sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: TensorBoard frontend fails to display embeddings when `add_embedding()` writes large `label_img`
Labels: module: tensorboard,oncall: visualization

### 🐛 Describe the bug

When using `add_embedding()` and switching to Projector tab in TensorBoard frontend, the frontend fails to display too large sprite images.

```python
import torch
from torch.utils.tensorboard.writer import SummaryWriter
writer = SummaryWriter(log_dir="logdir")

batch_size = 600
hw = 448
embeddings = torch.ones(batch_size, 512)
images = torch.ones(batch_size, 3, hw, hw)
epoch = 1
writer.add_embedding(embeddings, label_img = images, global_step = epoch)
```

After that, run `tensorboard --logdir=logdir` and switch to the Projector tab.

<img width="278" alt="Snipaste_2022-04-08_15-39-46" src="https://user-images.githubusercontent.com/46213939/162388778-7b3771aa-2ff9-4e26-9e91-2e49499d5fa7.png">



### Versions

```
Collecting environment information...
PyTorch version: 1.11.0
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04) 9.4.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.9.7 (default, Sep 16 2021, 13:09:58)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.10.16.3-microsoft-standard-WSL2-x86_64-with-glibc2.31
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.21.2
[pip3] pytorch-pretrained-bert==0.6.2
[pip3] torch==1.11.0
[pip3] torchaudio==0.11.0
[pip3] torchvision==0.12.0
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               11.3.1               h2bc3f7f_2
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] mkl                       2021.4.0           h06a4308_640
[conda] mkl-service               2.4.0            py39h7f8727e_0
[conda] mkl_fft                   1.3.1            py39hd3c417c_0
[conda] mkl_random                1.2.2            py39h51133e4_0
[conda] mypy-extensions           0.4.3                    pypi_0    pypi
[conda] numpy                     1.21.2           py39h20f2e39_0
[conda] numpy-base                1.21.2           py39h79a1101_0
[conda] pytorch                   1.11.0          py3.9_cuda11.3_cudnn8.2.0_0    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] pytorch-pretrained-bert   0.6.2                    pypi_0    pypi
[conda] torchaudio                0.11.0               py39_cu113    pytorch
[conda] torchvision               0.12.0               py39_cu113    pytorch
```
Repository: pytorch
Issue: make_dual errors out when primal is a Tensor and tangent is a subclass Tensor
Labels: triaged,module: forward ad

### 🐛 Describe the bug

```python
import torch
import torch.autograd.forward_ad as fwAD
from torch.testing._internal.logging_tensor import LoggingTensor

primal_f = torch.ones(2, 2, dtype=torch.float) 
tangent_f = LoggingTensor(torch.ones(2, 2, dtype=torch.float))

def fn(x):
    return x ** 2

with fwAD.dual_level():
    dual_input = fwAD.make_dual(primal_f, tangent_f)

```

### Versions

master

cc: @zou3519 @soulitzer
Repository: vscode
Issue: Support variable line heights in the editor
Labels: feature-request,editor-core

This would allow to use larger font sizes for markdown headers.
Repository: vscode
Issue: Improve presentation of inline suggestions with inprecise prefix matches
Labels: feature-request,inline-completions
Repository: next.js
Issue: Link to api route does not work when dynamic route exists on production
Labels: bug,Navigation,linear: next

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information


    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 19.6.0: Thu Jan 13 01:26:33 PST 2022; root:xnu-6153.141.51~3/RELEASE_X86_64
    Binaries:
      Node: 16.14.0
      npm: 8.3.1
      Yarn: 1.22.17
      pnpm: N/A
    Relevant packages:
      next: 12.1.5-canary.4
      react: 18.0.0
      react-dom: 18.0.0


### What browser are you using? (if relevant)

Version 99.0.4844.83 (Official Build) (x86_64)

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

```sh
project
├── package.json
└── pages
    ├── [post]
    │   └── [comment].js
    ├── api
    │   └── hello.js
    └── index.js
```

```js
// pages/index.js
import Link from 'next/link'

export default function Page() {
  return (
    <Link href="/api/hello">
      <a>to /api/hello</a>
    </Link>
  )
}
```

When next.js app is like the above, clicking the link of `/api/hello` navigates to `/[post]/[comment]` on production build.

