sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: Enforce specific breakpoint on Component Level
Labels: new feature,component: Grid,customization: css

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

This issue proposes adding a new feature to the project that would allow us to override the default breakpoint for a specific component. Currently, the project uses a set of breakpoints to determine the layout and responsiveness of components, but there are cases where a we need to use a different breakpoint for a specific component. This feature would give us more flexibility and control over the design of their components.

### Examples 🌈

````typescript
export const GridExample: FC<{ breakpoint: Breakpoint }> = ({ breakpoint }) => {  // assume breakpoint=sm
        // grid should use "sm" breakpoint even if the screen is "xl"
	<Grid
		container
                breakpoint={breakpoint}
		columns={{
			sx: 4,
			sm: 8,
			md: 12,
			lg: 10,
			xl: 10,
		}}
	>
		<Grid item width={1} xs={4} sm={8} md={6} lg={4} xl={4}>
			<p>...</p>
		</Grid>
	</Grid>;
};
````

### Motivation 🔦

Currently, the Grid selects the breakpoint based on screen size, but this approach has its limitations. Implementing the suggested feature would increase the flexibility of the Grid.

#### Ideas
There are alternative approaches to the suggested feature, such as creating a `Container` component that extends the current `theme` object and enforces a specific breakpoint for its child components. This could be achieved by passing the desired breakpoint as a prop to the Container, which would then apply the breakpoint to all of its child components. This approach could offer greater flexibility in terms of controlling the layout and responsiveness of components, and may be a useful alternative to implementing a feature that allows for overriding the default breakpoint at the component level.
Repository: flutter
Issue: Flutter form has issues with TextFormField getting focus when voiceover is on
Labels: a: text input,framework,a: accessibility,platform-web,f: focus,has reproducible steps,P2,found in release: 3.7,found in release: 3.8,team-web,triaged-web

Please refer to the code at https://github.com/mfdcoder/flutter-form-voiceover

Steps to reproduce

1. Switch on Voiceover
2. Using Ctl + Option + Right arrow navigate to the TextFormField
3. Continue navigating to 2nd, 3rd and 4th TextFormField
4. Observe that voice over announces that "You are in a text  field. To enter text in this field type".
5. The input that has focus often does not accept what the user is typing
6. The result is not consistent. The TextFormFields randomly get/don't get focus

The same can be reproduced on the flutter gallery demo app
https://gallery.flutter.dev/#/demo/text-field

Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.7.0, on macOS 12.5 21G72 darwin-x64, locale en-IN)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 14.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] VS Code (version 1.75.1)
[✓] Connected device (5 available)
[✓] HTTP Host Availability

https://user-images.githubusercontent.com/48575544/219421762-0f52f3fa-71a7-4a73-ab3e-c319a04aac17.mov
Repository: angular
Issue: Inheritance broken for declared properties
Labels: area: compiler

### Which @angular/* package(s) are the source of the bug?

compiler-cli, compiler

### Is this a regression?

Yes

### Description

Inheritance was broken somewhere between 15.0.4 and 15.1.4.

Consider base class:

```ts
@Directive()
export abstract class BaseComponent {
   protected readonly extra: any;
    
   constructor() {
       this.extra = 'this is a test';
   }
}
```

Inherited class:

```ts
@Component({
    selector: '[ChildComponent]',
    templateUrl: './component.html'
})
export class ChildComponent extends BaseComponent {
    protected declare readonly extra: object; // type changed to object

    constructor() {
       super();
       window.console.log(this.extra); // this no longer outputs value from parent
   }
}
```

After update to 15.1.4 `ChildComponent` has empty `extra` value.

### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 15.1.5
Node: 16.18.1
Package Manager: npm 
OS: linux x64

