sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Changing desktop wallpaper doesn't change Terminal background
Labels: Help Wanted,Area-UserInterface,Area-Settings,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

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Love the new feature to autodetect and use the desktop wallpaper, would it be possible to select what monitor to pull the wallpaper from and to detect when the wallpaper has changed and use the new one if only for new profiles launched after the change?

# Proposed technical implementation details (optional)

<!-- 
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User can select the monitor to use for the autodetect and the app uses that wallpaper until it changes either manually or automatically, then the app notices the change and either changes all backgrounds or at least backgrounds for any new profile launches
Repository: angular
Issue: Investigate more tree-shaking-friendly approach for @angular/forms utils
Labels: feature,area: forms,cross-cutting: tree-shaking,feature: in backlog

**Important note**: this ticket just describes possible ideas on how to make Forms code more tree-shakable. There are **no specific actions** planned/needed at this point.

Currently a lot of logic in Forms is stored in classes (such as AbstractControl, FormControl, FormGroup, FormArray, Validators, etc). The code in these classes is not tree-shakable by Terser. Closure can tree-shake unused class methods, but it requires advanced optimization mode turned on (which may or may not be enabled for different apps for various reasons).

There are some PRs that add more logic (util methods) into AbstractControl-based classes (see #27222, #34210 and also related issues #27171, #34186). Adding more methods into AbstractControl-based classes would lead to additional payload size even if applications do not use them. It'd be great to have a way to add this kind of helpers/utils in a tree-shakable way (otherwise we won't be able to include them into the Forms code).

One possible solution to consider is creating standalone functions that would take the necessary controls as arguments are perform some actions inside, for example with the `moveControl` function (from #27222) that might look like:

```
// Proposed in PR #27222:
const formArray = new FormArray(...);
formArray.moveControl(/* from */ 2, /* to */ 5);

// Possible tree-shaking-friendly scenario:
import {moveControl} from '@angular/forms';

const formArray = new FormArray(...);
moveControl(formArray, /* from */ 2, /* to */ 5);
```

Note: there is a lot of consideration that should be taken into account (such as backwards-compatibility, DX, API consistency and ergonomics, etc) before creating any helper methods and more research/discussion is needed (when this work is prioritized).
Repository: kubernetes
Issue: Support Raw block test for snapshottable
Labels: kind/bug,sig/storage,lifecycle/frozen,needs-triage

Currently in the storage testsuite snapshottable test, we dont test raw block in the test itself. This has been proven problematic because some errors for csi driver that supports both raw block and snapshot might be uncovered.

For example: https://github.com/kubernetes-csi/csi-driver-host-path/issues/219

/sig storage
/cc @msau42 
/cc @xing-yang 
/cc @chrishenzie
Repository: pytorch
Issue: DDP error, when I use "if" branch in forward function.
Labels: module: autograd,triaged,module: ddp

I use video data, and my part of forward code is as following:
```python
  ...
  if mask_prev is not None:  # deal with non-first frame.
            new_adapt_feat = self.mask_fusion(new_adapt_feat, mask_prev, coeff)
            # outp = self.base.decoder(new_adapt_feat)  # no error
            outp = self.decoder(new_adapt_feat)      # arise error !!!!
  else:  # deal with first frame
            outp = self.base.decoder(new_adapt_feat)  
  adapt_feat = list(t.detach() for t in adapt_feat)
  return torch.sigmoid(outp), adapt_feat
```

> RuntimeError: Expected to mark a variable ready only once. This error is caused by one of the following reasons: 1) Use of a module parameter outside the `forward` function. Please make sure model parameters are not shared across multiple concurrent forward-backward passes2) **Reused parameters in multiple reentrant backward passes.** For example, if you use multiple `checkpoint` functions to wrap the same part of your model, it would result in the same set of parameters been used by different reentrant backward passes multiple times, and hence marking a variable ready multiple times. DDP does not support such use cases yet.

Look at code annotation, when "if else" branches both use "self.base.decoder", there is no error. But, if one branch uses "self.decoder", the above error arises. I ensure my code obey principle(1).

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved
Repository: deno
Issue: Proposal: declare permissions based on script command line flags
Labels: permissions,suggestion

Currently a user trying to safely run a script that does basic input/output might type something like this at the command line:

```
deno run --allow-read=/home/user/pics --allow-write=/home/user/thumbnails thumbnailer.ts --source=/home/user/pics --dest=/home/user/thumbnails
```

It's annoying to have to write directories twice: once to get a permission, and again to pass it on to the script.

Since there is a proposal for a permissions metadata file (#3675) I suggest that it (or whatever permission acquisition mechanism system gets implemented) includes a way of eliminating this duplication of work.

