sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: FancyZones failing to reposition Visual Studio's recreated tool windows correctly
Labels: Issue-Bug,Product-FancyZones

### Microsoft PowerToys version

0.57.2

### Running as admin

- [ ] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

There is pretty in-depth discussion [here](https://developercommunity.visualstudio.com/t/Window-layout-breaking-when-debugging-or/10034069#T-ND10046472). Hope you don't mind me linking rather than re-stating.

### ✔️ Expected Behavior

Even if VS recreates tool windows, FancyZones should recognize those windows as being "the same" (unless VS is doing something funky?) and therefore be able to position them in their last known zone when the “Move newly created windows to their last known zone” setting is enabled.

### ❌ Actual Behavior

Recreated tool windows are moved to the center of my screen every time I debug or apply window layout in VS.

Caveat: the behavior was intermittent to some extent, though I could never figure out why.

### Other Software

VS 2022 (preview or stable did not matter)
Repository: pytorch
Issue: `topk` returns different results with the same input twice in cuda
Labels: module: cuda,triaged,module: python frontend

### 🐛 Describe the bug

`topk` has different results for input with and without grad in cuda

```python
import torch

input_tensor = torch.tensor(0.4105, dtype=torch.float64)

k = 0
dim = 0
largest = True
sorted = True

input = input_tensor.clone().detach().to('cuda')
res1 = torch.topk(input, k, dim=dim, largest=largest, sorted=sorted, )

input = input_tensor.clone().detach().to('cuda')
res2 = torch.topk(input, k, dim=dim, largest=largest, sorted=sorted, )

input = input_tensor.clone().detach().to('cuda')
res3 = torch.topk(input, k, dim=dim, largest=largest, sorted=sorted, )

print(res1)
print(res2)
print(res3)
# torch.return_types.topk(
# values=tensor(0., device='cuda:0', dtype=torch.float64),
# indices=tensor(0, device='cuda:0'))

# torch.return_types.topk(
# values=tensor(0.4105, device='cuda:0', dtype=torch.float64),
# indices=tensor(0, device='cuda:0'))

# torch.return_types.topk(
# values=tensor(0.4105, device='cuda:0', dtype=torch.float64),
# indices=tensor(0, device='cuda:0'))
```

### Versions

pytorch: 1.11.0
cudakit: 11.3
GPU 0: NVIDIA GeForce RTX 3080 Ti


cc @ngimel
Repository: flutter
Issue: [Proposal]Support for padding around `BottomNavigationBarItem.label`
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

Before in BottomNavigationBar.title we can add style and padding. 

But title is already deprecated and now we need to use `selectedLabelStyle` to style the label. But what if i need to add padding to the label? what should we use? 

Before we can do this: 
```
BottomNavigationBarItem(
    title: Padding(....child: Text(...))
)
```
But i'm not sure how to do it now in label? 


Thanks!
Repository: vscode
Issue: Testing: regarding to refreshHandler 
Labels: feature-request,testing

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Hello,

I'm coming from [this issue](https://github.com/microsoft/vscode/issues/141182).

So my user's issue is that when I'm rediscovering automatically (based on file system watcher events or config change) the tests I can not tell the user that rediscovery is happening.
I'm aware that I can flip the `is_busy` on a TestItem but the problem is that if there are new test files under discovery there is no TestItem for them.

So what we are looking for is a "global" `is_busy` which would turn the refresh button to stop button and would show that progress bar thingy.

cc: @connor4312 , @stefanhaller
Repository: pytorch
Issue: NaN tensor values problem for GTX16xx users  (no problem on other devices)
Labels: module: cudnn,triaged

### 🐛 Describe the bug

I use [yolov5 ](https://github.com/ultralytics/yolov5)to test with the demo dataset (coco128) and found that box and obj are nan. Also, there are no detections appear on validation images. This only happens on GTX1660ti devices (GPU mode), when I use CPU or use Google colab(Tesla K80) / RTX2070 for training, everything works fine.
![image](https://user-images.githubusercontent.com/17290550/169525214-44426c6b-11a0-4131-83ae-5b2869c19ba5.png)

The command used for training is
`python train.py`

There are issues here also discussing the same problem. 