Angular: 15.1.4
... animations, cdk, common, compiler, compiler-cli, core
... elements, forms, language-service, material
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1501.5
@angular-devkit/build-angular   15.1.5
@angular-devkit/core            15.1.5
@angular-devkit/schematics      15.1.5
@angular/cli                    15.1.5
@schematics/angular             15.1.5
rxjs                            7.5.7
typescript                      4.8.4
```


### Anything else?

_No response_
Repository: godot
Issue: Controller vibration not working on Android and other platforms
Labels: bug,platform:android,topic:porting,topic:input

### Godot version

Godot_v3.5.1-stable_win64

### System information

Android 12

### Issue description

Using `Input.start_joy_vibatrion()` works fine on the PC, but when I try to play it on Android, even though the controller is cabled to it, it doesn't vibrate at all.

I'm also allowing all the permissions.

### Steps to reproduce

Just make a project usign "Input.start_joy_vibration"

### Minimal reproduction project

[Novo Projeto de Jogo.zip](https://github.com/godotengine/godot/files/10758205/Novo.Projeto.de.Jogo.zip)
Repository: tauri
Issue: [bug] android splash screen, weird full-screen yellow background
Labels: type: bug,status: needs triage

### Describe the bug

Hi, Im having trouble to set correctly a "splashscreen" during the app startup sequence.
I have setting up the spalsh screen in Android native side following this guide https://itnext.io/a-comprehensive-guide-to-android-12s-splash-screen-api-644609c811fa
It works great. But this is what I observe now
1- the app launches
2- the splash screen from android project (androidx.core.splashscreen) shows up
3- after a small duration, the splash screen is replaced by a weird fullscreen yellow background
4- then the app finish to launch, and the client app shows up (react app)

I don't understand from where this yellow background comes from and how to get rid of it?
I tried to follow the tauri doc to setup a splash screen but without sucess https://tauri.app/fr/v1/guides/features/splashscreen/
When compiling for android, I get a rust error
```
error[E0599]: no method named `close` found for struct `tauri::Window` in the current scope
 --> src/operations/splashscreen.rs:7:18
  |
7 |     splashscreen.close().unwrap();
  |                  ^^^^^ method not found in `tauri::Window`
  ```

maybe this is not supported for mobile build though

### Reproduction

_No response_

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Arch Linux Unknown X64
  › Node.js: 18.13.0
  › npm: 8.19.3
  › pnpm: Not installed!
  › yarn: 1.22.19
  › rustup: 1.25.2
  › rustc: 1.67.0
  › cargo: 1.67.0
  › Rust toolchain: stable-x86_64-unknown-linux-gnu 

Packages
WARNING: no lock files found, defaulting to npm
  › @tauri-apps/cli [NPM]: 2.0.0-alpha.2
  › @tauri-apps/api [NPM]: 2.0.0-alpha.0
  › tauri [RUST]: 2.0.0-alpha.3,
  › tauri-build [RUST]: 2.0.0-alpha.1,
  › tao [RUST]: 0.17.0,
  › wry [RUST]: 0.26.0,

App
  › build-type: bundle
  › CSP: default-src blob: data: filesystem: ws: wss: http: https: tauri: 'unsafe-eval' 'unsafe-inline' 'self' im
g-src: 'self'
  › distDir: ../dist
  › devPath: http://localhost:9000/
  › framework: React
  › bundler: Webpack

App directory structure
  ├─ public
  ├─ src-tauri
  ├─ .idea
  ├─ .storybook
  ├─ node_modules
  ├─ src
  └─ dist

### Stack trace

_No response_

### Additional context

_No response_
Repository: terminal
Issue: Process has no package identity
Labels: Needs-Repro,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-3,Culprit-Centennial

### Windows Terminal version

1.17.10234.0

### Windows build number

10.0.19044.2486

### Other Software

_No response_

### Steps to reproduce

I am working on a locked down corporate laptop with Windows 10. I had Terminal installed via one of the binaries from Github, but then after an OS update, it stopped working. By "stopped working", I mean that I couldn't launch Terminal at all, and there were no error messages when I tried to launch Terminal. Just nothing would happen at all when I tried to launch it.

When I tried to install the new 1.17 binary, I get the error shown below. I get the same thing when I try to reinstall 1.16.

Steps to reproduce:
- Download the msixbundle file for 1.17.
- Attempt to install Terminal via msixbundle.
- Hit the "Run" button in Microsoft Store after installation.

### Expected Behavior

Terminal launches.

### Actual Behavior

![terminal](https://user-images.githubusercontent.com/8310743/219438166-4afdd538-230f-4410-8266-2afa87fbe8eb.png)
Repository: pytorch
Issue: interactions between views + autograd.Function + AOTAutograd causes memory leak
Labels: module: autograd,triaged,actionable

I have a repro here (actively working on making it smaller). What's interesting is that it's non-trivial to make smaller - removing some extra ops, and e.g. changing the `autograd.function.apply()` to instead just call `torch.ops.test.foo_fwd()` directly all remove the leak.

