sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [`@mui/material/styles`] `responsiveFontSizes` utility to extract values
Labels: status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I'm using `responsiveFontSizes(theme)`.  
I have a component composed of a `Typography` and an `Icon`.  
The problem is that when I use big variants, for instance `h3`, I get a really small icon in comparison:
![image](https://user-images.githubusercontent.com/30229752/148655905-8b89f1d3-c228-46e6-a4bb-147ff58c9213.png)

I would like to be able to dynamically apply the same `font-size` to the icon as the responsive one given to the `Typography` component.

### Examples 🌈

I was imagining an util function like this:
`getResponsiveFontSize(variant)`
```typescript
<Icon fontSize={getResponsiveFontSize("h3")} />
```

`getResponsiveFontSize(theme, variant)` is maybe more realistic.

### Motivation 🔦

The goal is to keep consistency between theme and css.
Repository: rust
Issue: rustc_span::lev_distance::lev_distance can be a bottleneck 
Labels: C-enhancement,T-compiler,C-optimization

when running `rustc ./library/stdarch/crates/core_arch/src/x86/avx512f.rs` 
(yes, this will not "compile" and produce a ton of errors) I noticed that rustc can spend several tens of seconds inside `rustc_span::lev_distance::lev_distance`. (file takes 40-50 seconds on my system to process)
I wonder if this is something that could be sped up a bit or if it is too much of an edge case.

The file available in the repo @ 488acf86a75c56d for example.
Repository: TypeScript
Issue: getVariancesWorker slow when comparing large types
Labels: Needs Investigation

# Bug Report

I'm often seeing slowdowns in type checking when getVariancesWorker is involved. In some cases, I can trick TypeScript into avoiding getVariancesWorker and type checking is significantly faster in those cases. It seems to be related to the size of the type, but I have not been able to figure out the exact issue or the reason why getVariancesWorker is called.

### 🔎 Search Terms

getVariancesWorker inferFromTypes inferFromTypeArgs checkExpression

### 🕗 Version & Regression Information

Types slowed down for us since 4.3, see https://github.com/microsoft/TypeScript/issues/47052 for more info.

### ⏯ Playground Link

[Slow example](https://ela.st/ts-gvw-slow). 134ms
[trace-01.zip](https://github.com/microsoft/TypeScript/files/7833861/trace-01.zip)

[Fast example](https://ela.st/ts-gvw-fast). 41ms
[trace-02.zip](https://github.com/microsoft/TypeScript/files/7833870/trace-02.zip)

This is the diff:

<img width="711" alt="CleanShot 2022-01-08 at 20 25 53@2x" src="https://user-images.githubusercontent.com/352732/148657073-de583cf5-1791-4d16-ba64-15e8e46d3a1c.png">

Note that I've not been able to eliminate all calls to getVariancesWorker in the second example - this is because of the `estypes` namespace which serves as a stub. The actual example on my laptop doesn't need this stub, and there is no (significant) work being done in getVariancesWorker in that case.

I've also seen it happen when awaiting Promise.all (vs awaiting a single promise).

### 🙁 Actual behavior

Type checking is significantly slower in some cases even though the code is equivalent.

### 🙂 Expected behavior

Type checking should be roughly as fast in both cases.
Repository: godot
Issue: Renaming gdscript with class_name can cause cyclic error.
Labels: bug,topic:gdscript,confirmed

### Godot version

3.4.2.sable

### System information

Windows 10

### Issue description

When renaming classes and files in the wrong order (name before file) you can run into the issues that (apparently) the script interpreter thinks the class exists twice. This is reproducible about one in 5 times.

This may be related to #21461 and an instance of the behavior.

### Steps to reproduce

1. create script Foo.gd with class_name Foo
2. change class_name to Boo
3. save Foo.gd
4. change script file name to Boo.gd
5. use class Boo in other file.

### Observed
"error(1950,1): The class "Boo" couldn't be fully loaded (script error or cyclic dependency)"

### Expected
The current state of Boo.dg is used as the file changed.

### Workaround
Close the editor and open it again.

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Quake mode sometimes leaves ghost window frame
Labels: Help Wanted,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-3,Area-Windowing

### Windows Terminal version

1.11.3471.0

### Windows build number

 10.0.22000.0

### Other Software

_No response_

### Steps to reproduce

1. Start Windows Terminal
2. Summon the quake mode terminal
3. (some of the above some of the time) sleep | hibernate | change monitors | disconnect external GPU

Unfortunately, 3 is not terribly reproducible.  It seems to happen "some of the time", and I'm not sure exactly which of the above is the most relevant. I'll update this issue if I can narrow it down after seeing it a few more times in more controlled circumstances.