This does not happen on dev mode, or when accessing the api route directly.

### Expected Behavior

It should navigate to `/api/hello`

### To Reproduce

- prepare a project like the description.
- run `next build && next start`
Repository: opencv
Issue: Enable G-API in OpenCV.js
Labels: GSoC

### Description:
OpenCV.js is a JavaScript binding for a selected subset of OpenCV functions for the web platform. It allows emerging web applications with multimedia processing to benefit from the wide variety of vision functions available in OpenCV. In this project, we want to enable another framework-level module - G-API from OpenCV native to OpenCV.js to provide end-to-end acceleration. OpenCV G-API is a new OpenCV graph-based module that could speed up the execution of OpenCV functions. This new framework utilizes the graph model to capture all operations and the data dependencies in a pipeline, providing pipeline-level optimization. Previous works focus on how to accelerate a single function or module in OpenCV.js, which benefits the development based on the web interactive mode. While for the deployment of an application, such as online video conference app, to client devices, such interactive mode is rarely used by most of the users who only repeatedly run several same pipelines to obtain image/video processing results, such as background blur. Thus, such graph-based optimization and execution will be useful for the application deployment of OpenCV.js on the web. In this project, we plan to enable the G-API module with several frequently used OpenCV image processing functions in OpenCV.js and create some examples and tests to show the performance improvements.
### Expected Outcomes:
Enable G-API basic framework in OpenCV.js
Enable frequently used OpenCV functions for image processing in the OpenCV.js G-API module.
Create some examples and performance tests to show the performance improvement of G-API in OpenCV.js.
### Resources:
[OpenCV G-API Introduction](https://docs.opencv.org/4.x/d0/d1e/gapi.html)
[OpenCV G-API Module](https://github.com/opencv/opencv/tree/4.x/modules/gapi)
[OpenCV.js Tutorials](https://docs.opencv.org/4.x/d5/d10/tutorial_js_root.html)
[OpenCV.js Module](https://github.com/opencv/opencv/tree/4.x/modules/js)

/cc @dmatveev @vpisarev @mhaghigh @MarkGHX
Repository: rust
Issue: Super-linear compile time growth for repeated expressions
Labels: I-compiletime,T-compiler

I was experimenting with a simple expression to make large files for parsing, and I noticed that rustc had a super-linear growth for this example:

```
fn main() {
1 + 2 * 3 + 4;
1 + 2 * 3 + 4;
...etc
}
```

If the expression is repeated 1000 times:
1sec 82ms 714us 458ns

If the expression is repeated 10000 times:
1min 18sec 912ms 125us 83ns

Arguably a completely synthetic compile time benchmark, but wanted to mention it in case it's related to something more useful
Repository: godot
Issue: Vulkan: ReflectionProbe clusters break when Reflection Probe size is close to Camera Far
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0 Alpha 6

### System information

Windows 11, Vulkan, Nvidia GTX 1050 Ti, 511.23

### Issue description

Reflection Probes in Vulkan Clustered Renderer Clusters go to hell when Camera Far is similar to the Size of the Reflection Probe Extents.

### Steps to reproduce

Create a Reflection Probe
Set Extents to Camera Far
Move Around a Little (using Reflection Cluster Debug mode preferably, or with Reflective Objects)

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/8451150/Bug.zip)
Repository: godot
Issue: [3.x] DirectionalLights  rotation don't work
Labels: discussion,topic:rendering,needs testing,topic:3d

### Godot version

3.5

### System information

winows 10

### Issue description

DirectionalLights  rotation don't work, the lights are allways pointing down, you can rotate on the editor but when you run the game they are allways pointing down

### Steps to reproduce

creat a 3d scene, add a DirectionalLights   node  rotated 45 degres and run the scene

### Minimal reproduction project

_No response_
Repository: godot
Issue: MultiMeshInstance texture material dont work  
Labels: discussion,topic:rendering,needs testing,topic:3d

### Godot version

3.5 beta 3

### System information

winows 10

### Issue description

When I try to assign texture to a MultiMeshInstance it can be spatial material or shader materias , I can see the material on the editor but when I run the game there is no material assign , in my case the object its a obj file with 2 materias

### Steps to reproduce

create a MultiMeshInstance node with a mesh and asign a spatial material or shader materias to it and run the scene

