sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: npm start error
Labels: needs triage

C:\Users\Administrator\Desktop\my-app> npm start

> my-app@0.1.0 start C:\Users\Administrator\Desktop\my-app
> react-scripts start

internal/fs/utils.js:332
    throw err;
    ^

Error: ENOENT: no such file or directory, lstat 'C:\Users\Administrator\AppData\Local\Temp;C:'
    at Object.realpathSync (fs.js:1800:7)
    at Object.<anonymous> (C:\Users\Administrator\Desktop\my-app\node_modules\temp-dir\index.js:9:13)
Repository: pytorch
Issue: [feature request] Exponential moving average (EMA) of a tensor across a dimension
Labels: feature,triaged,module: numpy

### 🚀 The feature, motivation and pitch

If the dimension size is high, Python loop may be inefficient and maybe inplace computation graph (for efficiency) could confuse TorchScript.

In `pandas` this exists as `ewm()` function: https://pandas.pydata.org/docs/reference/api/pandas.DataFrame.ewm.html

In NumPy various reimpl methods exist (recurrent; truncated based on convolution): https://stackoverflow.com/questions/42869495/numpy-version-of-exponential-weighted-moving-average-equivalent-to-pandas-ewm


### Alternatives

Special APIs for returning convolution weights, e.g. https://docs.scipy.org/doc/scipy/reference/generated/scipy.ndimage.gaussian_filter1d.html, and the same for exponential weights. Then have a recipe/example in docs of using these weights to create an approximate exponential moving average via convolution.

Although maybe given that gaussian / ewm filtering is very popular, both APIs would be useful.

### Additional context

_No response_

cc @mruberry @rgommers
Repository: create-react-app
Issue: Multiple classes being mangled to "a"
Labels: needs triage,issue: bug report

### Describe the bug

I have a Base class called BaseModel, and multiple sub-classes like User, Foo, Bar, etc. They all extend BaseModel. The BaseModel class has some logic like:

```
static _instances = {};

constructor(initialData) {
    if (!BaseModel._instances[this.constructor.name]) {
      BaseModel._instances[this.constructor.name] = [];
    }
    BaseModel._instances[this.constructor.name].push(this);
}
```

This allows me to have a reference to all instances of the class. The problem is that deploying the app renames all sub-classes to "a" (instead of using "a", "b", etc. for different sub-classes). Hence, my `_instances` map has multiple model class instances under the same key, causing issues.

So I have:
```
class User extends BaseModel {}
class Foo extends BaseModel {}
class Bar extends BaseModel {}
```
But in production code, the `this.constructor.name` is "a" for all of them (User, Foo, Bar).

### Did you try recovering your dependencies?

N/A

### Environment

```
  current version of create-react-app: 5.0.0
  running from /Users/jashsayani/.npm/_npx/c67e74de0542c87c/node_modules/create-react-app

  System:
    OS: macOS 12.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 16.13.0 - /usr/local/bin/node
    Yarn: Not Found
    npm: 8.1.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 96.0.4664.110
    Edge: Not Found
    Firefox: Not Found
    Safari: 15.2
  npmPackages:
    react: ^17.0.1 => 17.0.1
    react-dom: ^17.0.1 => 17.0.1
    react-scripts: 4.0.1 => 4.0.1
  npmGlobalPackages:
    create-react-app: Not Found
```


### Steps to reproduce
1. Create class `BaseModel` and copy constructor from above.
2. Create sub-classes User, Foo, Bar, etc.
3. Create instances of User, Foo, Bar, etc. (`const f = new Foo();`)
4. Notice that value of `this.constructor.name` is "a" in constructor (when creating instance of Foo, Bar, etc.) with deploy build code (NOT local server)

### Expected behavior

Values of `this.constructor.name` should be "a", "b", "c", etc. based on different sub-classes

### Actual behavior

Creating instances of multiple sub-classes results in `this.constructor.name` to be "a".
Repository: react-native
Issue: [android] PlatformColor does not respond to dark | light mode changes on android ?
Labels: Platform: Android,Needs: Triage :mag:

### Description

PlatformColor on android does not pickup the correct color on theme changes as it does on IOS.

it's worth mentioning that `useColorScheme` does pick up the device theme correctly.

https://user-images.githubusercontent.com/19273413/147874550-5c5650e5-4c5e-465a-b15a-897726f93a78.mp4


