者后一张照片. 在桌面端或者是移动端都对用户更加友好. <br/>
can click on and hold the image, and drag to the left or right to move to the previous or the next ones. being friendly on both PC and mobile users. 

小bug: <Image.PreviewGroup>在照片很多时, 点前面的照片, 然后点后面一点的照片, 打开的大图会停留在上一个照片大概两秒多才会跳转到当前的照片

### What does the proposed API look like?
```javascript
<Image.PreviewGroup allowDrag={true}>
      ...
</Image.PreviewGroup>
```


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Issue with Call Method Track added to imported maya animation - Function is never called from animation
Labels: bug,topic:editor,confirmed,topic:import,topic:3d

### Godot version

3.3.stable

### System information

Windows 10

### Issue description

I imported some animation from a maya generated .DAE file. Adding a CallMethodTrack intending to inform me when animation has completed. Added key and assigned function, but function is never called.  This result is the same whether animation is assigned in AnimationPlayer or from an AnimationTree with animation state machine  

Addendum: after talking with u/goldotaskquestions on r/godot it seems the issue is down to the scene being imported and not allowing editing of imported animation scenes.

After saving the animation as separate files, adding custom tracks works, and they are saved, but on selecting the animation player there is a warning flag saying:

"This animation belongs to an imported scene, so changes to imported tracks will not be saved.

To enable the ability to add custom tracks, navigate to the scene's import settings and set
"Animation > Storage" to "Files", enable "Animation > Keep Custom Tracks", then re-import.
Alternatively, use an import preset that imports animations to separate files."

even though this has already been done...

seems like the issue is that the warning should show when you attempt to add tracks to an imported animation if you haven't saved the animation as separate files, and then go away if you have

### Steps to reproduce

import animation from dae file (with associated clips)
create CallMethodTrack pointing at root node script
add key with function
play animation in game - function will never be called

### Minimal reproduction project

[CallTrackTest.zip](https://github.com/godotengine/godot/files/6683115/CallTrackTest.zip)
Repository: flutter
Issue: Wrap widget is missing `WrapCrossAlignment.baseline`.
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

`Wrap` widget's `WrapCrossAlignment` is missing `WrapCrossAlignment.baseline`.

In fact, there is a TODO comment in the code: 

```
enum WrapCrossAlignment {
  start,
  end,
  center,
  // TODO(ianh): baseline.
}
```

This is a core widget, so this should be implemented.
Repository: godot
Issue: Editor errors when overriding `add_child()` in `tool` mode
Labels: topic:editor,topic:plugin

### Godot version

3.3 stable

### System information

Linux

### Issue description

When I override (in a gdscript script) a node `add_child()` method in `tool` mode and add a child to that node, I can see errors in output:

```
scene/main/node.cpp:1547 - Condition "!owner_valid" is true.
editor/editor_data.cpp:1050 - Condition "!p_node->is_inside_tree()" is true.
```
It seems everything else works fine.
The script is below

### Steps to reproduce

1. Create a node, for example I created a `Control` node
2. Set the script below:
```gdscript
tool
extends Control
func add_child(child:Node, is_unique:=false):
	print('trying to add a child: ', child)
```
3. Add a new child to this node, from the Editor (`Add child node`/ `Ctrl+A`).
For example, I added a button

As you can see, nothing is added - this is fine, because we didn't call `.add_child(child, is_unique)`

But the errors appear in `Output` (see above).

The errors should not appear in this case.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: What changes we need to make in metrics calculation and visualization part when we use Distributed Data Parallel for distributed training
Labels: oncall: distributed,triaged,module: ddp

## ❓ Questions and Help

I am updating my training script to use Distributed Data Parallel to do Multi-GPU training.
I am done with most of the steps as mentioned in PyTorch Guidelines.
But I am confused about how to handle metrics calculation and visualization:
For example,
I need to calculate accuracy and I have 4 samples in total and 2 GPUs.
When I run testing I will have predictions and ground truths for 2 2 samples in each process.
Now if I want to calculate accuracy do I need to call dist.reduce or it is not needed and I can directly calculate accuracy in rank 0 process.
And what if I am storing info for each sample in each process separately in a dictionary and at end of passing through all samples I need to use that dictionary with info from all samples to create a combined visualization of all 4 samples.
How to reduce that dictionary to have information from all processes and generate final visualization on rank 0.