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Connection closed by peer when using dist.isend in gloo backend
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

When I try to use dist.isend in gloo backend, sometimes it will occur that the connection is closed by peers. However nccl won't
gloo code
```


import torch.nn as nn
import torch
import torch.multiprocessing as mp


import torchvision
import torch.distributed as dist





def main():
    mp.spawn(main_worker, nprocs=2,
                    args=(2, 1))

def main_worker(rank,process_num,nothing):
    dist.init_process_group(backend="gloo", init_method='tcp://127.0.0.1:1233',
                                    world_size=2, rank=rank)
    print("rank",rank)
    if rank == 0:
        
        input = torch.rand([4,4])
        dist.isend(input,1)


     
     

    else:
        input = torch.rand([4,4])
        dist.recv(input,0)
    print("finish",rank)
 
 
if __name__ == "__main__":
    main()

```
bug report 
```
    pg.recv([tensor], src, tag).wait()
RuntimeError: [../third_party/gloo/gloo/transport/tcp/pair.cc:598] Connection closed by peer [18.25.6.30]:28048
```
However nccl won't
If you change backend to 'nccl', these won't happen


### Versions

CUDA -- 10.2
pytorch version -- 1.12.0(nightly)

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: godot
Issue: Vulkan: Static VoxelGI ignores vertex colors, only uses albedo color and texture
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0.dev bf153b82c7

### System information

Windows 11, Vulkan, NVidia GTX 1070 driver version 496.49

### Issue description

Meshes with vertex colors set to "use as albedo" and global illumination mode set to "static" don't have their vertex colors baked into the VoxelGI data, causing the entire mesh to appear as either a solid color or the unaltered albedo texture in the VoxelGI.

![image](https://user-images.githubusercontent.com/87696194/162445238-b53e69e8-9fc1-4ddf-a464-36d997b32cc0.png)

Setting the mesh's global illumination mode to "dynamic" causes the vertex colors to show up as expected.


### Steps to reproduce

Add a MeshInstance3D to the scene with a mesh that has vertex colors, and a StandardMaterial3D (or ORMMaterial3D) that has "Use As Albedo" checked under its Vertex Color properties. Set the MeshInstance3D's Global Illumination Mode to "Static (VoxelGI/SDFGI/LightmapGI)", then add a VoxelGI node to the scene and bake it. 
Then either add an object with a mirror material, or enable the VoxelGI debug view (3 dots top left of the 3D viewport -> Display Advanced -> VoxelGI Albedo) to see the baked voxel data.

### Minimal reproduction project

[voxelgi_vertex_colors.zip](https://github.com/godotengine/godot/files/8452507/voxelgi_vertex_colors.zip)
Repository: create-react-app
Issue: How to create a project with react version 17.0.0? The current react version is 18.
Labels: needs triage
Repository: material-ui
Issue: [system] Add support & usage of CSS logical properties
Labels: new feature,package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

It would be great if MUI / MUI next would support and switch internally to CSS logical properties. This would make the RTL plugin unnecessary, reduce code that handles direction and sync with functionality of modern frameworks (like Chakra-UI)

- browser support: https://caniuse.com/css-logical-props
- MDN overview & guides https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Logical_Properties
- W3C draft: https://www.w3.org/TR/css-logical-1/

### Examples 🌈

```css
paddingInlineStart: 4
```

### Motivation 🔦

Instead of using an RTL plugin, that has to provide transpiled css properties, it would be great to use CSS properties that change direction based on direction automatically. This is possible with CSS Logical properties in all modern browsers.
Repository: terminal
Issue: Add an action to copy CWD path to clipboard
Labels: Area-Settings,Product-Terminal,Issue-Task


I think this is pretty self explanatory.
Similar concerns as the "Open in File Explorer" action, #12859.
Maybe there's a way to make the action do nothing if the active Terminal hasn't set one?

Also relevant: #3337, #5916
Repository: terminal
Issue: Add action to bring up a Cmd Palette with your previous directories
Labels: Area-Settings,Product-Terminal,Issue-Task,Area-CmdPal

see: #5400, {Add action to bring up a Cmd Palette with just `sendInput` actions}, and to a lesser extent #3121. Also #3158, #8166 et. al.