The permissions file (or whatever it is) could include something like this:

```
"permissions": {
    "allow-net": ["https://resizer.com"]   // regular permission
},
"script-flags": {
   "source": ["allow-read"],
   "dest": ["allow-write"]
}
```

With this metadata the command would look like:

```
deno run thumbnailer.ts --source=/home/user/pics --dest=/home/user/thumbnails
```

Deno would parse the command using the same std lib parse function (https://deno.land/std@0.77.0/flags) and match the passed arguments to the metadata and set permissions where it finds matches.

It's possible the metadata should allow the developer to specify an object identical to the `parse` function's `options` object so that both deno and the script parse the arguments in the same way.

If there are arguments that don't have an option, the metadata file could follow `parsedArgs` format as well:

```
"script-flags": {
   "_": [
        ["allow-read"],
        ["allow-net"]
    ]
}
````

... which would be used like in this command:

```
deno run uploader.ts my/files/to/upload/ https://backupservice.com/upload/
```

I realize the more correct way of solving this is to use capability based security (#378), but that's more of a paradigm shift, while what I describe above could be added to a metadata file (or whatever) without any breaking changes.
Repository: pytorch
Issue: Error during distributed training
Labels: needs reproduction,oncall: distributed,triaged

model = torch.nn.parallel.DistributedDataParallel(model)
RuntimeError: NCCL error in: /pytorch/torch/lib/c10d/ProcessGroupNCCL.cpp:410, unhandled cuda error, NCCL version 2.4.8



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd
Repository: pytorch
Issue: Factorial & Binomial Coefficient
Labels: triaged,module: numpy,function request

## 🚀 Feature
`torch.factorial` which behaves similar to `scipy.special.factorial`
`torch.binom` which behaves similar to `scipy.special.binom`

## Motivation & Pitch
torch currenltly only offers `lgamma` which can be used to calculate factorial as `torch.exp(torch.lgamma(x + 1))`, this is a bit cumbersome for such a simple mathematical operation.

The binomial coefficient can currently be implemented as `torch.exp(torch.lgamma(n + 1) - torch.lgamma((n - k) + 1) - torch.lgamma(k + 1))`, but this has a problem when `n < k` in `binom(n, k)`. In this case the result will correctly be returned as  `torch.exp(-inf) = 0`, but gradients will be `nan`.

## Alternatives

The binomial coefficient can currently be implemented by something like
```py
def torch_binom(n, k):
    mask = n.detach() >= k.detach()
    n = mask * n
    k = mask * k
    a = torch.lgamma(n + 1) - torch.lgamma((n - k) + 1) - torch.lgamma(k + 1)
    return torch.exp(a) * mask
```

which will allow gradients to the propagated through. But this is very cumbersome for such a simple function.

## Additional context
It will of course be rare that gradients need to be propagted through a binomial coefficient, which traditionally only takes integers. Nonetheless, even in this case the expression `torch.exp(torch.lgamma(n + 1) - torch.lgamma((n - k) + 1) - torch.lgamma(k + 1))` seems too long to not be replaced by a simple function.

If you can guide me in the right direction, I would not mind adding this if you agree that it would be a useful feature.


cc @mruberry @rgommers @heitorschueroff
Repository: node
Issue: Intent to Remove: HTTP/2 and gQUIC server push
Labels: http,http2

> Remove the ability to receive, keep in memory, and use HTTP/2 and gQUIC push streams sent by the server.  Send SETTINGS_ENABLE_PUSH = 0 at the beginning of every HTTP/2 and gQUIC connection to request that servers not send them.

https://groups.google.com/a/chromium.org/g/blink-dev/c/K3rYLvmQUBY?pli=1

Should we consider deprecating push and maybe skip it for http3?

@jasnell @nodejs/web-server-frameworks
Repository: vscode
Issue: Make API commands simpler to consume
Labels: api,under-discussion

Today, in `vsocde.d.ts` we define a generic command (which is actually a command and minimal UI) and a way to execute any command. Namely these two symbols

* run any command: `export function executeCommand<T>(command: string, ...rest: any[]): Thenable<T | undefined>;`
* define a command for later execution, e.g. in tree items, `export interface Command { title: string; command: string; tooltip?: string; arguments?: any[]; }`

In the name of arbitrary commands this API is kept very generic. However, some commands are known, we call them API commands and they are currently only documented, see https://code.visualstudio.com/api/references/commands, offering no tooling. 