### Version

66.4

### Output of `npx react-native info`

```bash
System:
    OS: macOS 11.6.1
    CPU: (8) x64 Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz
    Memory: 295.98 MB / 32.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.1 - /usr/local/bin/node
    Yarn: 1.22.15 - ~/.yarn/bin/yarn
    npm: 8.1.2 - ~/n/bin/npm
    Watchman: 2021.12.20.00 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.11.2 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 21.0.1, iOS 15.0, macOS 12.0, tvOS 15.0, watchOS 8.0
    Android SDK:
      API Levels: 28, 29, 30, 31
      Build Tools: 28.0.3, 29.0.2, 29.0.3, 30.0.2, 31.0.0
      System Images: android-29 | Google APIs Intel x86 Atom, android-29 | Google Play Intel x86 Atom
      Android NDK: Not Found
  IDEs:
    Android Studio: Arctic Fox 2020.3.1 Patch 3 Arctic Fox 2020.3.1 Patch 3
    Xcode: 13.1/13A1030d - /usr/bin/xcodebuild
  Languages:
    Java: 1.8.0_292 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 17.0.2 => 17.0.2
    react-native: 0.66.4 => 0.66.4
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```




### Steps to reproduce

after creating a react native project.

[1] create a `values-night/colors.xml` and `values/colors.xml` inside `android/app/src/main/res`

[2] add both dark mode and light mode colors to both `colors.xml` files accordingly.



```xml
<?xml version="1.0" encoding="utf-8"?>
<resources>
  <color name="text">#000000</color>
  <color name="background">#FFFFFF</color>
</resources>
```

```xml
<?xml version="1.0" encoding="utf-8"?>
<resources>
  <color name="text">#FFFFFF</color>
  <color name="background">#000000</color>
</resources>
```

[3] rebuild the app. 

[4] change your device theme from settings

observation: 
colors don't react to the device theme.

[5] try changing your device theme then reloading from dev menu.

observation: 
colors change & respect the device theme after reload.

[6] removing `uiMode` from `android:configChanges` inside inside `AndroidManifest.xml` does resolve the issue however it's performant ( the application would then be torn down and recreated with the theme change  ).

### Snack, code example, screenshot, or link to a repository

https://github.com/a-eid/platformColorAndroidIssue
Repository: godot
Issue: DOF Shape is in the wrong order
Labels: topic:rendering,documentation,topic:3d,performance

### Godot version

v4.0.dev.custom_build [d58dfd4a7]

### System information

Windows 11, Vulkan, Nvidia Quadro K2000 472.84

### Issue description

Bokeh Shape Box is actually Bokeh Shape Circle, and reverse.

### Steps to reproduce

Switch DOF on, and change Bokeh Shape between Circle and Box, note worse performance with Box compared to Circle, with better blur quality.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: add custom Style to (top level) Workspace Folders in File Explorer
Labels: feature-request,file-explorer

<!-- ⚠️⚠️ 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. -->
Please add a setting or make it the default to have root-level folders use a different background, so they stand out more.
After adding a few folders to my workspace and expanding some subfolders, the file explorer gets confusing, at least to my eye.

![vscode](https://user-images.githubusercontent.com/10578906/150111947-9199b9a5-fed3-4d07-b38b-73cd0431e0b5.png)
Repository: create-react-app
Issue: CRA 5.0 show webpack's log
Labels: needs triage

![image](https://user-images.githubusercontent.com/17702287/147878970-2e1d422a-d6db-428e-9c6a-e08ac026912d.png)

In previous version, the webpack's log is hidden.
In CRA 5.0 the webpack's log is shown.

I don't know if this is a feature or a bug.
Repository: excalidraw
Issue: support resizing by grabbing bounding box edge
Labels: enhancement

No reason restricting resizing only to handles. In fact, we can remove the n/e/s/w handles if support this.

The three main use cases are:

1. Element is too large and the handles are off-screen
2. Element is too small and we don't show the handles
3. Improve resizing UX in general

Figma:

![figma-resize-by-edge](https://user-images.githubusercontent.com/5153846/147880325-37d575cd-996c-4463-9b0d-19264e173a8f.gif)
Repository: create-react-app
Issue: `npm start` variable `BROWSER` is not working. 
Labels: needs triage,issue: bug report


#### package.json
```json
"scripts": {
    "start": "BROWSER=chrome react-scripts start"
}
```
It works in CRA v4.x.
But it doesn't work in CRA v5.0.0
It opens with the default browser (Firefox). 
<br />
#### Environment
Windows 10
WSL 2
node v14.16.0
npm v6.14.11
Repository: godot
Issue: EditorScenePostImportPlugin doesn't show correct types for its methods
Labels: bug,documentation,topic:import

### Godot version

bc2445d

### System information

W10

### Issue description

EditorScenePostImportPlugin has a few virtual methods that take `int` argument called `category`. The problem is that it should actually be `InternalImportCategory` enum value.

This might apply to all virtual methods. Seems like you can't just use enum, so either some special hacks are needed to support enums or they should be mentioned in the docs. The method docs for EditorScenePostImportPlugin are rather lacking and don't use proper formatting.

### Steps to reproduce

1. Check the docs for EditorScenePostImportPlugin methods, specifically the virtual ones
2. They use some `category` int. What is this random int? Who knows

### Minimal reproduction project

_No response_
Repository: flutter
Issue: [Proposal]Add InteractiveViewer top/bottom screen bounds while zooming when it is a child of other widgets
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

Currently, when zooming into the child of an InteractiveViewer widget, the child can be panned completely out of the top and bottom of the viewport when zoomed in far enough (5x or more), resulting in a completely black screen.

There should be an option to enable additional screen bounds so that, when zooming into a child, under no circumstances can the child move out of the viewport. It should bounce back once *any* child edge hits the edge of the screen, not just the left or right edge of the child.

## Proposal

![image](https://user-images.githubusercontent.com/17222640/147884647-427d02a7-249e-4dff-8465-fe05c222b316.png)
Repository: pytorch
Issue: Behavior of torch.nn.functional.interpolate with unchanged output size and recompute_scale_factor=False
Labels: module: nn,triaged,module: interpolation

### 📚 The doc issue

I ran across some unexpected behavior in using [`torch.nn.functional.interpolate`](https://pytorch.org/docs/stable/generated/torch.nn.functional.interpolate.html):
When the output is the same shape as the input, the values remain the same, even if recompute_scale_factor=False
(for 2D or 3D interpolation, the values are resampled across the dimensions that change, but not those that don't)