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: godot
Issue: Sprite with shader that modifies COLOR ignores modulate property
Labels: bug,topic:rendering,confirmed,regression,topic:shaders,topic:2d

### Godot version

d696bd1

### System information

W10

### Issue description

When you add a simple shader that changes `COLOR`, modulate property is ignored. It was fine in 3.x

### Steps to reproduce

1. Add Sprite2D node
2. Apply this shader
```GLSL
shader_type canvas_item;

void fragment() {
	COLOR = texture(TEXTURE, UV);
}
```
3. Try changing modulate property

### Minimal reproduction project

_No response_

EDIT:
Reduz suggested that it might be intended, because the way it works has changed. In that case, it's a documentation issue about how it can be achieved now.
Repository: terminal
Issue: [Performance] Fast path for `RenderData::IsCursorDoubleWidth`
Labels: Product-Conhost,Help Wanted,Area-Performance,Issue-Task

This is a sister issue of #10393.

Currently an unreasonable amount of CPU is wasted in checking `IsCursorDoubleWidth` in the buffer, due to the expensive construction of `TextBufferCellIterator`. I think it's fair to find a fast path for people who don't use width characters at all.

![image](https://user-images.githubusercontent.com/4710575/122703646-a757d780-d284-11eb-9f1a-689951091275.png)
Repository: create-react-app
Issue: open a pdf at a specific href in react js
Labels: stale,needs triage

Currently I have stored the pdf In the /src/documents folder. So when I open the pdf it has the link as being
/static/media/test.d4121241.pdf
How can I change this to a customised href. so 
website.com/test.pdf
Repository: create-react-app
Issue: npm install is not working
Labels: stale

Please help to fix this
---------------------------
npm ERR! code 1
npm ERR! path C:\POORNESH\Personal _ Do Not BackUp\L&D\cookie-master\cookie-master\node_modules\system-font-css
npm ERR! command failed
npm ERR! command C:\Windows\system32\cmd.exe /d /s /c cpr system-font.css _system-font.scss -o && cpr system-font.css system-font.less -o
npm ERR! 'D\cookie-master\cookie-master\node_modules\.bin\' is not recognized as an internal or external command,
npm ERR! operable program or batch file.
npm ERR! internal/modules/cjs/loader.js:905
npm ERR!   throw err;
npm ERR!   ^
npm ERR!
npm ERR! Error: Cannot find module 'C:\POORNESH\Personal _ Do Not BackUp\cpr\bin\cpr'
npm ERR!     at Function.Module._resolveFilename (internal/modules/cjs/loader.js:902:15)
npm ERR!     at Function.Module._load (internal/modules/cjs/loader.js:746:27)
npm ERR!     at Function.executeUserEntryPoint [as runMain] (internal/modules/run_main.js:76:12)
npm ERR!     at internal/main/run_main_module.js:17:47 {
npm ERR!   code: 'MODULE_NOT_FOUND',
npm ERR!   requireStack: []
npm ERR! }

npm ERR! A complete log of this run can be found in:
npm ERR!     C:\Users\pooanand\AppData\Local\npm-cache\_logs\2021-06-21T05_22_43_624Z-debug.log
Repository: flutter
Issue: [camera] Taking pictures is too slow on some devices
Labels: e: device-specific,platform-android,p: camera,package,P3,team-android,triaged-android

Hi, I'm making a camera app with samsung s8 device and [camera package](https://pub.dev/packages/camera).
However, there is a problem with the shooting speed being too slow on the Android device.
It takes about 0.5 to 1.5 second to shoot. (I used [camera/example](https://github.com/flutter/plugins/tree/master/packages/camera/camera/example) for testing)

The shooting speed on the Android(S8) is too slow, so even if I shoot with the flash on, the flash effect is not applied because the shooting is completed after the flash is off.

I wonder if it's a fundamental problem with the package, or it's a problem that only occurs on my S8.

## Steps to Reproduce

1. Run [camera/example](https://github.com/flutter/plugins/tree/master/packages/camera/camera/example) with AOS device.
2. Turn on the flash(torch or always mode).
3. Press the capture button.
4. Flash blinks when taking pictures.
5. When flash is off, pictures are taken.

**Expected results:** <!-- what did you want to see? -->
Photo with flash effect applied.

**Actual results:** <!-- what did you see? -->
Photos without flash effect applied.