So, in addition the generic approach we could invest in some TypeScript gymnastics that bring some specific overloads, so `executeCommand` something like this would work:

```ts
export interface ApiCommandMap {
  'vscode.open': (resource: Uri, options?: OpenOptions, label?: string) => Promise<boolean>;
  'vscode.diff': (left: Uri, right: Uri, options?: OpenOptions, label?: string) => Promise<boolean>;
}

export namespace commands {

  export function executeCommand<K extends keyof ApiCommandMap, T>(command: K, ...args: Parameters<ApiCommandMap[K]>): Promise<ReturnType<ApiCommandMap[K]>>;
  export function executeCommand<T>(command: string, ...rest: any[]): Promise<T | undefined>;
}
```

However, I still struggle to find a nice way to reuse the `ApiCommandMap` to create specific overloads for the `Command` type. I have something like this in mind: 

```ts
export interface Command2<K extends keyof ApiCommandMap> {
  title: string;
  command: K;
  tooltip?: string;
  arguments: Parameters<ApiCommandMap[K]>;
}
```

The bottom line is that I want to make sure that a `Command` uses the right arguments when using a certain command identifier.
Repository: ant-design
Issue: [Tabs] TabPane needs an additional property for tab displayed in overflow dropdown
Labels: 💡 Feature Request,Inactive

- [x] 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?
TabPane.tab is used both to display both the tab button and the tab in dropdown menu when there is overflow.
Same react element rendered in 2 different places sometimes can cause issues
- when tab has a special style that shouldn't be used in dropdown
- when tab has mouse event or drag drop handler
- when any element in tab need to use react ref

### What does the proposed API look like?
```javascript
export interface TabPaneProps {
  menuTab?: React.ReactNode;
}
```


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Repository: godot
Issue: HTML5 exported project does not load in iOS 14 Safari
Labels: bug,platform:web,platform:ios,topic:porting

**Godot version: 3.2.2, 3.2.3, 3.2.4 beta 1**

**OS/device including version: iOS 14.0.1, iOS 14.1, iOS 14.2 / iPad Pro, iPad Mini 4**
Problem manifests on unknown number of iOS 14 devices; reported to work on iPhones running iOS 14.
Works fine on iOS 12 devices of similar or lower spec. Works on iOS 14.1 simulator devices.

**Issue description:**
Godot games exported through HTML5 export fail to start up on some iOS 14 devices. Godot loader completes preload, page crashes during game initialization, then automatically retries and shows an error screen.
This seems to be restricted to some iOS 14 devices, at least the iPad Mini 4 and iPad Pro do not work.
I have been unable to get a remote debugging connection up to the test device I was provided, so can unfortunately not provide a browser crash trace.

**Steps to reproduce:**
Create a project with GLES2 renderer, create a 2D scene with anything in it, export result as HTML5. Game should start right up on any device except some iDevices running iOS 14.


**Minimal reproduction project:**
Minimal project provided. [GodotTest.zip](https://github.com/godotengine/godot/files/5530144/GodotTest.zip)
Repository: react-native
Issue: Window dimensions doesn't change for android split screen
Labels: Platform: Android,API: Dimensions,Needs: Triage :mag:,Never gets stale

## Description
After upgrading react-native from 0.62.2 to 0.63.3 I've met an issue that when I use split screen on my physical android device the dimensions for window doesn't change. It remains the same if I open the app in fullscreen, or split it with other app so it takes 1/2 or 2/3 or 1/3 of the screen space. I cannot tell exactly what react-native version got this broken, but I did test it both on 0.62.2 and 0.63.3 versions once again, so I am confident about this being an issue on **latest** react-native version

## React Native version:
System:
    OS: Windows 10 10.0.19041
    CPU: (4) x64 Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz
    Memory: 2.51 GB / 9.98 GB
  Binaries:
    Node: 14.5.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.0 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.14.5 - C:\Program Files\nodejs\npm.CMD
    Watchman: Not Found
  SDKs:
    Android SDK:
      API Levels: 28, 29
      Build Tools: 28.0.3, 29.0.2, 29.0.3
      System Images: android-21 | Google APIs ARM EABI v7a, android-21 | Google APIs Intel x86 Atom_64, android-27 | Google APIs Intel x86 Atom, android-28 | Intel x86 Atom_64
      Android NDK: Not Found
    Windows SDK: Not Found
  IDEs:
    Android Studio: Not Found
    Visual Studio: Not Found
  Languages:
    Java: Not Found
    Python: Not Found
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.13.1 => 16.13.1
    react-native: 0.63.3 => 0.63.3
    react-native-windows: Not Found

## Steps To Reproduce
I've left the code example down here, copy it and paste in App component of newly initializated react-native project on 0.63.3 version and try to open the app in fullscreen and split-screen, see the window height being the same(vertical split-screen).