```python3
>>> import torch
>>> a = torch.tensor([1.0, 2.0, 3.0], dtype=torch.float).view(1, 1, 3)
>>> b = torch.tensor([1.0, 2.0, 3.0, 4.0], dtype=torch.float).view(1, 1, 4)
# Since the output length doesn't change, the output values aren't resampled
>>> torch.nn.functional.interpolate(a, scale_factor=1.3, mode="linear", align_corners=False, recompute_scale_factor=False)
tensor([[[1., 2., 3.]]])
# Since the output length does change, the output values are resampled
>>> torch.nn.functional.interpolate(b, scale_factor=1.3, mode="linear", align_corners=False, recompute_scale_factor=False)
tensor([[[1.0000, 1.6538, 2.4231, 3.1923, 3.9615]]])
```

If this is expected behavior, it would be great if it could be documented.

Thanks!

### Suggest a potential alternative/fix

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345
Repository: godot
Issue: No FPS with Android-One-Click-Deploy on Windows
Labels: bug,platform:android,topic:editor,needs testing,regression,topic:export

### Godot version

3.4.x

### System information

Win 8.1, GLES 2.0, AMD HD7900 Series / Android 7, Huawei P8 lite 2017

### Issue description

When running an Android game on the device via one-click-deploy the output console on the PC doesn't print out the fps anymore. This would work in 3.3 and 3.2 when activated in the project settings.

### Steps to reproduce

- go to project settings -> debug -> settings -> Stdout / Print Fps ON
- install export templates, configure android export (debug keystore, android sdk, all that good stuff)
- check one click deploy in android export settings
- connect android device to PC via USB
- download drivers when necessary
- enable developer mode on android device
- click on cute android button in the Godot "play project menu bar"
- > output window stays closed, doesn't show anything either
- > expected behavior: prints fps

### Minimal reproduction project

_No response_
Repository: godot
Issue: When importing mesh objects as seperate files, gltf filename should not be included in the name (godot 3.3+, godot 4+)
Labels: discussion,topic:import,topic:3d

### Godot version

godot 3.4+, godot 4.0

### System information

Windows 10

### Issue description

When importing gltf files you can import materials, animations and meshes as separate files.
The meshes get gltf filename and underscore as a prefix, and the name after the prefix is wrong because the name should be from mesh object, not mesh data object. If you have a lot of meshes it's just wrong and very distracting, especially if you have a long gltf file name.
This is also inconsistent as for animations and materials the names are correct as they don't get an unnecessary prefix of the gltf filename + underscore.


### Steps to reproduce

1. import .gltf with separate objects
2. look at names of resulting .mesh files


### Minimal reproduction project

_No response_
Repository: rust
Issue: Error message for accessing associated type on concrete type is misleading
Labels: A-diagnostics,T-compiler,C-bug

<!--
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
type Foo = u8::AssocTy;

trait Bar {
  type AssocTy;
}

impl Bar for u8 {
  type AssocTy = u8;
}
```

I expected to see this happen: Compiler emits an error reporting that I cannot access associated types from concrete types, and must use fully-qualified syntax to specify the desired trait.

