sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Use c10d broadcast_object in Zero
Labels: oncall: distributed,module: bootcamp,good first issue,triaged,better-engineering,pt_distributed_rampup

### 🚀 The feature, motivation and pitch

The current implementation of Zero Redundancy optimizer has its [own implementation](https://github.com/pytorch/pytorch/blob/master/torch/distributed/optim/zero_redundancy_optimizer.py#L73) of object broadcasting.

We should replace it with c10d [broadcast_object_list](https://pytorch.org/docs/stable/distributed.html#torch.distributed.broadcast_object_list).


To verify the result, run the tests in `test/distributed/optim/test_zero_redundancy_optimizer.py`.

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: [LTC] Make `torch::lazy::BackendImplInterface::ExecuteComputation` takes `ComputationPtr` instead of `Computation`
Labels: triaged,lazy

### 🚀 The feature, motivation and pitch

PyTorch/XLA is adapting to upstream LTC. In https://github.com/pytorch/xla/pull/3627 I am trying to implement the reaming of the backend interface. The issue I run into right now is `ExecuteComputation` currently takes `Computation`. The call is coming from 

https://github.com/pytorch/pytorch/blob/30fb2c4abaaaa966999eab11674f25b18460e609/torch/csrc/lazy/core/lazy_graph_executor.cpp#L964-L967

The issue here is that PyTorch/XLA inherits Computation and defined `torch_xla::Computation` in 
https://github.com/pytorch/xla/blob/a5d83f412ca603cb6aa16cc86c77fde8f05aabbd/torch_xla/csrc/computation.h#L34

The request is for `ExecuteComputation` to take `ComputationPtr`(which is what `async->cached_computation->computation` directly).

### Alternatives

I don't see any alternative.

### Additional context

_No response_
Repository: flutter
Issue: Built-in gamepad shortcuts should only trigger on key up
Labels: platform-android,framework,a: fidelity,P2,team-design,triaged-design

## Steps to Reproduce

1. Run counter app template on Android
2. Connect a controller and focus the `+` FAB
3. Press A

**Expected results:** Button should activate once on key up, matching Android native behavior. This is also the expected behavior on other platforms as well.

**Actual results:** Button activates on key down, and then rapidly on each key repeat. This is a more keyboard-oriented approach to handling input and doesn't apply to gamepads outside of key repeats for directional buttons. This also prevents supporting "long press" shortcuts which could be used to access alternative options (similar to touch long press/force touch or mouse right click).

cc @dkwingsmt @gspencergoog
Repository: PowerToys
Issue: Fence Index mini-Menu
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

In the Fench editor, can you allow a checkbox to enable an index menu to appear when using the "Hold Shift key to activate zones while dragging?" 
The location should also be specified once during the configuration of the Window. 
And lastly, this should update when changing fence templates through their keyboard shortcuts in the middle of dragging, please. 

The setting "When multiple zones overlap" doesn't really offer me a good option for this. 

Regards, 

### Scenario when this would be used?

I almost always use overlapping fences which make it impossible to drag and drop effects to the one I want. 
The options currently available would be a lot simpler if we can just drag consistency to a menu listing the indexes instead of trying to find the center of each window. 
If more monitors are active, this menu should appear in the activity monitor with a column listing all active monitors' corresponding fence indexes. No text is necessary, simply a small box with the index value inside, to quickly associate the location. 


### Supporting information

Great work overall :D! Big fan.
Repository: pytorch
Issue: Iteration # 1-offset in DDP logging
Labels: oncall: distributed,triaged,module: ddp

### 🐛 Describe the bug

When using the _get_ddp_logging_data() to collect logging data, the iteration# has 1-offset. Starting from the second iteration, DDP logging data are always 1 iteration offset. 

This table shows the results when comparing the DDP logging data with the pytorch profiler traces. e.g., the iteration 2 of DDP logging data is 20.5 ms, which is very close to the iteration 1 of profiler traces that is 20.6 ms. 

Iteration \ Time (ms) | Forward_compute_time (DDP) | Forward time in profiling
-- | -- | --
1 | 1953.336832 | 20.661
2 | 20.523072 | 22.753
3 | 23.968768 | 28.798
4 | 29.75024 | 18.042
5 | 18.861792 | 40.775
6 | 41.697664 |  

