sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [BottomNavigation] Label font-size shoud not increase when selected
Labels: design: material,waiting for 👍,component: bottom navigation

- [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 😯

The font size increases: https://github.com/mui-org/material-ui/blob/d4ea4c90cb4a82dbe21ecf51b3cd634c5df54b62/packages/mui-material/src/BottomNavigationAction/BottomNavigationAction.js#L67

## Expected Behavior 🤔

https://material.io/components/bottom-navigation

## Steps to Reproduce 🕹

1. Open https://mui.com/components/bottom-navigation/#bottom-navigation
2. Click on a new action
3. See how the dimension changes
4. Compare to https://material.io/components/bottom-navigation
Repository: create-react-app
Issue: ANSI-HTML is vulnerable and unmaintained
Labels: stale,needs triage,issue: bug report

### Describe the bug

When running `yarn audit` it shows a vulnerability in ansi-html

adding a resolution does not help as no patch is available, looking at the effected package ansi-html is no longer maintained by anyone.

```
┌───────────────┬──────────────────────────────────────────────────────────────┐
│ high          │ Uncontrolled Resource Consumption in ansi-html               │
├───────────────┼──────────────────────────────────────────────────────────────┤
│ Package       │ ansi-html                                                    │
├───────────────┼──────────────────────────────────────────────────────────────┤
│ Patched in    │ No patch available                                           │
├───────────────┼──────────────────────────────────────────────────────────────┤
│ Dependency of │ react-scripts                                                │
├───────────────┼──────────────────────────────────────────────────────────────┤
│ Path          │ react-scripts > webpack-dev-server > ansi-html               │
├───────────────┼──────────────────────────────────────────────────────────────┤
│ More info     │ https://www.npmjs.com/advisories/4035                        │
└───────────────┴──────────────────────────────────────────────────────────────┘
```

### Did you try recovering your dependencies?

yes

### Which terms did you search for in User Guide?

N/A

### Environment

mac-mini M1 running in zsh

### Steps to reproduce

run `yarn audit` on a project using altest react-scripts

### Expected behavior

SHould either pass audit (many dependencies out of date) or use packages that allow a manual resolution of issue

### Actual behavior

Declares no patch available for the issue, suggest switching to [ansi-html-community](https://www.npmjs.com/package/ansi-html-community)
Repository: rust
Issue: `#[marker]`: overlapping impls misinteract with lifetimes
Labels: A-lifetimes,A-trait-system,C-bug,requires-nightly,F-marker_trait_attr,S-bug-has-test,T-types

I tried this code:

```rust
#![feature(marker_trait_attr)]

#[marker] trait Marker {}

impl Marker for &'_ () {}
impl Marker for &'_ () {}
```

I expected to see this happen:

  - Code compiles fine, and for any `'lt`, `&'lt () : Marker` does hold.

Instead, [this happened](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=04c701003fb42202edf2d0ab07096e51):

  - > ```console
    > error[E0283]: type annotations needed
    >  --> src/lib.rs:5:6
    >   |
    > 5 | impl Marker for &'_ () {}
    >   |      ^^^^^^ cannot infer type for reference `&()`
    >   |
    >   = note: cannot satisfy `&(): Marker`
    > note: required by a bound in `Marker`
    >  --> src/lib.rs:3:11
    >   |
    > 3 | #[marker] trait Marker {}
    >   |           ^^^^^^^^^^^^ required by this bound in `Marker`
    > 
    > error[E0283]: type annotations needed
    >  --> src/lib.rs:6:6
    >   |
    > 6 | impl Marker for &'_ () {}
    >   |      ^^^^^^ cannot infer type for reference `&()`
    >   |
    >   = note: cannot satisfy `&(): Marker`
    > note: required by a bound in `Marker`
    >  --> src/lib.rs:3:11
    >   |
    > 3 | #[marker] trait Marker {}
    >   |           ^^^^^^^^^^^^ required by this bound in `Marker`
    > 
    > For more information about this error, try `rustc --explain E0283`.
    > ```

      - FWIW, here is the one-sentence description of that error code:

        > An implementation cannot be chosen unambiguously because of lack of information.

