sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Bracket pair colorization: op-in-flag to only colorize on focus
Labels: feature-request,bracket-pair-colorization

There should be a flag where any brackets remain at their original colour (let's say a 33% white on black), unless the bracket is in focus.

Reasoning: Brackets can be noise in code that make it hard to see what is going on, but at other times understanding which brackets pair up is crucial.

Bracket pair colorization should because of this have an opt-in feature where, once bracket pair colorization is enabled, given that new flag is toggled on, only render for the current context.

A context here means a logical block of code wrapped by brackets.

```
{foo} // 2 contexts, `:root` and within `:root > {`
{(true)} // 3 contexts, `:root`, `:root > {` and `:root > { > (`
```

```json
"editor.bracketPairColorization.enableOnlyOnFocusOf": "brackets"
```

^ Colorizes brackets of this context and any children of that context if the cursor is before or after a given bracket:


```json
"editor.bracketPairColorization.enableOnlyOnFocusOf": "context"
```

^ Colorizes brackets of this context and any children of that context if the cursor is within a given context:


Essentially for both flags any code outside of a context in focus (cursor) would not colorize.
The code inside would colorize based on if there is a focus (cursor) on/around a backet or, for the 2nd flag value, context.

* * *

```json
"editor.bracketPairColorization.enableOnlyOnFocusOfTriggeredByHover": true
```

^ Would enable pair colouring while hovering with the mouse so you don't need to click to see how things pair up.
Repository: opencv
Issue: A bug when I use the VideoCapture.set() (through opencv-python)
Labels: duplicate

#### System information (version)

- Windows10 64 Bit
- opencv-python: 4.5.1.48

#### Detailed description
``` python
video = cv.VideoCapture(path)
video.set(cv.CAP_PROP_POS_FRAMES, num)
ret, frame = video.read()
```
If I set the same `num`, the `frame` should be the same.
**BUT if the FPS of a video is about 60, the `frame`s in the same `cv.CAP_PROP_POS_FRAMES` after two set operations are different!!**

#### Steps to reproduce

A way to reproduce:
``` python
video = cv2.VideoCapture(path)
num = 123
i = 0
while True:
    ret, frame = video.read()
    if video.get(cv2.CAP_PROP_POS_FRAMES) == num:
        i+=1
        cv2.imshow(str(i), frame)
        cv2.waitKey(0)
        video.set(cv2.CAP_PROP_POS_FRAMES, A_NUMBER)
return
```
If `A_NUMBER` is more than 0, the two frames will be different (maybe this number should big enough to observe the differences easier, i.e. 200)
Repository: rust
Issue: Tracking Issue for `Thread::{into_raw, from_raw}`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(thread_raw)]`

This is a tracking issue for `Thread::into_raw` and `Thread::from_raw`.

These functions allow conversions between a `Thread` and a raw pointer, which is useful in concurrent code as it allows storing a `Thread` in an `AtomicPtr`.

### Public API

```rust
// std::thread

impl Thread {
    fn into_raw(self) -> *const ();
    unsafe fn from_raw(ptr: *const ()) -> Thread;    
}
```

### Steps / History

- [x] ACP: https://github.com/rust-lang/libs-team/issues/200
- [ ] Implementation: #97524
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- Do we want to commit to guaranteeing that `Thread` can always be represented as a pointer/integer?
Repository: godot
Issue: Graphical glitches when using Refraction on SpatialMaterial with 2 directional lights
Labels: bug,topic:rendering,topic:3d

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Windows 10, GLES3, NVIDIA GeForce GTX 1060 6GB

### Issue description

There seems to be a rendering issue with SpatialMaterials that use transparent textures and refraction. I recently noticed this issue when working on a personal project.

This occurs under the following conditions:
- When a mesh has a SpatialMaterial that has a transparent texture, refraction enabled and uses a roughness value greater than 0
- **and** the scene includes 2 directional lights
- **and** the scene includes a WorldEnvironment node that does not use the default environment.

Changing settings inside of the WorldEnvironment also gives weird results. Strangely, when one of the DirectionalLights is disabled or the WorldEnvironment is reset to the default environment or removed, the issue goes away.

Also, things inside of the mesh (like the 3d gizmo) become invisible.

I included a minimal reproduction project below.