Okay, so the shell can tell the Terminal what the CWDs are. Terminal should store those in a queue, and then provide a way to hook them up to a cmdpal filled with them as `sendInput` actions. So hit enter on one of them in the cmdpal and presto, `cd path/to/place/i/was/before↩` gets sent to the terminal to CD back to that directory.

This assumes you're in a context where `cd some\path` _will_ work. Obviously, vim, emacs wouldn't work. Something like `ssh` gets tricky I suppose.

Maybe it doesn't work in the alt buffer, since a shell probably isn't active there?


iTerm2 has something like this. I think they use a side panel, but whatever. Docs: https://iterm2.com/documentation-shell-integration.html, under "Recent Directories"
Repository: rust
Issue: Rustdoc 1.60 produces flat UI
Labels: T-rustdoc,A-rustdoc-themes,A-rustdoc-ui

Rustdoc 1.59 and earlier used to produce a nice clean UI, Rustdoc 1.60 is weirdly flat and inconvenient.

### Version it worked on

1.59 and earlier:

![image](https://user-images.githubusercontent.com/724639/162482967-606d055a-0b26-4dee-abeb-77bc082f1d01.png)


### Version with regression

1.60 and later:

![image](https://user-images.githubusercontent.com/724639/162483019-f9c761e3-0ca2-416a-ba21-83634c2ad1f0.png)

`rustc --version --verbose`:
```
rustc 1.60.0 (7737e0b5c 2022-04-04)
binary: rustc
commit-hash: 7737e0b5c4103216d6fd8cf941b7ab9bdbaace7c
commit-date: 2022-04-04
host: x86_64-pc-windows-msvc
release: 1.60.0
LLVM version: 14.0.0
```

<!--
If you know when this regression occurred, please add a line like below, replacing `{channel}` with one of stable, beta, or nightly.

@rustbot modify labels: +regression-from-stable-to-{channel} -regression-untriaged
-->
Repository: flutter
Issue: Update flutter_command.dart getter methods for command line options
Labels: tool,P3,team-tool,triaged-tool

## Use case

Currently this 4 methods (https://github.com/flutter/flutter/blob/flutter-2.13-candidate.0/packages/flutter_tools/lib/src/runner/flutter_command.dart#L1505) checks if argResults is null and it defaults to dummy values if so. They make an assumption that the argument passed to them is valid therefore if the key is not found this methods raise an ArgumentError

```
  /// Gets the parsed command-line option named [name] as a bool.
  bool boolArg(String name) => argResults?[name] as bool? ?? false;

  /// Gets the parsed command-line option named [name] as a String.
  String? stringArg(String name) => argResults?[name] as String?;

  /// Gets the parsed command-line option named [name] as an int.
  int? intArg(String name) => argResults?[name] as int?;

  /// Gets the parsed command-line option named [name] as List<String>.
  List<String> stringsArg(String name) => argResults?[name] as List<String>? ?? <String>[];
```

## Proposal

Make new boolArg and stringArg functions to return bool? and List<String>? respectively and for stringArg and intArg to check if the given argument is valid to avoid the ArgumentError; then start incrementally using the new functions in all the places needed; the caller should handle what default value to use if a null is returned.

```
bool? boolArgSafe(String name) {
     if (argResult == null) {
          return null
     } else {
          bool? result;
          if (argParser.options.containsKey(name)) {
               result = argResults[name] as bool? ?? false
          }
          return result;
     }
}
```

```
// eg: argResults = {"key1": bool}
void myCaller(){
    bool? key1 = boolArg("key1")
    bool? key2 = boolArg("key2")
    if (key1 == null || key2== null){
         print("Missing params")
    }
    ...
}
```
 

- [ ] rename current functions `fnName` to `fnNameDeprecated`
- [x] make new function handling nulls `bool? boolArg`
- [x] make new function handling nulls `String? stringArg`
- [ ] make new function handling nulls `int? intArg`
- [ ] migrate `boolArgDeprecated` to `boolArg`
- [ ] migrate `stringArgDeprecated` to `stringArg`
- [x] migrate `intArgDeprecated` to `intArg`
- [ ] rename `stringsArgDeprecated` to `stringsArg`
Repository: vscode
Issue: Clicking in the middle of a selected range, does not deselect the text sometimes
Labels: bug,macos,editor-core