### 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.
-->

Happens as of the latest nightly available on the Playground:

  - `1.57.0-nightly` — `2021-10-03`

### Context

This comes from https://github.com/rust-lang/rust/pull/89357#pullrequestreview-769542853, once reduced to:

```rust
trait A {}
trait B {}

impl A for &'_ () {}
impl B for &'_ () {}

/// `A ∪ B`
#[marker]
trait Marker {}

impl<T : A> Marker for T {}
impl<T : B> Marker for T {}

const _: () = {
    fn assert_impls_Marker<T : Marker> ()
    {}
    
    let _ = assert_impls_Marker::<&()>; // Fails
    let _ = assert_impls_Marker::<&'static ()>; // Fails as well
};
```

which was then further reduced to the initial snippet.

___

@rustbot modify labels +requires-nightly +F-marker_trait_attr +A-traits +A-lifetimes

  - Tracking issue: https://github.com/rust-lang/rust/issues/29864
Repository: create-react-app
Issue: AWS Codebuild: Cannot find file '[...]' in '[...]'.
Labels: stale,needs triage,issue: bug report

### Describe the bug

Hello, this may not be a bug but something i might have messed up but since i cant figure what exactly is wrong i thought of creating this issue.
On my local machine, im able to run everything perfectly fine and even build and upload the artifacts manually to prod server. however since we use aws code pipeline to build and push projects into production Im having this issue when aws codebuild service tries to build the project, here's some logs:
https://hastebin.com/vucekijoji.sql

Please keep in mind everything used to work perfectly fine and I dont honestly recall changing anything personally, but since just this morning the code build service has stopped working. PLEASE ALSO KEEP IN MIND ON MY LOCAL MACHINE EVERYTHING WORKS PERFECTLY FINE.


### Did you try recovering your dependencies?

I'm currently running this aws code build service which runs on the latest npm version.

### Which terms did you search for in User Guide?

react-scripts Cannot find file './../components/Loader' in './src/route'.

### Environment

I'm currently running on aws code build service which runs latest versions of node and specified versions of react-scripts
React-scripts version: ^4.0.3


### Steps to reproduce

Push code to aws pipeline which then pushes to aws code build to build it using the following commands:
`npm i && npm run build`

### Expected behavior

For project to compile and build properly

### Actual behavior

Project fails to build, ss:
https://i.imgur.com/30nrHlm.png
Repository: rust
Issue: Tracking Issue for `#![feature(unix_file_vectored_at)]`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(unix_file_vectored_at)]`

This is a tracking issue for positioned vectored I/O on Unix platforms.

### Public API

```rust
trait std::os::unix::fs::FileExt {
    // Existing methods: `read_at`, `read_exact_at`, `write_at`, `write_all_at`

    fn read_vectored_at(&self, bufs: &mut [io::IoSliceMut<'_>], offset: u64) -> io::Result<usize>;
    fn write_vectored_at(&self, bufs: &[io::IoSlice<'_>], offset: u64) -> io::Result<usize>;
}
```

### Steps / History

- [x] Implementation: #89518
- [ ] Final comment period (FCP)
- [ ] Stabilization PR
Repository: flutter
Issue: [google_maps_flutter] Marker Position onDrag Event Is Not Updated To Reflect A New Position
Labels: p: maps,package,team-ecosystem,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,triaged-ecosystem

Goggle maps marker now listen to onDrag and onDragStart event. However, the position field of marker is not updated when then marker dragged to a new position. If we create a marker:
```
MarkerId id = MarkerId("A");
Map<MarkerId, Marker> markers = <MarkerId, Marker>{};
```

```
void createMarker() {
  final Marker marker = Marker(
        markerId: id,
        position: LatLng(0,0),
        draggable: true,
        onDrag: (LatLng pos) {  getPosition(); },
        icon: markerImage,
      );
  
  setState(() {
      markers[id] = marker;
    });
}
```
and then read the position
```
void getPosition() {
print(markers[id].position().latitude.toString() + ";" + markers[id].position().longitude.toString());
}

```
it will always give 0;0, not new position of the marker. I aware that onDrag bring new position parameter, but i need the id of marker being dragged so i know which marker dragged to new position. I use this to interactively update a polygon constructed by some markers. If a marker dragged, the polygon vertex will follow the position of new marker. I have succeed implement it on java but unfortunately i can't do the same on flutter
Repository: pytorch
Issue: [feature request] BatchNorm frozen mode in core
Labels: module: nn,triaged,enhancement,module: norms and normalization