### Expected Behavior

If I hide or exit the quake mode I expect it to completely disappear.

### Actual Behavior

A "ghost" window frame is left behind that I can't get rid of  The screenshot below shows it (see the very top, where there's a blackish bar with the standard window frame buttons in the upper-right).

I can re-summon the quake terminal without issue, but the ghostly frame doesn't go away even if I do that.  Closing the terminal process or re-starting explorer doesn't  help either. I can't interact with the buttons in any way either - they cover up things "behind" them, but the clicks seem to pass right through.

![Screenshot 2022-01-08 154533](https://user-images.githubusercontent.com/346587/148659462-96f2de31-0749-4025-951e-462422c09b18.png)
Repository: godot
Issue: Occasional severe visual artefacts when using glow on integrated AMD GPU.
Labels: bug,platform:windows,topic:rendering,confirmed,topic:thirdparty

### Godot version

v3.4.4.stable.official and v3.5.beta.2.official

### System information

Windows 10, GLES3, Hybrid Laptop - AMD iGPU(Ryzen 7 4800HS) + GTX 1660 Ti Max-Q, AMD iGPU Driver: 21.40.11.03-211201a-374383E-RadeonSoftware

### Issue description

!FLASHING LIGHTS WARNING!

[Video 1](https://streamable.com/3zd33w)
[Video 2](https://streamable.com/7r5t5e)

As the video's show, when I move to some locations in a scene I'm working on, the Glow post processing effect occasionally starts malfunctioning.
This can happen in both the editor and the running game.
Resizing the game window, changing viewport shrink size, or enabling/disabling MSAA seems to temporarily fix the glitching, until it starts happening again.

This only seems to happen on my integrated AMD GPU, I was not able to reproduce it on my dedicated Nvidia GPU.
Only seems to affect GLES3, I was not able to reproduce with GLES2.


### Steps to reproduce

I have no idea what exactly is making this happen.
The videos should help give an idea on how to trigger it, at the very least.

### Minimal reproduction project

I will attempt to create a separate MRP for this issue, but this was already quite tricky to reliably reproduce on the project in which I discovered it, so I'm not sure if that is gonna work out; I still have not been able to reproduce this in a separate project.

In the case that I can't provide a separate MRP, If someone is interested in taking a look at this issue, I'll consider sharing this project privately for the purposes of fixing this.
Repository: godot
Issue: Lights with energy set to 0 are not culled from rendering (GLES3 + GLES2)
Labels: enhancement,topic:rendering,topic:3d,performance

`3.x` version of https://github.com/godotengine/godot/issues/56633. I'm opening a separate issue as this needs to be implemented separately from `master`.

### Godot version

3.4.2.stable, 3.x (0b54b3d05)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

Lights with energy set to 0 are not culled from rendering. This means performance won't improve when you set a light's energy to 0. Instead, you need to set the light's `visible` property to `false`. This can lead to unexpectedly low performance when animating lights in and out using an AnimationPlayer.

This occurs both with the GLES3 and GLES2 renderers.

### Lights energy = 1

![2022-01-08_23 33 05](https://user-images.githubusercontent.com/180032/148662179-b338cbad-977d-40c8-9694-b2709d391e38.png)

### Lights energy = 0

*Look at the FPS counter in the top-left corner and compare with the above screenshot:*

![2022-01-08_23 33 08](https://user-images.githubusercontent.com/180032/148662180-6eeb0647-3189-4837-99e4-5f04c187b449.png)

### Steps to reproduce

- Add any kind of 3D light node.
- Set its Energy property to 0.
- Notice performance will be the same as if Energy was set to 1.

### Minimal reproduction project

[test_light_hide_3.x.zip](https://github.com/godotengine/godot/files/7834124/test_light_hide_3.x.zip)

The MRP has 1 DirectionalLight with shadows enabled, 6 red OmniLights with shadows enabled and 6 green SpotLights with shadows enabled.