This is the issue inside my project:
https://youtu.be/F_fsCOGInJY

And this is how it looks inside the minimal reproduction project:
https://youtu.be/jcZdoQNGPgQ

### Steps to reproduce

- Open reproduction project
- Open Spatial.tscn
- Disable one of the directional lights -> issue goes away
- Remove WorldEnvironment -> issue goes away

### Minimal reproduction project

[Glitch.zip](https://github.com/godotengine/godot/files/8793810/Glitch.zip)
Repository: vscode
Issue: Dedicated key/command for word-based suggestions
Labels: feature-request,suggest

<!-- ⚠️⚠️ 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. -->
In #21611 there's a lot of discussion about providing word-based suggestions along with IntelliSense. While this idea comes with unique challenges, I propose an alternative which might still be helpful to some people and also provides a (temporary) workaround for the mentioned issue.

Adding a dedicated key/command to bring up only word-based suggestions. This should work independent of the language that is used, as well as independent of any language servers that is enabled. The main reason for this is responsiveness. Especially with the C/C++ language server I sometimes have to wait multiple seconds for the suggestions to pop up, just to see that the wanted string is not listed. But word-based suggestions finds it instantly since that string is already in the same file.
Repository: youtube-dl
Issue: [YouTube] Failed to parse JSON with content flagged as "inappropriate"
Labels: broken-IE,pending-fixes

- [x ] I'm reporting a broken site support issue
- [x ] I've verified that I'm running youtube-dl version **2021.12.17**
- [x ] I've checked that all provided URLs are alive and playable in a browser
- [x ] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x ] I've searched the bugtracker for similar bug reports including closed ones
- [x ] I've read bugs section in FAQ

```ShellSession
youtube-dl -s -v https://www.youtube.com/watch?v=L4nyWlYga_w

[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['-s', '-v', 'https://www.youtube.com/watch?v=L4nyWlYga_w']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, pref UTF-8
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.8.10 (CPython) - Linux-5.4.0-113-generic-x86_64-with-glibc2.29
[debug] exe versions: ffmpeg 4.2.4, ffprobe 4.2.4
[debug] Proxy map: {}
[youtube] L4nyWlYga_w: Downloading webpage
WARNING: [youtube] L4nyWlYga_w: Failed to parse JSON Unterminated string starting at: line 1 column 52939 (char 52938)
[youtube] L4nyWlYga_w: Downloading API JSON
ERROR: The following content has been identified by the YouTube community as inappropriate or offensive to some audiences.
Traceback (most recent call last):
  File "/usr/local/lib/python3.8/dist-packages/youtube_dl/YoutubeDL.py", line 815, in wrapper
    return func(self, *args, **kwargs)
  File "/usr/local/lib/python3.8/dist-packages/youtube_dl/YoutubeDL.py", line 836, in __extract_info
    ie_result = ie.extract(url)
  File "/usr/local/lib/python3.8/dist-packages/youtube_dl/extractor/common.py", line 534, in extract
    ie_result = self._real_extract(url)
  File "/usr/local/lib/python3.8/dist-packages/youtube_dl/extractor/youtube.py", line 1731, in _real_extract
    raise ExtractorError(reason, expected=True)
youtube_dl.utils.ExtractorError: The following content has been identified by the YouTube community as inappropriate or offensive to some audiences.
```
Intermittent Error: "Failed to parse JSON Unterminated string starting at: line 1 column" ; "The following content has been identified by the YouTube community as inappropriate..."

this error occurs intermittently on videos placed in "Limited State" (like above), run from a server in the USA.

other examples:
youtube-dl -s -v https://www.youtube.com/watch?v=QVw4oV8ECaY
youtube-dl -s -v https://www.youtube.com/watch?v=k2zf5dpTZws
Repository: node
Issue: Static and dynamic imports inside loader code should have same behaviour
Labels: confirmed-bug,module,loaders

I have been playing around with the loaders API in NodeJS and found an inconsistency which caused me some problems:

If a loader imports another module using a static import, that import will not be processed through the loader (this wouldn't be possible, so is expected behaviour). However, if the loader uses a dynamic import, that import _will_ be processed by the loader (even if the same import was previously referenced statically).