This is a very frequent mode that's needed for finetuning as evidenced by classes in torchvision and detectron2: https://detectron2.readthedocs.io/en/latest/_modules/detectron2/layers/batch_norm.html#FrozenBatchNorm2d. It would be nice to have it in some unified version in core to avoid code duplication and have more visibility for this nuance to the user, and also have this functionality not only for 2d, but for 1d and 3d as well. This could be a method `freeze()` on the base class `_BatchNorm` and a variable `is_frozen` or `frozen` on the module instance

Related request to keep only `BatchNorm` class and drop `BatchNorm*d`: https://github.com/pytorch/pytorch/issues/41243

cc @albanD @mruberry @jbschlosser @walterddr
Repository: pytorch
Issue: Bad Input to torch.nn.NLLLoss causes CUDA Error
Labels: module: loss,module: cuda,triaged

## 🚀 Feature
torch.nn.NLLLoss should perform a sanity check on the target when loss is computed. This check would ensure the target tensor has all elements as integers in the range [0,C-1], with C being the total number of classes.

## Motivation

If the target elements are not integers in the range [0,C-1], the error thrown back a CUDA error and it is undecipherable where this error is coming from. In the current scenario, this error is detected during the backward pass and (if working on a jupyter notebook) it doesn't let any other GPU based computation happen unless the notebook is restarted.

## Pitch

An assert or a any other form of controlled sanity check for the target vectors sent as an argument to the loss function. This would detect the error at an earlier stage and make debugging much more simple.

## The Error Message

`RuntimeError: CUDA error: device-side assert triggered
CUDA kernel errors might be asynchronously reported at some other API call,so the stacktrace below might be incorrect.
For debugging consider passing CUDA_LAUNCH_BLOCKING=1.`


cc @ngimel
Repository: go
Issue: net: Interface.MTU is an int, but on 32-bit windows the MTU size can be >2 GiB
Labels: OS-Windows,NeedsInvestigation

### What version of Go are you using (`go version`)?
go version go1.17 linux/amd64

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?
<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/yourok/.cache/go-build"
GOENV="/home/yourok/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/yourok/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/yourok/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.17"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3437785326=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

In net.Interface MTU int, but in windows 32 bit the mtu size is sometimes more than 2 gb on loopback and the MTU value is negative.

https://github.com/golang/go/blob/3bbc82371eb801ce489f77359f0badc8e469c26d/src/net/interface.go#L33
Repository: material-ui
Issue: Support Shadows overrides
Labels: new feature,design: material,breaking change

<!-- Provide a general summary of the feature in the Title above -->

<!--
  Thank you very much for contributing to MUI by creating an issue! ❤️
  To avoid duplicate issues we ask you to check off the following list.
-->

<!-- Checked checkbox should look like this: [x] -->

- [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.

## Summary 💡

Shadows should be configurable and extensible the same way as the colour palette

## Examples 🌈

``` jsx
declare module '@mui/material/styles/createShadow' {
  interface DepthRange {
       0: string,
       1: string,
       2: string,
       3: string,
       4: string
  }

  interface Shadow {
      neutral: DepthRange ,
      downward: DepthRange ,
      upward: DepthRange 
  }
}

<Box sx={{ boxShadow: 'neutral.0' }}>…
<Box sx={{ boxShadow: 'downward.3' }}>…
<Box sx={{ boxShadow: 'upward.4' }}>…
<Box sx={{ boxShadow: 'neutral.3' }}>…
```

## Motivation 🔦

Make MUI a more customizable extensible UI framework
<!--
  What are you trying to accomplish? How has the lack of this feature affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->
Repository: godot
Issue: Lightmaps look washed out in GLES3 unless Hdr As Srgb is enabled in the lightmap EXR's import settings
Labels: bug,topic:rendering,topic:3d

### Godot version

3.3.4.stable, 3.4.beta (69b2f1dcc)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.57.02)

### Issue description

While working on https://github.com/godotengine/godot/pull/52918, I noticed that lightmaps look washed out in GLES3 unless **Hdr As Srgb** is enabled in the lightmap EXR's import settings. Enabling this import setting makes the colors correct, but the resulting lightmap becomes too dark compared to the real-time rendering.