- <kbd>D</kbd>: Toggle DirectionalLight's `visible` property.
- <kbd>O</kbd>: Toggle OmniLights' `visible` property.
- <kbd>S</kbd>: Toggle SpotLights' `visible` property.
- <kbd>E</kbd>: Toggle all lights' `energy` property between 1.0 and 0.0.
Repository: godot
Issue: Vulkan: Lights with energy 0 are not culled from rendering
Labels: enhancement,topic:rendering,topic:3d,performance

`master` version of https://github.com/godotengine/godot/issues/56632. I'm opening a separate issue as this needs to be implemented separately from `3.x`.

### Godot version

4.0.dev (8f6cba3a4)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

Lights with energy set to 0 are not culled from rendering. This means performance won't improve when you set a light's energy to 0. Instead, you need to set the light's `visible` property to `false`. This can lead to unexpectedly low performance when animating lights in and out using an AnimationPlayer.

### Lights energy = 1

![2022-01-08_23 42 54](https://user-images.githubusercontent.com/180032/148662361-1257e04c-75fb-4b45-ac1c-58f139a9b9bc.png)

### Lights energy = 0

*Look at the FPS counter in the top-left corner and compare with the above screenshot:*

![2022-01-08_23 42 59](https://user-images.githubusercontent.com/180032/148662362-5c052d81-0e9f-452d-a427-7319c1880286.png)

### Steps to reproduce

- Add any kind of 3D light node.
- Set its Energy property to 0.
- Notice performance will be the same as if Energy was set to 1.

### Minimal reproduction project

[test_light_hide_master.zip](https://github.com/godotengine/godot/files/7834130/test_light_hide_master.zip)

The MRP has 1 DirectionalLight with shadows enabled, 6 red OmniLights with shadows enabled and 6 green SpotLights with shadows enabled.

- <kbd>D</kbd>: Toggle DirectionalLight's `visible` property.
- <kbd>O</kbd>: Toggle OmniLights' `visible` property.
- <kbd>S</kbd>: Toggle SpotLights' `visible` property.
- <kbd>E</kbd>: Toggle all lights' `energy` property between 1.0 and 0.0.
Repository: godot
Issue: Vulkan: ReflectionProbe rendering does not take custom interior ambient light into account in reflections
Labels: bug,topic:rendering,topic:3d

`master` version of https://github.com/godotengine/godot/issues/55363. I'm opening a separate issue since it needs to be fixed in a different way than in `3.x`.

### Godot version

4.0.dev (8f6cba3a4)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

ReflectionProbe rendering does not take custom interior ambient light into account in reflections.

### Interior disabled

![2022-01-08_23 58 30](https://user-images.githubusercontent.com/180032/148662731-aee1109c-dc0c-45dc-8fe1-c92ff0c9b9b4.png)

### Interior enabled

![2022-01-08_23 58 36](https://user-images.githubusercontent.com/180032/148662729-54d34650-518e-48f4-923d-29d29e8630bf.png)

### Steps to reproduce

- Add some meshes, a WorldEnvironment with default ProceduralSky and a ReflectionProbe node.
- Select the ReflectionProbe and set **Ambient > Mode** to **Constant Color**. Set a color other than the default black.
- Notice how there's a mismatch between the ambient lighting applied to the scene and the lighting within the reflection itself.
- Enable **Interior** on the ReflectionProbe. The issue with the ambient-reflection lighting discrepancy will persist.

### Minimal reproduction project

[test_gi_texture.zip](https://github.com/godotengine/godot/files/7610191/test_gi_texture.zip)

Note that for the issue to be noticeable in `master`, you need to resize the ReflectionProbe's extents after loading the scene.
Repository: godot
Issue: Saving config file on HTML is not persistent
Labels: bug,platform:web,topic:core,needs testing

### Godot version

v3.4.2.stable.official [45eaa2daf]

### System information

Windows 10 pro, GTX 2070, GLES3

### Issue description

When running the game in the browser (tried both chrome and edge with same result) the config file saved in user:// does not persist between sessions. It works well when running on windows. This is not an exported version this is just running from Godot.
I am able to get persistent save files on the user:// directory but config does not persist. Also while the game is running I can save and load the config to and from the file without errors.

### Steps to reproduce

Use the attached project. Use the Run in browser button to run the game. Using the buttons, Write config, save config, read config, write AGAIN and read without saving, THEN exit using the Save and exit button. Reload the game and read config. The save and exit did not save.
On windows it works as intended.