```
import torch

def foo_fwd(v, o):
    out = torch.randn(512 * 256 * 128, device=v.device)
    return out.view(512, 256, 128)

def foo_bwd(grad_output, o):
    out = torch.zeros(64656, 128, device=grad_output.device)
    return out.squeeze(-1)

lib = torch.library.Library("test", "DEF")
lib.define("foo_fwd(Tensor v, Tensor[] o) -> Tensor")
lib.define("foo_bwd(Tensor grad_output, Tensor[] o) -> Tensor")

cuda_lib = torch.library.Library("test", "IMPL", "CUDA")
cuda_lib.impl("foo_fwd", foo_fwd)
cuda_lib.impl("foo_bwd", foo_bwd)

meta_lib = torch.library.Library("test", "IMPL", "Meta")
meta_lib.impl("foo_fwd", foo_fwd)
meta_lib.impl("foo_bwd", foo_bwd)

class Foo(torch.autograd.Function):
    @staticmethod
    def forward(ctx, v, o):
        return torch.ops.test.foo_fwd(v, o)

    @staticmethod
    def backward(ctx, grad_outputs):
        o = torch.ones(513, device='cuda', dtype=torch.int32)
        return torch.ops.test.foo_bwd(grad_outputs[0], [o])


def f(a, b, c, d, e, f):
    n: int = c.size(1)
    g = torch.mm(a, d)
    _, out, h = torch.split(g, [256, 256, 128], dim=1)
    i = h.unsqueeze(-1) * e + f
    j, _ = torch.unbind(i, dim=-1)
    k = Foo.apply(j, [b])
    torch._dynamo.graph_break()
    tmp = k + 1
    return out

f_compiled = torch.compile(f, backend="aot_eager")
inps = [
    torch.randn(64656, 256, dtype=torch.float32, device='cuda'),
    torch.arange(513, dtype=torch.int32, device='cuda'),
    torch.randn(512, 256, dtype=torch.float32, device='cuda'),
    torch.empty((256, 640), device='cuda', requires_grad=True),
    torch.empty(1, 128, 2, device='cuda', requires_grad=True),
    torch.zeros(1, 128, 2, device='cuda', requires_grad=True),
]

# This eventually OOMs
for i in range(300):
    print(torch.cuda.memory_allocated())
    #output = f(*inps)
    output = f_compiled(*inps)
    del output
    print(torch.cuda.memory_allocated())
#    print()
#print("@@@@@")
```

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @gchanan
Repository: go
Issue: proposal: cmd/compile: expose -ptabs/-exporttypes flag to force compiler to emit ptabs/type info
Labels: Proposal

Currently compiler only emits ptabs for package `main` with `-dynlink`, for `-buildmode=plugin`. Access to type information for package exports may be useful in other contexts, and is a fairly [unobtrusive change](https://github.com/golang/go/pull/58566).
Repository: rust
Issue: Overflowing panics when debug asserts enabled or overflow checks?
Labels: A-docs

### Location

Methods and functions that deal with integers (non exhaustive):

- https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html#method.position
- https://doc.rust-lang.org/stable/std/iter/struct.Enumerate.html#method.next
- https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html#method.count
- https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html#method.enumerate
- https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html#method.sum
- https://doc.rust-lang.org/stable/std/iter/trait.Iterator.html#method.product

### Summary

The documentation in these items says clearly "If debug assertions are enabled, a panic is guaranteed".
However, the configuration can be made so that a panic doesn't occur, even though the debug assertions are enabled (through disabling the overflow checks), as shown by this [godbolt](https://godbolt.org/z/od5T17a7c), while a panic is generated when oveflow checks are enabled ([godbolt](https://godbolt.org/z/En1ds9hve)).
Thus, the documentation is not accurate: while it is true that most of the time that debug assertions are enabled, the overflow checks are also enabled, this is definitly not always true.
The solution would either be to adapt the implementation to the documentation, or the other way round.
Repository: flutter
Issue: [Impeller] Create variant of HostBuffer Emplace* to handle SSBO alignment using DefaultUniformAlignment.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

And potentially rename DefaultUniformAlignment.


xref: https://github.com/flutter/engine/pull/39654
Repository: vscode
Issue: Allow adjusting search text box width in title bar to accommodate long path and file names.
Labels: feature-request,command-center

<!-- ⚠️⚠️ 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. -->

I noticed recently the change to put the title bar text inside the search box in the title bar. I like to customize my title bar to show the entire path of the open file and maybe other info. The problem is that the search box is too small to show the entire path. Can we have a setting to set the search box width? There is more room on the title bar to use to show the editor.

My title text:
$Root: {rootName}${separator} File: ${activeEditorLong}

Thank you
Repository: transformers
Issue: Add SeaFormer model
Labels: New model

### Model description

The computational cost and memory requirement render many computer vision models unsuitable on the mobile device, especially for the high-resolution per-pixel semantic segmentation task. SeaFormer (Squeeze-enhanced Axial Transformer) designed a generic attention block characterized by the formulation of squeeze Axial and detail enhancement. Coupled with a light segmentation head, they achieve the best trade-off between segmentation accuracy and latency on the ARM-based mobile devices on the ADE20K and Cityscapes datasets. They beat both the mobile-friendly rivals and Transformer-based counterparts with better performance and lower latency.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Paper: https://arxiv.org/pdf/2301.13156.pdf
Code and weights: https://github.com/fudan-zvg/SeaFormer
Authors: @wwqq @lzrobots @speedinghzl

cc: @NielsRogge @alaradirik
Repository: godot
Issue: `Input.warp_mouse()` is not working on WindowMode `WINDOW_MODE_MINIMIZED`
Labels: bug,platform:windows,topic:porting,topic:input,regression

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Windows 10

### Issue description

I working on my unit testing API and run into this issue.

The API provides a scene runner to simulate interactions like key/mouse events
During testing the implementation i found out the `Input.warp_mouse()` is not working when set the display mode to `WINDOW_MODE_MINIMIZED`
I set the display mode by default to minimized to hide the test runner scene.

On Godot3 it was working in the minimized mode but is broken on Godot4
 

### Steps to reproduce

load the attache example project

### Minimal reproduction project

[warp_mouse.zip](https://github.com/godotengine/godot/files/10760375/warp_mouse.zip)
Repository: go
Issue: x/tools/gopls: Reports for redundant type conversion
Labels: FeatureRequest,gopls,Tools

**Problem**
Sometimes you can miss redundant type conversion in your code.
```go
var ids []int32
for _, groups := range groupsCollection {
    if len(groups) > 0 {
        ids = append(ids, int32(groups[0])) // groups[0] is already int32  so there is unnecessary conversion
    }
}
```

**Solution**
Could you add warnings about unnecessary type conversion as it is done in goland
Repository: TypeScript
Issue: Private function parameters
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

`private function parameter`

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

Hi, I would like to propose adding private function parameters to TypeScript. Private function parameters can be only provided by the function itself when it calls itself recursively. Providing them when called in a different context is an error.

Private function parameters always come after public function parameters in the function signature.

## 📃 Motivating Example

https://twitter.com/TomasHubelbauer/status/1626321532187189248