Instead, this happened: Compiler emits an error reporting that `AssocTy` is ambiguous:

```
error[E0223]: ambiguous associated type
 --> src/main.rs:1:12
  |
1 | type Foo = u8::AssocTy;
  |            ^^^^^^^^^^^ help: use fully-qualified syntax: `<u8 as Trait>::AssocTy`
```

This made me wonder why it's ambiguous, since there's only one trait implemented for `u8` that has that type name. The suggestion only added more confusion, because it only shows a placeholder trait name instead of listing the actual names of potential traits. I thought that maybe there was another trait implemented for `u8` that used the same associated type name, until I realized that you must specify the trait name when accessing an associated type from a concrete type.

Note that this error message is also emitted for non-existent associated types, and even for types that are specified with invalid syntax. See more examples in [this UI test](https://github.com/rust-lang/rust/blob/8f3238f898163f09726c3d2b2cc9bafb09da26f3/src/test/ui/did_you_mean/bad-assoc-ty.stderr).

Related to #59225.

### 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`:
```
1.59.0-nightly

(2022-01-01 c145692254e86974941f)
```
Repository: terminal
Issue: Unable to select text after exiting vim from git
Labels: Product-Conhost,Area-Server,Issue-Bug,Priority-2

### Windows Terminal version

Unable to reproduce in wt

### Windows build number

10.0.19043.1415

### Other Software

[Git 2.34.1](https://github.com/git-for-windows/git/releases/download/v2.34.1.windows.1/Git-2.34.1-64-bit.exe)
[Vim 8.2.3951](https://github.com/vim/vim-win32-installer/releases/download/v8.2.3951/gvim_8.2.3951_x64.exe)  (Note: Issue does not occur using vim bundled with git.)

### Steps to reproduce

1. Run `cmd` or `pwsh`
2. Observe that text can be selected with the mouse.
3. Run `git -c core.editor=C:\\Windows\\vim.bat config --system --edit`
4. Type `:q` to exit vim.
5. Observe that text can not be selected with the mouse.

### Expected Behavior

Text would be selectable, as it was before running git/vim.

### Actual Behavior

Text is not selectable without switching to mark mode.
Repository: node
Issue: Garbage Collection performance events have startTime values that aren't consistent with earlier versions.
Labels: perf_hooks

### Version

v16.13.1

### Platform

Darwin halcyon 20.6.0 Darwin Kernel Version 20.6.0: Mon Aug 30 06:12:21 PDT 2021; root:xnu-7195.141.6~3/RELEASE_X86_64 x86_64

### Subsystem

performance

### What steps will reproduce the bug?

``` js
// repro.js

const { PerformanceObserver, performance } = require('perf_hooks');

(function watch_gc(){

   console.log("performance.now():  ", performance.now());

   const gc_observer = new PerformanceObserver(function(items){
      items.getEntries().forEach(function(e){ 
         console.log("gc_event.startTime: ", e.startTime);
      });
   });

   gc_observer.observe({ entryTypes: ['gc'] });
   performance.measure('gc');

   setTimeout(function(){
      const a = Array(1_000_000);
      for(let i = 0; i < a.length; i++){
         a[i] = i;
      }
      const aj = JSON.stringify(a);
      const ao = JSON.parse(aj);
   }, 10);

})();
```

### How often does it reproduce? Is there a required condition?

Reproduces every time.

### What is the expected behavior?

```
# nvm run 14 repro.js
Running node v14.16.0 (npm v6.14.11)
performance.now():   30.141408920288086
gc_event.startTime:  57.791597
gc_event.startTime:  66.010531
gc_event.startTime:  75.778828
gc_event.startTime:  83.907098
gc_event.startTime:  109.8279
gc_event.startTime:  120.04116
gc_event.startTime:  155.110458
```


### What do you see instead?

```
# nvm run 16 repro.js
Running node v16.13.1 (npm v8.1.2)
performance.now():   28.35008192062378
gc_event.startTime:  3103256681.180727
gc_event.startTime:  3103256684.168806
gc_event.startTime:  3103256699.37817
gc_event.startTime:  3103256702.559265
gc_event.startTime:  3103256734.279041
gc_event.startTime:  3103256739.367369
gc_event.startTime:  3103256774.450093
```


### Additional information

In earlier versions (at least in 14) you could correlate GC startTime runs with other performance.now() values and detect when the GC ran during your code. It was helpful, or at least made sense.