### Minimal reproduction project

Attached. It looks like saving the config works as intended but saving in my exit function does not work on HTML but works on windows.
[HTML_config_persistence.zip](https://github.com/godotengine/godot/files/7835458/HTML_config_persistence.zip)
Repository: rust
Issue: given Vec<foo:Bar> (with single ':') in a struct field, rustc provides an unintuitive affiliated types error
Labels: A-diagnostics,T-compiler


Given the following code: (https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c485d59d73a93f4845ea71f4dd4a08b9

```rust
mod my_module {
    struct A;
}

// FAILS WITH UNEXPECTED ASSOCIATED TYPES ERRORS
struct MyStruct {
    // NOTE: Vec<> wrapper required to cause associated types error
    my_field: Vec<my_module:A>,
}
```

The current output is:

```
error: associated type bounds are not allowed within structs, enums, or unions
 --> src/lib.rs:8:19
  |
8 |     my_field: Vec<my_module: A>,
  |                   ^^^^^^^^^^^^

error[E0405]: cannot find trait `A` in this scope
 --> src/lib.rs:8:30
  |
6 | struct MyStruct {
  |                - help: you might be missing a type parameter: `<A>`
7 |     // NOTE: Vec<> wrapper required to cause associated types error
8 |     my_field: Vec<my_module: A>,
  |                              ^ not found in this scope

error[E0658]: associated type bounds are unstable
 --> src/lib.rs:8:19
  |
8 |     my_field: Vec<my_module: A>,
  |                   ^^^^^^^^^^^^
  |
  = note: see issue #52662 <https://github.com/rust-lang/rust/issues/52662> for more information

error[E0107]: this struct takes at least 1 generic argument but 0 generic arguments were supplied
 --> src/lib.rs:8:15
  |
8 |     my_field: Vec<my_module: A>,
  |               ^^^ expected at least 1 generic argument
  |
help: add missing generic argument
  |
8 |     my_field: Vec<T, my_module: A>,
  |                   ++

error[E0229]: associated type bindings are not allowed here
 --> src/lib.rs:8:19
  |
8 |     my_field: Vec<my_module: A>,
  |                   ^^^^^^^^^^^^ associated type not allowed here

Some errors have detailed explanations: E0107, E0229, E0405, E0658.
```


Ideally the output would point out the potential that the user had meant to type '::' instead of ':'.


Rationale: I hit this and I spent a few minutes trying to figure out what was going on before I realized that I had made a type and written ':' instead of '::' - it's the kind of small typo the eye easily glazes over

cc @estebank per https://twitter.com/ekuber/status/1479928446218293249, thanks so much for putting so much time into ergonomics <3
Repository: rust
Issue: Suggestion for E0759 can fail to compile when encountered in a trait method
Labels: A-diagnostics,A-lifetimes,A-trait-system,T-compiler,A-suggestion-diagnostics,D-invalid-suggestion

Given the following code ([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=62ad5a6067f737f4434bfd3051572b1d)):

```rust
use std::io::Read;

trait FileSystem {
    fn open(&self) -> Box<dyn Read>;
}

impl FileSystem for [u8] {
    fn open(&self) -> Box<dyn Read> {
        Box::new(self)
    }
}
```

The current output is:

```
error[E0759]: `self` has an anonymous lifetime `'_` but it needs to satisfy a `'static` lifetime requirement
 --> src/lib.rs:9:18
  |
8 |     fn open(&self) -> Box<dyn Read> {
  |             ----- this data with an anonymous lifetime `'_`...
9 |         Box::new(self)
  |                  ^^^^ ...is used and required to live as long as `'static` here
  |
note: `'static` lifetime requirement introduced by the return type
 --> src/lib.rs:8:27
  |
8 |     fn open(&self) -> Box<dyn Read> {
  |                           ^^^^^^^^ `'static` requirement introduced here
9 |         Box::new(self)
  |         -------------- because of this returned expression
help: to declare that the trait object captures data from argument `self`, you can add an explicit `'_` lifetime bound
  |
8 |     fn open(&self) -> Box<dyn Read + '_> {
  |                                    ++++
```