- https://github.com/pytorch/pytorch/issues/58123
- https://github.com/openai/glide-text2im/issues/31
- https://discuss.pytorch.org/t/half-precision-convolution-cause-nan-in-forward-pass/117358/3
- https://github.com/pytorch/pytorch/issues/69449
- https://github.com/ultralytics/yolov5/issues/5815

However, I have tried pytorch with cuda version 11.5 (whose cudnn version is 8.3.0>8.2.2) and I also tried **downloading cuDNN from nvidia and copy/paste the dll files into the relevant folder in torch/lib** , the problem still can not be solved.

Another workaround is to downgrade to pytorch with cuda version 10.2(tested and it works), but this is currently not feasible as CUDA-10.2 PyTorch builds are no longer available for Windows.


Environment

- Windows 10 10.0.19044.1706
- YOLOv5-6.1 (version 6.1)
- Nvidia GTX 1660 TI, 6 GB
- Python3.9
- cudatoolkit-11.3.1
- pytorch-1.11.0-py3.9_cuda11.3_cudnn8_0
- (also tried pytorch-1.11.0-py3.9_cuda11.5_cudnn8_0)
- (with dependencies installed correctly)


cc @csarofeen @ptrblck @xwang233
Repository: vscode
Issue: VS Code blocks Windows from shutting down when there is an update or confirm dialog
Labels: bug,install-update,windows

Issue Type: <b>Bug</b>

I have been using VS Code for a long time now and love it in most respects. However one of the most frustrating "bugs" is has is its post-exit update process and confirm dialogs - It blocks Windows from shutting down!

Repro: Open an out of date VS Code and ensure an update is ready to install after you close it. Tell Windows to shut down WITHOUT closing VS Code. Windows will sit there and eventually time out the shutdown request leaving you PC on unattended.
The same thing will occur if there is a confirm dialog that blocks VS Code from shutting down.

What I expect: VS Code should respect the users' decision to shut down and force quit itself.

VS Code version: Code 1.67.2 (c3511e6c69bb39013c4a4b7b9566ec1ca73fc4d5, 2022-05-17T18:15:52.058Z)
OS version: Windows_NT x64 10.0.22000
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i9-12900K (24 x 3187)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: unavailable_off<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|63.79GB (34.48GB free)|
|Process Argv|--crash-reporter-id 663667d1-fedf-464d-99ad-7c648ef14bbc|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyl392:30443607
pythontb:30283811
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
pythonvspyt200:30340761
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
vsc1dst:30438360
pythonvs932:30410667
wslgetstarted:30449410
pythonvsnew555:30457759
vscscmwlcmt:30465135
cppdebug:30492333
vsclangdf:30486550
90j3a820:30492286

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: Flutter How to translate text snippet that comes from backend (api) (i.e. translation as key)
Labels: c: new feature,framework,a: internationalization,d: api docs,P3,team-framework,triaged-framework

I guess, I just wanted to confirm that flutter doesn't support translation string as key. I have followed "[Introduction to localizations in Flutter](https://docs.flutter.dev/development/accessibility-and-localization/internationalization#introduction-to-localizations-in-flutter)" tutorial and checked out packages like "[Easy Localization](https://pub.dev/packages/easy_localization)".

Defining a key for a string in every language is a pain, time consuming and impossible to translate strings that comes from backend api. What I want to achieved is [something that is possible in Laravel](https://laravel.com/docs/9.x/localization#using-translation-strings-as-keys). Is that possible in Flutter yet?

Thanks in advance!