This may not be something we can fix due to GLES3 working with a HDR pipeline and linear light. In this case, we should document it in the Baked Lightmaps documentation and in the class reference.

### Steps to reproduce

Fully baked lights (with no bounces) on the left, real-time lights (with no baked GI) on the right:

### GLES3

![gles3_attenuation_old](https://user-images.githubusercontent.com/180032/135858540-a4ad7a09-4e05-40b3-b8f2-fb417aeb88e1.png)

### GLES3 (Hdr As Srgb enabled on the lightmap EXR)

*Lightmap looks identical to GLES2.*

![gles3_attenuation_old_hdr_as_srgb](https://user-images.githubusercontent.com/180032/135860009-b37274d3-04d6-4e9f-9933-05b16b757a29.png)

### GLES2

![gles2_attenuation_old](https://user-images.githubusercontent.com/180032/135858537-58d34321-1ac6-488f-a4cf-d288eda5f868.png)

### Minimal reproduction project

[test_light_attenuation_lightmap_3.x.zip](https://github.com/godotengine/godot/files/7271897/test_light_attenuation_lightmap_3.x.zip)
Repository: storybook
Issue: React Code Gen for `as` prop
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**

If I have code such as the follows:

```tsx
import { Link } from 'react-router-dom';
import MyLinkComponent from '.';

export const WithReactRouter: Story = (args) => <MyLinkComponent as={Link} />
```

The code generated under 'Show code' looks something like this:

```tsx
    <MyLinkComponent
      as={{
        $$typeof: Symbol(react.forward_ref),
        displayName: 'Link',
        propTypes: {
          innerRef: () => {},
          onClick: function noRefCheck() {},
          replace: function noRefCheck() {},
          target: function noRefCheck() {},
          to: function noRefCheck() {}
        },
        render: function noRefCheck() {}
      }}
    />
```


**Describe the solution you'd like**

For cases where a prop is a React component type, use the component's `displayName` in the sample code:

```tsx
    <MyLinkComponent
      as={Link}
    />
```



**Are you able to assist to bring the feature to reality?**
I may have some time this week if given some support and direction! Otherwise will be busy for a while from next week.
Repository: go
Issue: runtime: apparent deadlock in TestConcurrentReadsAfterGrowth on FreeBSD
Labels: OS-FreeBSD,NeedsInvestigation,compiler/runtime

`greplogs --dashboard -md -l -e '(?m)^goroutine.*\[.* minutes\]:\n(?:.+\n\t.*\n)*^sync\..*\.Wait.*\n\t.*\nruntime_test\.testConcurrentReadsAfterGrowth'`

[2021-10-02T16:05:55-a7fe161/freebsd-amd64-race](https://build.golang.org/log/08d29f5ec0e31a279b6eb7ad70a6c988257e8d6e)
Repository: storybook
Issue: Support `script setup` in Vue 3
Labels: feature request,vue3

**Is your feature request related to a problem? Please describe**

Vue 3 not long ago introduced official support for the `script setup` syntax that cleans up a lot of boilerplate in Vue components. Right now, with the latest beta, these components are not supported by `@storybook/vue`.

**Describe the solution you'd like**
Support for `script setup` components.

**Describe alternatives you've considered**
Write components normally with `defineComponent` but it becomes annoying.

**Are you able to assist to bring the feature to reality?**
I don't think so.

**Additional context**

![image](https://user-images.githubusercontent.com/9270494/135872947-9444ac98-f380-4b48-815f-bee7fa0fbce5.png)

Logged the imported component. It appears as it is not imported correctly.