```typescript
function recursive(input: string; private state: State = { … }) {
  // …
  if (logic) {
    return recursive(input, { ...state, extra: true });
  }
  // …
}

// This is okay
recursive('test');

// This is an error
recursive('test', externalState);

// We have to do this now to achieve hiding `state` from the caller
function recursivePublic(input: string) {
  return recursive(input);
}
```

## 💻 Use Cases

Enables writing recursive functions which need parameters to pass state between calls without having to private the "implementation" function which has the parameter for state and export a different function that has the same signature except for the state parameter(s) and is meant for outside callers.

There are two workarounds I am aware of:

- Write another function which is public, make the original one private and export only the public one which doesn't have the state parameter in its sigature
  The shortcoming of the this workaround is that we need to introduce another function that is meant to be called by others which passes along the parameters to the implementation function which does the real processing but has the extra parameter(s) which cannot be exposed to non-self callers.

- Use function within a function, call the local function when the state parameter is uninitialized and handover to it

  This is a special case of the above, we just move the implementation function into the wrapper function.
Repository: rust
Issue: Need to check if the std{in,err,out} file descriptors status
Labels: C-enhancement,T-libs

Hello,

I was faced with a difficulty earlier today as I needed to port an application whose behaviour depends upon the status of those three file descriptors. 
 
 I have tracked the issue down to the following function : 
https://github.com/rust-lang/rust/blob/247e44e61d934e1927db0ff557fe17f131a2379c/library/std/src/sys/unix/mod.rs#L81-L133

I am of the opinion that, even if the std library needs to reopen those descriptors, we should be able to get an indication that those are not the original ones. Maybe through some kind of booleans or a dedicated structure?  
Related: #47271
This has also affected the uutils project. 
Any hope this will get fixed ?
Repository: flutter
Issue: [Android][iOS] Write linter for checking platform view `viewId` type
Labels: platform-android,platform-ios,engine,c: proposal,P2,team-engine,triaged-engine

PlatformViews have IDs that should map to a signed 64-bit integer representation for native targets as identified in this issue: https://github.com/flutter/flutter/issues/120256, and fixed in https://github.com/flutter/engine/pull/39476, https://github.com/flutter/engine/pull/39618.

A linter should be implemented to check that `viewId`s are represented appropriately to avoid this issue in the future.