</div></b>

Here is the sample code of Resnet18:

      import os
      import socket
      import sys
      import logging
      import time
      from collections import OrderedDict
      import torch
      import torch.distributed as dist
      import torch.nn as nn
      from torch.autograd.profiler import record_function
      import torchvision
      from torchvision import models, transforms
  
      def run_worker(rank, world_size):

        torch.cuda.set_device(rank)
        dist.init_process_group("nccl", rank=rank, world_size=world_size)
  
        model = models.resnet18(pretrained=False).cuda()
        ddp_model = nn.parallel.DistributedDataParallel(
            module=model,
            device_ids=[rank],
        )
        # Define loss function, input, labels, and optimizer.
        loss_fn = nn.MSELoss()
        input = torch.randn(10, 3, 224, 224).cuda()
        labels = torch.randn(10, 1000).cuda().to(rank)
        optimizer = torch.optim.SGD(ddp_model.parameters(), lr=0.001)
        
        with torch.profiler.profile(
            activities=[torch.profiler.ProfilerActivity.CPU, torch.profiler.ProfilerActivity.CUDA],
            on_trace_ready=torch.profiler.tensorboard_trace_handler("/tmp/traces"),
            record_shapes=True,
        ) as prof:
            for i in range(0, 10):
                with record_function(f"#Step {i}"):
                    optimizer.zero_grad()
                    with record_function("#forward"):
                        output = ddp_model(input)
                    loss = loss_fn(output, labels).half().cuda()
                    with record_function("#backward"):
                        loss.backward()
                    optimizer.step()
                    ddp_logging = ddp_model._get_ddp_logging_data()
                    print(ddp_logging)
        # Cleanup.
        dist.destroy_process_group()
      
      if __name__ == "__main__":
        os.environ["MASTER_ADDR"] = "localhost"
        os.environ["MASTER_PORT"] = "12345"
        world_size = torch.cuda.device_count()
        mp.spawn(run_worker, args=(world_size,), nprocs=world_size, join=True)`

### Versions

since pytorch 1.9

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: Add autograd support for dispatch passable c10d ops
Labels: oncall: distributed,triaged

Add autograd support for dispatch passable c10d ops as a follow up on #76722. It can probably reuse the implementation here: https://github.com/pytorch/pytorch/blob/master/torch/distributed/nn/functional.py.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: Ensure the guards in distributed_c10d.py wrappers get executed in the replay of the graph
Labels: oncall: distributed,triaged

Ensure the guards in distributed_c10d.py wrappers get executed or reassured in the replay of the captured graph in any graph mode. A follow up on #76722.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: Add a new _broadcast_coalesced op for DDP
Labels: triaged

Add a new _broadcast_coalesced op for DDP. A follow up on #76722.
Repository: PowerToys
Issue: FancyZones does not "Move newly created window to their last known zone" for certain apps
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.59.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Create a virtual desktop workspace
2. Open PowerToys
3. Launch FancyZone Editor
4. Create a custom zone 
5. Launch Edge (also tested with Firefox, Windows Terminal Preview)
6. Shift-drag the app to a zone
7. Close the app
8. Switch virtual desktops
9. Open the app



### ✔️ Expected Behavior

The app should open in the original virtual desktop where it was last assigned to a zone

If you repeat the above steps with Sublime Text, the app behaves as expected, upon opening it is assigned to the zone on the original virtual desktop

### ❌ Actual Behavior

The app opens on the current virtual desktop

### Other Software

_No response_
Repository: vscode
Issue: VirtualFileSystem Workspace Trust API
Labels: feature-request,api,api-proposal,workspace-trust,virtual-workspaces

Provide Virtual File System Providers with some input into workspace trust. I would like to discuss the idea.
Repository: vscode
Issue: Feature Request: Vertical Display of Editor Area Texts (Vertical Texts)
Labels: feature-request,editor-core

<!-- ⚠️⚠️ 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. -->

Some programming language prefer to display texts vertically, especially Asian programming languages, e.g. [wenyan](https://github.com/wenyan-lang/wenyan). And several IDEs support vertical editing, (see [here](https://github.com/wenyan-lang/wenyan/issues/9#issuecomment-567318062)). It would be nice for VSCode to support vertical editing.

A prototype implementation would be adding the following css to the Editor Area as suggested [here](https://github.com/wenyan-lang/wenyan/issues/9#issuecomment-568175009)
```
writing-mode: vertical-rl;
text-orientation: upright;
```

Visual effect of displaying vertical texts:
<img width="772" alt="image" src="https://user-images.githubusercontent.com/9295852/173471954-d40d5d92-7d0c-4e07-ac66-a065d53f0d63.png">

c.f. https://github.com/wenyan-lang/wenyan/issues/9
Repository: rust
Issue: Variable lifetime is wrongly tracked in async fn
Labels: C-bug,A-async-await,AsyncAwait-Triaged

```rust
async fn foo() {
    let mut f = None;
    let value = 0;
    f = Some(async { value });
    core::mem::drop(f);
}
```
[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=bc834d9ff3768fef435ea392b843835d). Error:
```
  |
4 |     f = Some(async { value });
  |                    --^^^^^--
  |                    | |
  |                    | borrowed value does not live long enough
  |                    value captured here by generator
5 |     core::mem::drop(f);
6 | }
  | -
  | |
  | `value` dropped here while still borrowed
  | borrow might be used here, when `f` is dropped and runs the destructor for type `Option<impl Future<Output = i32>>`
  |
  = note: values in a scope are dropped in the opposite order they are defined
```

`f` is manually moved with `drop` and could not be dropped at the end of the scope after `value`.