## Example

### index.mjs

```js
#!/usr/bin/env node --experimental-loader ./loader.mjs

import a from './imported.mjs';
console.log(a);
```

### imported.mjs

```js
export default '<imported: preprocessing-result-here>';
```

### loader-imported.mjs

```js
export default '<loader-imported: not processed>';
```

### loader.mjs

```js
import { readFile } from 'fs/promises';

import staticImport from './loader-imported.mjs';

export async function load(url, context, defaultLoad) {
  if (url.includes('loader-imported.mjs')) {
    const raw = await readFile(new URL(url).pathname, 'utf-8');
    return { format: 'module', source: raw.replace(/not processed/g, 'processed') };
  }
  if (url.includes('imported.mjs')) {
    const { default: dynamicImport } = await import ('./loader-imported.mjs');
    const raw = await readFile(new URL(url).pathname, 'utf-8');
    return { format: 'module', source: raw.replace(/preprocessing-result-here/g, 'processed with static: ' + staticImport + ', dynamic: ' + dynamicImport) };
  }
  return defaultLoad(url, context, defaultLoad);
}
```

### Result

> ```
> <imported: processed with static: <loader-imported: not processed>, dynamic: <loader-imported: processed>>
> ```

### Expectation

For my use-case, I would prefer if loaders were considered entirely separate; never operating on their own imports (regardless of whether they are static or dynamic), i.e.:

> ```
> <imported: processed with static: <loader-imported: not processed>, dynamic: <loader-imported: not processed>>
> ```

---

For more general context: I am using loaders to apply customisable pre-processing stages during a test run. So for example, if the user wishes to run the code through Babel before executing, the loader will dynamically import Babel and apply it. But they might choose to use TSC instead, or something else, so dynamic imports are used to avoid hard dependencies on tools the user isn't using. Another possible approach would be to have entirely separate loaders per tool but that gets a bit messy.
Repository: flutter
Issue: OpenContainer should support partial-screen transitions
Labels: c: new feature,package,c: proposal,p: animations,team-ecosystem,P3,triaged-ecosystem

## Use case

I'm working on a floating action button that transforms into a popup menu using the container transform pattern [described in the Material Design spec](https://material.io/design/motion/the-motion-system.html#container-transform). See the example 1 in the video below for the effect I'm trying to achieve. The official [animations](https://pub.dev/packages/animations) package offers [`OpenContainer`](https://pub.dev/documentation/animations/latest/animations/OpenContainer-class.html), but it only supports containers that grow to fill the whole screen.

The Material spec says:
> The container transform pattern can also be applied to transitions that occupy only part of the screen, and do not expand into a full-screen view.

**Video:**

https://user-images.githubusercontent.com/1127641/170892949-5674f794-7cca-43e4-8ee5-c29567c1023b.mp4


## Proposal

Flutter should support container transforms that occupy only part of the screen, since this is a fundamental part of Material Design's motion system. It seems appropriate that the official `animations` package should provide this.

`OpenContainer` could be modified to support this with a new parameter like `fillsScreen`, which could default to `true` for backwards compatibility. With the flag enabled, the widget could perform the layout for the opened container at the beginning of the transition in order to compute its intrinsic size, and use that for the size tween, rather than the full size of the `Navigator`.

A couple of downsides to this approach:
- It doesn't account for the case where the content changes size once the container is opened
- Not all transforming containers should be separate routes (see the official example of a FAB that expands into a persistent media player). Maybe this should be treated as a separate problem that OpenContainer shouldn't support.

I'd be interested in trying my hand at submitting a PR, if this is something the team is open to.
Repository: vscode
Issue: Loading 256kb file takes 15 seconds on a powerful machine
Labels: bug,important,freeze-slow-crash-leak,perf,editor-rendering

Something about decorations is causing this performance regression:

![image](https://user-images.githubusercontent.com/2193314/170898754-6d50403a-56f7-4288-bdea-304df92845dc.png)

This was on Windows 11, latest insiders (6428d0fc), happens when disabling all extensions too. Here's the file I was using:
[flag_b16.json.zip](https://github.com/microsoft/vscode/files/8794636/flag_b16.json.zip)
Repository: vscode
Issue: Continue improving "Run and Debug" experience
Labels: debug,under-discussion

The "Run and Debug" experience with no launch.json and no open editor could be improved further. See notes from https://github.com/microsoft/vscode/issues/146338#issuecomment-1128248014. Also,

- The last selected dynamic debug config should not be remembered - this can be fixed
- Maybe, always show welcome view when not debugging?
- Look at how to avoid activating some extensions when pressing Run and Debug
- Can the package.json contrib point for initial configurations be deprecated in favor of dynamic configurations?
Repository: godot
Issue: Mesh with blendshapes flickers explosion shapes when there exists other mesh instance
Labels: bug,topic:rendering,topic:thirdparty,needs testing,topic:3d

### Godot version

3.4.2stable and 3.5beta

### System information

Windows10,  i7-1165G7, Intel(R) Iris(R) Xe Graphics, GLES3

### Issue description

After importing a glb model into a scene, if the model has multiple mesh instances and at least one mesh instance has blendshapes than the scene will continuously flicker explode fragment shapes.
To avoid this problem, either to turn off the visiblility of mesh with blendshapes or to turn off all the other mesh instances.
May strongly related to the hardware because we don't have this problem on other types of GPU platforms.