The suggested change still does not compile since the signature for `read` no longer matches the trait definition ([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=e912705d61505577bc90fa47a4a66b33)):
```
error: `impl` item signature doesn't match `trait` item signature
 --> src/lib.rs:8:5
  |
4 |     fn open(&self) -> Box<dyn Read>;
  |     -------------------------------- expected `fn(&'1 [u8]) -> Box<(dyn std::io::Read + 'static)>`
...
8 |     fn open(&self) -> Box<dyn Read + '_> {
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ found `fn(&'1 [u8]) -> Box<(dyn std::io::Read + '1)>`
  |
  = note: expected `fn(&'1 [u8]) -> Box<(dyn std::io::Read + 'static)>`
             found `fn(&'1 [u8]) -> Box<(dyn std::io::Read + '1)>`
  = help: the lifetime requirements from the `impl` do not correspond to the requirements in the `trait`
  = help: verify the lifetime relationships in the `trait` and `impl` between the `self` argument, the other inputs and its output
```

Ideally, this suggestion should not be made.

@rustbot modify labels: +A-lifetimes +A-suggestion-diagnostics +A-traits +D-invalid-suggestion
Repository: go
Issue: x/mobile/app: warnings on compiling
Labels: NeedsInvestigation,mobile

I saw these warnings when compiling an iOS application with gomobile:

```
# golang.org/x/mobile/app
darwin_ios.m:89:74: warning: 'statusBarOrientation' is deprecated: first deprecated in iOS 13.0 - Use the interfaceOrientation property of the window scene instead. [-Wdeprecated-declarations]
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIApplication.h:146:55: note: property 'statusBarOrientation' is declared deprecated here
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIApplication.h:146:55: note: 'statusBarOrientation' has been explicitly marked deprecated here
darwin_ios.m:97:75: warning: 'statusBarOrientation' is deprecated: first deprecated in iOS 13.0 - Use the interfaceOrientation property of the window scene instead. [-Wdeprecated-declarations]
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIApplication.h:146:55: note: property 'statusBarOrientation' is declared deprecated here
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIApplication.h:146:55: note: 'statusBarOrientation' has been explicitly marked deprecated here
darwin_ios.m:140:77: warning: null passed to a callee that requires a non-null argument [-Wnonnull]
```

Gomobile version: 4a8be17bd2e3f4793a871839e766cbea7e999464

/CC @hyangah
Repository: three.js
Issue: WebGLRenderer: Toggle on/off opaque / transmission / transparent passes for custom render pipeline
Labels: Enhancement

**Is your feature request related to a problem? Please describe.**

Currently, it's not possible to toggle off / on the rendering of opaque / transparent / transmission passes. This makes it difficult when creating more complexe rendering pipeline, where users might want to schedule those at different time.

For instance:
* Render opaque object
* Render objects with subsurface scattering
* Resolve the subsurface scattering (post-process blur basically)
* Render transparent objects

**Describe the solution you'd like**

1. The simple solution would be to enable / disable those passes using flags.
2. A more advanced solution would be to create a simple render graph. With this solution, Three.js can give a basic render graph with those passes, and users can extend it or even completely swap it out.

Solution 2 might sound too advanced for nothing, but with WebGPU coming, this could be the solution of choice. If it becomes possible to start the render passes in a parallel way, a render graph will be needed in case where the pipeline execution isn't linear.

**A clear and concise description of any alternative solutions or features you've considered.**

I didn't find an alternative solution yet. Those passes can't be modified externally.
Repository: yt-dlp
Issue: download multiple subtitle formats
Labels: enhancement

### Checklist

- [X] I'm reporting a feature request
- [X] I've verified that I'm running yt-dlp version **2021.12.27**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

# proposal
`--sub-format` currently only selects 1 format.
It would be nice to allow multiple formats.

# syntax
examples:
`--sub-format ttml,vtt,xml`  downloads these 3 formats
`--sub-format all` downloads all formats
`--sub-format ass>srt>best` downloads 1 format in this preference _([already possible](https://github.com/yt-dlp/yt-dlp#subtitle-options))_
`--sub-format ttml,vtt>srt,xml>smi,best` combination of list and preference

# use cases
Subtitles are tiny (compared to the video) and can have a multitude of purposes (e.g. not every player or software can handle all formats equally well and there are many possible issues with converting from one format to another), so it can be very helpful to have several versions ready, e.g.:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;✅ for human readability
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;✅ for compatibility with different apps and hardware players
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;✅ for embedding in container files (not all container accept all formats)