## Expected Results
Dimensions.get('window').height AND useWindowDimensions hook must return different results for app being resized by using split-screen, but it returns the same value on & on, **but it works as expected in 0.62.2**

## Snack, code example, screenshot, or link to a repository:
```
  console.log('manual get height:', Dimensions.get('window').height);
  const {height} = useWindowDimensions();
  console.log('useWindowDimensions hook height:', height);
```
Repository: godot
Issue: Vector elements sometimes return incorrect comparison results.
Labels: bug,topic:core,topic:gdscript

**Godot version:**
master a7d610d
3.2.3.beta1

**OS/device including version:**
Ubuntu 20.10

**Issue description:**
Sometimes, when comparing the element of a vector to the value that it has been assigned, the comparison fails.

**Steps to reproduce:**
Set an element of a `Vector` to 0.1 compare the element to 0.1:
```
var v = Vector2() # or Vector3()
v.x = 0.1
if (v.x == 0.1):
	print("Correct")
else:
	print("Incorrect")
if (v.x > 0.1):
	print("Incorrect")
else:
	print("Correct")
```
Output:
```
Incorrect
Incorrect
```

This does not happen when comparing two variables or two `Vector` elements, which suggests that the problem lies with the underlying primitive data types being different.

**Minimal reproduction project:**
[FloatComparisonError.zip](https://github.com/godotengine/godot/files/5530816/FloatComparisonError.zip)
Repository: material-ui
Issue: [Modal] RTL - Scrollbar and padding issue
Labels: component: modal

<!-- Provide a general summary of the issue in the Title above -->
The issue is about padding being added to the right side of the body instead left side for RTL.

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  To avoid duplicate issues we ask you to check off the following list.
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- [x] The issue is present in the latest release.
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behavior 😯

<!-- Describe what happens instead of the expected behavior. -->
When modal opens in RTL (direction="rtl") there is visible content shift. It's not happening for the LTR because `padding-right` compensates it.

## Expected Behavior 🤔

In RTL mode `padding-left` has to be set instead.

<!-- Describe what should happen. -->

## Steps to Reproduce 🕹

https://codesandbox.io/s/material-demo-forked-uklog?file=/index.js

Had an issue with the official template. I don't think it's somehow related to the styling rather the problem is in ModalManager that sets padding on the body 

Steps:

1. Configure RTL as per https://material-ui.com/guides/right-to-left/#right-to-left
2. Make sure body has a scroll
3. Create modal
4. Validate the issue

## Context 🔦

I am building an accessible app that requires RTL support and discover this issue.
<!--
  What are you trying to accomplish? How has this issue affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->

## Your Environment 🌎

<!--
  Include as many relevant details about the environment with which you experienced the bug.
  If you encounter issues with TypeScript please include version and tsconfig.
-->

| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.11.0  |
| React       |     17    |
| Browser     |     Chrome    |
| TypeScript  |      N/A   |
| etc.        |         |
Repository: pytorch
Issue: QAT with DDP should have documentation
Labels: oncall: quantization,triaged

## 📚 Documentation

We have https://github.com/pytorch/vision/blob/master/references/classification/train_quantization.py, but it's not widely known.  The PyTorch docs should link to this reference and ideally have an additional explanation on how to run QAT with DDP.

cc @jerryzh168 @jianyuh @dzhulgakov @raghuramank100 @jamesr66a @vkuzo
Repository: TypeScript
Issue: importHelpers + module: es2015/esnext emits unused helper imports
Labels: Bug

**TypeScript Version:**  4.2.0-dev.20201112

**Search Terms:** esm, importHelpers, unused

**Code**

```ts
// @importHelpers: true
// @module: es2015
// @target: es5
// @downlevelIteration: true
const a = [1, 2];
const b = [3, 4]
export const c = [...a, ...b];
```

**Expected behavior:**
Imports only the used helpers:
```js
import { __spread } from "tslib";
var a = [1, 2];
var b = [3, 4];
export var c = __spread(a, b);
```

**Actual behavior:**
Imports the used helpers and also the helpers they depend on:
```js
import { __read, __spread } from "tslib";
var a = [1, 2];
var b = [3, 4];
export var c = __spread(a, b);
```

Note the extra unused import in the first line.

**Playground Link:** https://www.typescriptlang.org/play?downlevelIteration=true&importHelpers=true&target=1&module=5&ts=4.2.0-dev.20201112#code/MYewdgzgLgBAhjAvDA2gRgDQwEwF0DcAUKJLAEZKoDMWALLoQKYAeADiAE6wnQzCUoAdMLhZhgsgSA

**Additional info**: I already have a fix for this ready; basically I'm just following protocol, waiting for approval.