<details>
<summary> The default component generated by Storybook, converted to `script setup`</summary>

```vue
<script setup lang="ts">
import { computed } from 'vue'

const emit = defineEmits(['click'])

const props = defineProps({
  label: {
    type: String,
    required: true,
  },
  primary: {
    type: Boolean,
    default: false,
  },
  size: {
    type: String,
    validator: function (value: string) {
      return ['small', 'medium', 'large'].indexOf(value) !== -1
    },
    required: true,
  },
  backgroundColor: {
    type: String,
    required: true,
  },
})

const classes = computed(() => ({
  'storybook-button': true,
  'storybook-button--primary': props.primary,
  'storybook-button--secondary': !props.primary,
  [`storybook-button--${props.size || 'medium'}`]: true,
}))

const style = computed(() => ({
  backgroundColor: props.backgroundColor,
}))

const onClick = () => {
  emit('click')
}
</script>

<template>
  <button type="button" :class="classes" :style="style" @click="onClick">
    {{ label }}
  </button>
</template>

<style>
.storybook-button {
  font-family: 'Nunito Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif;
  font-weight: 700;
  border: 0;
  border-radius: 3em;
  cursor: pointer;
  display: inline-block;
  line-height: 1;
}
.storybook-button--primary {
  color: white;
  background-color: #1ea7fd;
}
.storybook-button--secondary {
  color: #333;
  background-color: transparent;
  box-shadow: rgba(0, 0, 0, 0.15) 0px 0px 0px 1px inset;
}
.storybook-button--small {
  font-size: 12px;
  padding: 10px 16px;
}
.storybook-button--medium {
  font-size: 14px;
  padding: 11px 20px;
}
.storybook-button--large {
  font-size: 16px;
  padding: 12px 24px;
}
</style>
```
</details>
Repository: TypeScript
Issue: Inlay variable hints should support including numeric separators
Labels: Suggestion,Awaiting More Feedback,Domain: Inlay Hints

<!-- ⚠️⚠️ 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. -->

Inlay variable hints should include numeric separators (`_`) to match the style of the definition.

Current behavior:
![screenshot of VS Code](https://user-images.githubusercontent.com/7608555/135799427-2503b3f0-d892-46cd-a985-1d75ecd944c0.png)

```ts
const number: 123456 = 123_456;
const bigint: 123456n = 123_456n;
```

Desired behavior:

```ts
const number: 123_456 = 123_456;
const bigint: 123_456n = 123_456n;
```


Keywords:
- typescript.inlayHints.variableTypes.enabled
- javascript.inlayHints.variableTypes.enabled
- numeric separator
- number separator
Repository: pytorch
Issue: [feature request] Allow broadcasting for F.huber_loss and potentially other losses
Labels: feature,module: loss,triaged,module: shape checking

```python
import torch, torch.nn.functional as F
F.huber_loss(torch.zeros(2, 1, 16, 2), torch.zeros(2, 1, 1, 2))
# <stdin>:1: UserWarning: Using a target size (torch.Size([2, 1, 1, 2])) that is different to the input size (torch.Size([2, 1, 16, 2])). This will likely lead to incorrect results due to broadcasting. Please ensure they have the same size.
# tensor(0.)
```

I think broadcasting should be safe. What kind of incorrect results could happen in this case? I think broadcasting here is safe
Repository: PowerToys
Issue: [File Explorer] Add a warning that previously generated thumbnails won't disappear when disabled
Labels: Product-Settings,Product-File Explorer,Cost-Small

### Description of the new feature / enhancement

When one of the thumbnail plugins is disabled, the generated thumbnails won't get deleted, since Windows keeps a cache of these.
This is surprising for users, so an informational text near the enabling/disabling zone for Thumbnails in settings might be useful.

### Scenario when this would be used?

Extra Information when enabling/disabling thumbnail generators.

### Supporting information

https://github.com/microsoft/PowerToys/issues/13549#issuecomment-932614168
Repository: flutter
Issue: Video Player HDR Problem
Labels: platform-ios,p: video_player,package,has reproducible steps,P2,found in release: 2.5,team-ios,triaged-ios

Hi,

Video player plugin is not supporting HDR videos. When you try to play HDR video, it plays like SDR and different color.
You can try it video_player plugin's example, simply try to play any HDR video, you will notice different color video.

Video Player is top of AVPlayer and AVPlayer should play HDR videos automatically, but it didn't. I tried everything to find a workaround but no luck. Maybe https://developer.apple.com/news/?id=rwbholxw this helps.

Thanks,
Repository: material-ui
Issue: Snackbar + Menu/Dialog Accessibility
Labels: accessibility

We are hitting an screen reader accessibility issue...

**Scenario**
User is in a dialog or menu > Submit is clicked > Snackbar is presented but skipped by the screen reader and focus is returned to the dialog or menu trigger

**More details**
Seems like the returned focus to the dialog or menu is causing the role="alert" to be skipped