Maybe this is getting passed straight from v8 and it's a system timestamp of some sort, but if it is, I can't figure out a way to make it sensible.

Thanks for any help with this. Let me know if you need more information.

Best,

Kendrick
Repository: neovim
Issue: API: nvim_get_mode(): return command-line type
Labels: enhancement,api,needs:discussion

### Feature already in Vim?

N/A (Nvim API)

### Feature description

Sometimes `nvim_get_mode()` doesn't return enough information to indicate the current mode, especially when in command-line mode (ref <https://github.com/vim/vim/issues/6127>, #11846), where `mode` returned by `nvim_get_mode()` sometimes doesn't start with `c`. A solution to this I can think of is to also return command-line type (`getcmdtype()`) from `nvim_get_mode()`. This will enable one to correctly tell whether the current mode is command-line mode from a fast API. However, introducing a new key to `nvim_get_mode()` will require modifying a lot of functional tests.
Repository: rust
Issue: In Impl Trait for T with associated type that = T, bounds do not recognize that T impls Trait
Labels: A-associated-items,T-compiler,C-bug,S-bug-has-test,A-trait-objects

This compiles and runs: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=0b6a35cad2587fe5d1d4cdb30e94aa47

However this doesn't: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=4e6a1dc742260b4754b540349099fcb3

The first bound seems to be "forgotten" when the second bound is added. A few folks on the rust discord suggested this may be a bug. It appears to be the case in both nightly and stable.

It appears to be the case even without const generics: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=1a12aaeb3addf903f722337a576747b3

Stable version: 1.57.0
Nightly version: 1.59.0-nightly (2022-01-01 c145692254e86974941f)
Repository: flutter
Issue: Prevent the entire navigation stack from being rebuilt from dependency changes
Labels: framework,f: routes,c: proposal,P3,team-framework,triaged-framework

I have the problem that all widgets in a navigator stack are rebuilt when e.g. the MediaQuery changes (opening the keyboard).
If there are many routes in the navigator it can cause the app to start janking, even though every single build method of a single route would only take about 2-3 ms. 

**Wouldn't it be possible to teach the navigator to update routes with the "newest" dependencies only when a route becomes visible again?** 

It doesn't really make sense to rebuild the whole app on an opening keyboard when only one page is visible.

If I have overlooked something how to solve this problem I would be very grateful for suggestions.
Repository: rust
Issue: Array copy const fn is surprisingly slow
Labels: A-array

The following program is surprisingly slow, taking over 10 seconds to compile on my machine, even with `-Zmir-opt-level=3`
```rs
#![feature(const_eval_limit)]
#![const_eval_limit = "10000000"]
fn main() {
    const MB: usize = 1024 * 1024;
    const L: usize = MB;
    const DATA: [u8; L] = [3; L];
    const TEST: [u8; L] = test(&DATA);

    const fn test(data: &[u8]) -> [u8; L] {
        let mut ret = [0u8; L];
        let mut i = 0;
        loop {
            if i >= data.len() {
                break;
            }
            ret[i] = data[i];
            i = i + 1;
        }
        ret
    }
    println!("{}", TEST[1024]);
}
```

I wrote a const fn bmp parser and when I tried using it on a 6mb 1080x1920 image it made cargo check take 10+ minutes, and it is mostly copying an array element by element. I wrote this small sample for which I think the problem is basically the same. The full thing is here if anyone wants to look at it https://gist.github.com/nico-abram/21087e54d21883fd2d72eeee55675d6a

The following version using `ptr::copy_nonoverlapping` is *much* faster, taking under 2 seconds on my machine for a 7 MiB array.
```rs
#![feature(const_mut_refs)]
#![feature(const_intrinsic_copy)]
fn main() {
    const MB: usize = 1024 * 1024;
    const L: usize = 7 * MB;
    const DATA: [u8; L] = [3; L];
    const TEST: [u8; L] = test(&DATA);

    const fn test(data: &[u8]) -> [u8; L] {
        let mut ret = [0u8; L];
        unsafe { std::ptr::copy_nonoverlapping(data.as_ptr(), &mut ret as *mut _, data.len()) };
        ret
    }
    println!("{}", TEST[1024]);
}
```

nightly version used: rustc 1.59.0-nightly (f8abed9ed 2021-12-26)