Some bonus weird behavior, this works:
```rust
struct Foo;

async fn foo() {
    let mut f = None;
    let value = Foo;
    f = Some(async { value });
    core::mem::drop(f);
}
```
But if you add `#[derive(Copy, Clone)]` to `Foo`, then it fails with the same error. However, this also does not work:
```rust
struct Foo;

impl Foo {
    fn push(&mut self) {}
}

async fn foo() {
    let mut f = None;
    let value = Foo;
    f = Some(async { value.push() });
    core::mem::drop(f);
}
```
So, probably not necessarily connected to `Copy`.
Repository: godot
Issue: 3.4.4 ColorPickerButton color_changed signal not emitted on setting .color in code
Labels: discussion,topic:gui

### Godot version

3.4.4.stable

### System information

Windows 10, GLES3, NVIDIA RTX 2060, driver 512.95

### Issue description

In code, I've created UI scenes for picking a color to tint a part of a material. For example:
```swift
var tinter = preload("res://ui/TintSelect.tscn")
// ...later instantiating UI
		var node = tinter.instance()
		node.set_name(tintable)
		node.get_node("VBoxContainer/Label").text = tintable
		var slider = node.get_node("VBoxContainer/HBoxContainer/HSlider")
		slider.value = 0
		slider.connect("value_changed", self, "_on_tint_changed", ["strength", node])
		var colorPicker = node.get_node("VBoxContainer/HBoxContainer/ColorPickerButton")
		colorPicker.connect("color_changed", self, "_on_tint_changed", ["tint", node])
		shapes.add_child(node)
```
With TintSelect having a scene tree as follows
![image](https://user-images.githubusercontent.com/48222967/173487586-d7402dc6-bb32-4e3e-a908-e79b7828ffa6.png)

I'd like to set the tinter to default values in code, after creating the UI:
```swift
	var hairTint = shapes.get_node("hair")
	hairTint.get_node("VBoxContainer/HBoxContainer/HSlider").value = 1.0
	var button: ColorPickerButton = hairTint.get_node("VBoxContainer/HBoxContainer/ColorPickerButton")
	button.color = Color8(255, 227, 230)
```
Which correctly results in the scene starting with the slider value and the color picker button's color being set:
![image](https://user-images.githubusercontent.com/48222967/173487809-6a5d57ba-d63f-451a-96ee-3400eaa00718.png)
However, only the `"value_changed"` signal from the slider gets emitted while the `"color_changed"` signal from the colorPicker does not get emitted. Instead, I have to manually call the slot:
```swift
	_on_tint_changed(button.color, "tint", hairTint)
```
The `"color_changed"` signal should be emitted when I set the `.color` property. I've also tried explicitly setting the property via `.set("color", ...)` to get the same incorrect result. Additionally, I've also tried setting a delay between creating the UI and setting its color value in case it took time to setup its signals, but that also did not change anyything.
```swift
	yield(get_tree().create_timer(0.5), "timeout")
```

### Steps to reproduce

1. create scene with a ColorPickerButton child
2. instantiate scene in the main scene in code
3. connect ColorPickerButton's `"color_changed"` signal to any slot
4. change the instantiated ColorPickerButton's `color` property in code
5. expect the signal to be emitted, but it does not

### Minimal reproduction project

_No response_
Repository: ant-design
Issue: Space support align stretch
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

> // No `stretch` since many components do not support that.
>
> align?: 'start' | 'end' | 'center' | 'baseline';
https://github.com/ant-design/ant-design/issues/23286

After two years. Is it possible for Space support to align `stretch`.