This question was asked on [Stackoverflow](https://stackoverflow.com/questions/71900510/flutter-how-to-translate-text-snippet-that-comes-from-backend-api-i-e-transl) a month ago but without any relevant answers.
Repository: rust
Issue: Use of moved closure suggests using a move reference instead of borrowing the closure
Labels: A-diagnostics,A-closures,A-borrow-checker,T-compiler,A-suggestion-diagnostics,D-invalid-suggestion

<!--
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 take_closure_ref<X>(f: &impl Fn(&X) -> bool, x: &X) -> bool {
    f(&x)
}
fn take_closure<X>(f: impl Fn(&X) -> bool, xs: Vec<X>) {
    let _ys = xs
        .iter()
        .filter(move |x_c| take_closure_ref(&f, *x_c))
        .filter_map(move |x_c| {
            if take_closure_ref(&f, x_c) {
                Some(1)
            } else {
                None
            }
        });
}

```

I expected to see this happen:
Some kind of borrow checker error due to moving the closure argument `f` twice when running ``cargo check``.

Instead, this happened: 
The help hint suggests making a move reference `&move ..` while claiming to "consider borrowing `f`". See backtrace below. Attempting to follow the suggestion makes the same thing happen, but with more references, e.g. `&&move`, `&&&move`....

```
error[E0382]: use of moved value: `f`
 --> src/main.rs:8:21
  |
4 | fn take_closure<X>(f: impl Fn(&X) -> bool, xs: Vec<X>) {
  |                    - move occurs because `f` has type `impl Fn(&X) -> bool`, which does not implement the `Copy` trait
...
7 |         .filter(move |x_c| take_closure_ref(&f, *x_c))
  |                 ----------                   - variable moved due to use in closure
  |                 |
  |                 value moved into closure here
8 |         .filter_map(move |x_c| {
  |                     ^^^^^^^^^^ value used here after move
9 |             if take_closure_ref(&f, x_c) {
  |                                  - use occurs due to use in closure
  |
help: consider borrowing `f`
  |
7 |         .filter(&move |x_c| take_closure_ref(&f, *x_c))
  |                 +