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Version: 1.66.1 (Universal)
Commit: 8dfae7a5cd50421d10cd99cb873990460525a898
Date: 2022-04-06T14:49:47.400Z
Electron: 17.2.0
Chromium: 98.0.4758.109
Node.js: 16.13.0
V8: 9.8.177.11-electron.0
OS: Darwin x64 21.4.0

Steps to Reproduce:

1. Select some text
2. Click inside the selection
3. Repeat several times, as it only happens occasionally

I'd say it happens about once every 20 times or so. In this video I happened to get it on the second try:

https://user-images.githubusercontent.com/2737650/162496894-511cfad8-2cdc-42c4-bce5-885a633593d8.mp4
Repository: flutter
Issue: Sync list of available lints on dart rolls
Labels: framework,dependency: dart,P3,team-framework,triaged-framework

The list of available lints that we maintain in the flutter framework in https://github.com/flutter/flutter/blob/master/analysis_options.yaml should ideally be updated to the latest list of lints from https://github.com/dart-lang/linter/blob/master/example/all.yaml with every dart roll that changes what lints are available. Right now, that's a manual process we do in unregular intervals.
Repository: godot
Issue: Autoload breaks inheritance if it has same name as base class
Labels: bug,topic:core

### Godot version

3.4.4 stable

### System information

Windows 7 SP1

### Issue description

Having an autoload with node name same as the name of a base class will cause issues with inheritance as if the derived class was not inheriting the base. It won't recognize symbols defined in the base class.

Note that 'Global variable' is disabled.

### Steps to reproduce

Run MRP.

### Minimal reproduction project

https://downgit.github.io/#/home?url=https://github.com/hilfazer/Projects/tree/EngineIssues/Godot/EngineIssues/AutoloadBreaksInheritance
Repository: rust
Issue: Compiling with `RUSTFLAGS="-C instrument-coverage"` changes dependency tracking for doctest builds
Labels: P-medium,T-compiler,C-bug,A-doctests,ICEBreaker-Cleanup-Crew,A-code-coverage

I have a (currently) closed-source crate. I'm trying to use the new coverage tools built into Rust 1.60 stable and I'm seeing some unexpected behavior when trying to run unit tests with coverage enabled.

When I run:

```
RUSTFLAGS="-C instrument-coverage" cargo test --all-features
```

I get hundreds of errors of the form …

```
error[E0463]: can't find crate for `serde_derive` which `ciborium` depends on
 --> (path redacted)
  |
4 | use ciborium::value::Value;
  |     ^^^^^^^^ can't find crate
```

… when it gets to the doctest portion of the test suite. (Ironically, this crate currently has no doc tests.)

If I add …

```toml
[lib]
doctest = false
```

… to `Cargo.toml` _or_ compile without the instrument-coverage flag, I have no such errors.

Rust 1.60 stable, macOS 12.1 (Intel), closed-source (currently) crate.

Before I start digging in deeper, I would like to know if:

(a) Anyone else is seeing anything like this?
(b) Would it help the Rust core team if I could find a publicly-visible repro case?

### Meta

`rustc --version --verbose`:
```
rustc 1.60.0 (7737e0b5c 2022-04-04)
binary: rustc
commit-hash: 7737e0b5c4103216d6fd8cf941b7ab9bdbaace7c
commit-date: 2022-04-04
host: x86_64-apple-darwin
release: 1.60.0
LLVM version: 14.0.0
```
Repository: storybook
Issue: Linking Docs to MDX removes the Storybook Viewer.
Labels: bug,addon: docs

Can anyone tell me if [this feature](https://github.com/storybookjs/storybook/issues/9328) is supposed to close the SB viewer in Angular?

If I use this link to go from the stories doc page to an MDX file in the same folder, It opens a new page with the MDX shown but without the storybook viewer.
[List Item MDX](/story/basin-components-list-item-list-item-mdx--page)

The page it goes to is http://localhost:6006/iframe.html?id=basin-components-list-item-list-item-mdx--page&viewMode=story

There is no list of stories to the side or controls below, no window into viewing the page, just the MDX page itself. I would like to be able to link the two without completely removing the viewer from Storybook

![image](https://user-images.githubusercontent.com/88698698/162527498-adbdf239-e360-467a-ad1e-ff9396f61bcc.png)