[codesandbox Space](https://codesandbox.io/s/zi-dong-huan-xing-antd-4-21-0-forked-2lu5c4?file=/demo.js)

### What does the proposed API look like?

```ts
type SpaceProps {
    // ...
    align?: 'start' | 'end' | 'center' | 'baseline' | 'stretch';
}
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: DISABLED test_checkpoint_wrapper_parity (__main__.CheckpointWrapperTest)
Labels: triaged,module: flaky-tests,skipped,module: fsdp

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_checkpoint_wrapper_parity&suite=CheckpointWrapperTest&file=distributed/fsdp/test_checkpoint_wrapper.py) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/6872974643).

Over the past 3 hours, it has been determined flaky in 13 workflow(s) with 13 red and 13 green.

cc @zhaojuanmao @mrshenli @rohan-varma
Repository: godot
Issue: Exported Button Group in Scene keeps getting set in parent to new button group.
Labels: bug,topic:editor,topic:gui

### Godot version

3.4.4

### System information

Windows 10

### Issue description

I expect the parent scene to respect the default values i set in a scene unless I specifically set them otherwise.

### Steps to reproduce

Create scene A. 

Create Scene B with some button children. Give these button children a button group and save it as a resource. Give Scene B's root a script with an export variable of button group. Set the variable in editor to the saved button group.

Instance Scene B in Scene A. Now whenever you switch between the scenes in editor the Export field for button group in Scene A gets set to new button group instead of the default value.

### Minimal reproduction project

[ButtonGroupIssue.zip](https://github.com/godotengine/godot/files/8901976/ButtonGroupIssue.zip)
Repository: go
Issue: proposal: x/image/webp: add animation support to the decoder
Labels: Proposal

I did search for this, as I expected someone to have raised this issue before.

I tried to decode a `webp` image with animation and got:

```
webp: invalid format
```

The behaviour of `gif.Decode` in this situation is to decode the first frame. And then there is `gif.DecodeAll` which gives you a struct with all frames and the timing etc. information. It would be nice to have a `webp.DecodeAll` or similar.
Repository: godot
Issue: Setting Control's layout to "Full Rect" makes the Control disappear if the parent is Node2D.
Labels: discussion,topic:gui,topic:2d

### Godot version

3.5 rc3

### System information

Windows 10

### Issue description

If the parent of a Control Node happens to be Node2D or node that inherits from it and the Layout is set to "Full rect", then the node disappears, minimizes to (0,0) dimensions. This doesn't happen if the Control is child of Node, Control or Spatial, the fill the viewport as expected. It's weirdly inconsistent with the rest of the engine.

### Steps to reproduce

1) Add Node2D or node that inherits from it to the scene inside the editor
2) Add child Control node to it.
3) Press this:
![image](https://user-images.githubusercontent.com/82024211/173520400-b1b65d73-e3e5-4025-9fa3-c4759d8dfd4b.png)


### Minimal reproduction project

_No response_
Repository: angular
Issue: Style binding + style animation + non-reused route + emulated encapsulation breaks route transition animation
Labels: area: animations,P3

### Which @angular/* package(s) are the source of the bug?

animations

### Is this a regression?

No

### Description

**Prerequisites**
A container component is displaying a child component in a router outlet. The same child component class is used to display multiple pages of content, so to display a page slide as a route transition animation, route reuse is disabled. The content of the child component can be mouse-dragged (which sets its position with a style binding) and animates back to an initial position on doubleclick.

**Bug**
During the route transition animation, style bindings for the `:leave`-ing component are unexpectedly deactivated, resulting in an undesired jump in content position.

**Workaround**
Switching the child component view encapsulation to shadow dom works around the bug.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-ivy-ezwoxr

### 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: 14.0.1
Node: 14.18.2
Package Manager: npm 8.5.1 
OS: darwin x64

Angular: 14.0.1
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1400.1
@angular-devkit/build-angular   14.0.1
@angular-devkit/core            14.0.1
@angular-devkit/schematics      14.0.1
@schematics/angular             14.0.1
rxjs                            6.6.7
typescript                      4.6.4
```


### Anything else?

_No response_
Repository: TypeScript
Issue: Inlay Hints for parameter names: Add anonymous functions as a selectable option
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms
inlay hints function callback

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
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

Currently, inlay hints for parameter names only allow the selection of **all**, **literals** or **none**.
![image](https://user-images.githubusercontent.com/17641229/173545383-6b3aa66a-f475-4743-a78c-305832df14f6.png)

I suggest adding another option for **anonymous functions** and turning the dropdown into a select list.

## 📃 Motivating Example

**literals** is a good middle ground between **none** and **all** which tends to be very noisy.

However, if a method accepts multiple callback functions, it becomes hard to distinguish them:
![image](https://user-images.githubusercontent.com/17641229/173545878-f863eeb9-55a7-404d-a420-0c01ff182f6f.png)

The same snippet with option **all** looks like this:
![image](https://user-images.githubusercontent.com/17641229/173546077-86c0e46a-a31d-425d-b935-dba2281cb663.png)
Now the function-type parameters can be distinguished (green), but the inlay hints marked in red (and everywhere else) are unnecessary. Having the option to enable parameter inlay hints for literals and anonymous functions would be better and less noisy.

## 💻 Use Cases

Fine-grained selection of inlay hints