For more information about this error, try `rustc --explain E0382`.
error: could not compile `closure_bug` due to previous error
 ```

### 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`:
```
rustc 1.61.0 (fe5b13d68 2022-05-18)
binary: rustc
commit-hash: fe5b13d681f25ee6474be29d748c65adcd91f69e
commit-date: 2022-05-18
host: x86_64-unknown-linux-gnu
release: 1.61.0
LLVM version: 14.0.0
```

(found on beta and nightly channels on Rust Playground also)

</p>
</details>
Repository: godot
Issue: Tilemap's set_cell triggers on_body_exited on a still overlapping Area2D and doesn't reenter unless position in either is updated
Labels: bug,topic:physics,topic:2d

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Ubuntu 20.04.3 LTS

### Issue description

When a Tilemap is updated with set_cell, overlapping Area2Ds emit "on_body_exited" signals, even though they are still overlapping, the Area2D and the Tilemap never overlap again unless one of the two updates its position.

### Steps to reproduce

-New empty project
-Create a tilemap as root, using icon.png and a single 64x64 tile with a 64x64 rectangle collision shape, with default collision layers
-Create an Area2D as child, with default collision layers and a CollisionShape2D with default RectangleShape2D
-in scene editor, draw the tilemap, put the Area2D in a way that overlaps with the tilemap on a tile other than the tile 0,0 (the one at origin) (this is because this tile will be edited in a later step)
-Add a script to the tilemap
-Connect the body entered and body exited signals in the area to two methods in the tilemap that print the respective events
-Add the following code to the tilemap script:
```
var i = 0
func _physics_process(delta):
	set_cell(0,0,i)
	if i:
		i = 0
	else:
		i = 1
	if Input.is_action_just_pressed("ui_accept"):
		position = position+Vector2.RIGHT
```
-Run the scene
-Notice the entered and exited signals trigger once each in that order, leaving the Area2D without overlapping with the tilemap, even though it still visually is
-Press ui_accept
-Notice the events retrigger in order


### Minimal reproduction project

[test_bug_tilemap_set_cell_area2D.zip](https://github.com/godotengine/godot/files/8740311/test_bug_tilemap_set_cell_area2D.zip)
Repository: godot
Issue: Vulkan: Flashing Lights through Fog while Alt+Tabbed
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

Godot_v3.4.4-stable_win64

### System information

Windows 10, Intel Core i9-9900k, Nvidia RTX 2070 Super

### Issue description

Fast flashing light occurs when I alt-tab from my Godot project, only happens in certain areas. 


![2022-05-20 22_31_05-Window](https://user-images.githubusercontent.com/68210683/169533122-374be02b-bc8f-4955-9a84-e6ef14a414cd.png)
![2022-05-20 22_31_29-Window](https://user-images.githubusercontent.com/68210683/169533135-0fc70665-1877-4482-9ebe-67e16014d3d5.png)


### Steps to reproduce
**!!! WARNING FLASHING LIGHTS !!!**

https://user-images.githubusercontent.com/68210683/169533668-8923a85d-cfd3-47e9-92eb-707155439da7.mp4



### Minimal reproduction project

couldn't upload zip, maybe 30mbs is too much? 
here's a GDrive link
https://drive.google.com/file/d/1dzYtAY3YB0DYOTQvvImt5EmC49KyXj06/view?usp=sharing
Repository: create-react-app
Issue: Allow running two apps on 127.0.0.1 and another address on same port
Labels: needs triage,issue: bug report

### Describe the bug

Currently, when starting two React apps with e.g. `HOST=127.0.0.1 PORT=3000` and `HOST=127.2.2.2 PORT=3000`, the second app will fail with an error `Something is already running on port 3000`, although starting two apps on same port but different addresses is valid. Note that this works when not using address `127.0.0.1`.

### Did you try recovering your dependencies?

N/A

### Environment

N/A

### Steps to reproduce

1. Create a React app
2. Run `HOST=127.0.0.1 PORT=3000 npm run start` in a first terminal
3. Run `HOST=127.2.2.2 PORT=3000 npm run start` in a second terminal

### Expected behavior

Both apps are running on their respective address.

### Actual behavior

Only the first app (on `127.0.0.1:3000`) is running, the second app didn't start with an error: `Something is already running on port 3000`.

When patching the code manually to bypass this check, both apps can run aside without issues.

### Reproducible demo

Any React app is applicable.

### Trivia

The issue is coming from the package [detect-port-alt](https://github.com/Timer/detect-port) from @Timer, a fork of [detect-port](https://github.com/node-modules/detect-port) which adds `host` support, but doesn't cover this edge case. Unfortunately, this fork doesn't allow creating GitHub issues and changes have not been upstreamed.
Repository: storybook
Issue: Support customizing compilerOptions with Vue 3
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I have a Vue 3 / Vite app. In my production Vite config, I have the following:
```
  plugins: [
    vue({
      template: {
        compilerOptions: {
          whitespace: "preserve",
        },
      },
    }),
  ]
```

I'd like to be able to set these options for `@storybook/vue3`. Otherwise, my components look different in Storybook vs. in my app.

**Describe the solution you'd like**
I'm not sure what this could look like -- probably a configuration option somewhere in `.storybook/main.js`. E.g.

```js
module.exports = {
  vue: {
    template: {
      compilerOptions: { whitespace: "preserve" }
    }
  }
}
```

**Describe alternatives you've considered**
I'm not sure how else this could work!

**Are you able to assist to bring the feature to reality?**
Maybe
Repository: go
Issue: cmd/vet: cache vet results
Labels: NeedsInvestigation,FeatureRequest,Analysis

`go vet` on a large codebase can take a nontrivial amount of time. It seems the Vet result for each package should be cacheable in much the same way as tests, i.e. the cache key is a combination of BuildID and Vet command line flags.
Repository: go
Issue: text/template: add "return" action
Labels: Proposal,Proposal-Accepted

There is currently no good way to cleanly stop template execution early.

I propose that we add a `return` action that stops execution of the current template, without error. When using nested templates, the calling template should keep executing. That is, `return` should be scoped to the current template.

This can be partially implemented with a simple FuncMap entry and a (custom) sentinel error:

```go
"return": func() (string, error) {
    return "", ErrStop
}
```

The Go code executing the template can then recognize `ErrStop` and ignore it. However, this implementation stops the entire template execution, including caller (parent) templates. One can write an alternative FuncMap implementation of the `template` action that handles ErrStop. But that's a lot of machinery, and you must buffer the intermediate template result.

The other alternative is to wrap large chunks of templates with `if` blocks, which is bad for readability.

Given that Go style encourages early exits, the template package ought to support it.

cc @robpike @mvdan
Repository: pytorch
Issue: Operating on boolean torch tensor and numpy array casts to `unit8`
Labels: triaged,module: numpy,module: type promotion,module: boolean tensor

### 🐛 Describe the bug

Sometimes one accidentally mixes `torch` and `numpy` arrays in the code. When this happens, `numpy` generally raises `TypeError`, while `torch` usually handles these situations gracefully. However, for boolean operations `torch` recasts to `uint8`, which leads to unexpected error messages down the road

```python
import numpy as np
import torch

x = torch.tensor(True) | np.array(True)
print(x)
```
outputs `tensor(1, dtype=torch.uint8)` with `dtype` `unit8`. Expected output would be `tensor(True)` with boolean dtype.



### Versions

PyTorch version: 1.11.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.4 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.8.12 (default, Oct 12 2021, 13:49:34)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.13.0-41-generic-x86_64-with-glibc2.17
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==0.941
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.3
[pip3] torch==1.11.0
[conda] numpy                     1.22.3                   pypi_0    pypi
[conda] torch                     1.11.0                   pypi_0    pypi


cc @mruberry @rgommers @nairbv
Repository: pytorch
Issue: `logaddexp2` fails to backward
Labels: module: autograd,triaged,module: edge cases

### 🐛 Describe the bug

`logaddexp2` fails to backward

```python
import torch

input = torch.randint(0, 2, [1], dtype=torch.bool)
other = torch.rand([3], dtype=torch.float32, requires_grad=True)

res = torch.logaddexp2(input, other)

res.sum().backward()
# Subtraction, the `-` operator, with a bool tensor is not supported. If you are trying to invert a mask, use the `~` or `logical_not()` operator instead.
```

### Versions

pytorch: 1.11.0

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: neovim
Issue: [WinBar] remove winbar when the result of an expression is null
Labels: enhancement,needs:discussion,statusline

### Feature already in Vim?

no

### Feature description

when evaluating an expression with `%{%...%}` winbar is not removed if the final value is null. For example

```vim
function Empty()
  return ""
endfunction

set winbar=%{%Empty()%}
```
is different than

```vim
set winbar=
```
for example, a function could check the current filetype/buftype and evaluate an appropriate winbar, if the buffer is a prompt, or terminal, or whatever, the function might return `""` to indicate that the winbar should not be drawn.
Repository: go
Issue: x/text/unicode/cldr: Decoder fails to load cldr-common-41.0.zip
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.2 darwin/amd64
$ go list -m golang.org/x/text
golang.org/x/text v0.3.7
</pre>

### Does this issue reproduce with the latest release?

Yes. `golang.org/x/text v0.3.7`

### What did you do?

Using the latest CLDR release v41.0: http://unicode.org/Public/cldr/41/cldr-common-41.0.zip 

```go
	zip, err := os.Open(cldrArchivePath)
	if err != nil {
		log.Fatalf("%s: %s", cldrArchivePath, err)
	}

	cldrDecoder := &cldr.Decoder{}
	log.Println("Loading...")
	db, err := cldrDecoder.DecodeZip(zip)
	if err != nil {
		log.Fatalf("%s: %s", cldrArchivePath, err)
	}
	log.Println("success.")
```

Full code: https://github.com/blueboardio/cldr/blob/master/currency/currencies_gen.go#L73

### What did you expect to see?

`success.`

(like with cldr-common-40.0.zip) 

### What did you see instead?

`cldr-common-41.0.zip: supplemental-temp/coverageLevels2: missing identity element`