1. Normal( in other PC with HD520)
![image](https://user-images.githubusercontent.com/106500162/170909109-60babff5-b4a4-4bc9-a691-9e693d227935.png)
2. display abnormal in the running window
![bug_when_running](https://user-images.githubusercontent.com/106500162/170908902-1ec0266f-33c7-44fe-872f-553efc18b9e7.png)

### Steps to reproduce

Import a glb model with multiple mesh instances and at least one of the mesh instances has blendshapes into a scene.
And rotate or zoom it in the scene.

### Minimal reproduction project

Later I will upload...
Repository: flutter
Issue: [WEB] Text editing IME inconsistency
Labels: c: crash,engine,a: internationalization,platform-web,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,customer: chilli,team-web,triaged-web

I was doing some recent manual verification of Super Editor editing on Web via IME. I started receiving error logs like the following:

```
Error: Assertion failed: org-dartlang-sdk:///flutter_web_sdk/lib/_engine/engine/text_editing/text_editing.dart:431:10
replacedRange.start <= originalText.length && replacedRange.end <= originalText.length
is not true
    at Object.throw_ [as throw] (http://localhost:62307/dart_sdk.js:5080:11)
    at Object.assertFailed (http://localhost:62307/dart_sdk.js:5005:15)
    at Object._replace (http://localhost:62307/dart_sdk.js:192844:105)
    at Function.inferDeltaState (http://localhost:62307/dart_sdk.js:185414:38)
    at _engine.GloballyPositionedTextEditingStrategy.new.handleChange (http://localhost:62307/dart_sdk.js:178091:66)
    at Object._checkAndCall (http://localhost:62307/dart_sdk.js:5279:16)
    at Object.dcall (http://localhost:62307/dart_sdk.js:5284:17)
    at HTMLTextAreaElement.<anonymous> (http://localhost:62307/dart_sdk.js:109003:100)
```

The error indicates some kind of replacement range mismatch, but the stack trace doesn't help me root-cause the problem. I don't know if this is a range issue that Super Editor is causing, or if there's a legitimate IME bug on Web.

I don't have a precise set of reproduction steps, but generally speaking, if I enter a compound character like ü, delete it, and then continue typing and deleting, I'll trigger the above situation.

I haven't seen this issue when making similar changes on Mac desktop.

Flutter version:
```
Flutter 3.0.1 • channel stable • https://github.com/flutter/flutter.git
Framework • revision fb57da5f94 (10 days ago) • 2022-05-19 15:50:29 -0700
Engine • revision caaafc5604
Tools • Dart 2.17.1 • DevTools 2.12.2
```
Repository: storybook
Issue: Support for Astro components
Labels: feature request,astro

**Is your feature request related to a problem? Please describe**
Astro is a new framework focusing on mostly static sites. It has its own template syntax, very much like jsx.

**Describe the solution you'd like**
Add ability to include .astro components in your Storybook.

**Are you able to assist to bring the feature to reality?**
I don't believe I will have the bandwidth / ability to do that - but flagging since I assume more people may be interested.

**Additional context**
https://astro.build
Repository: pytorch
Issue: RuntimeError: Event device type CUDA does not match blocking stream’s device type CPU 
Labels: module: autograd,module: cuda,module: tests,triaged

### 🐛 Describe the bug

when I do the unittest of test_autograd.py on pytorch1.11.0, it throw an RuntimeError: Event device type CUDA does not match blocking stream’s device type CPU. I want to know what causes this error.

```
Traceback (most recent call last):
  File "/root/.local/lib/python3.7/site-packages/torch/testing/_internal/common_utils.py", line 1754, in wrapper
    method(*args, **kwargs)
  File "/root/.local/lib/python3.7/site-packages/torch/testing/_internal/common_utils.py", line 1754, in wrapper
    method(*args, **kwargs)
  File "/root/.local/lib/python3.7/site-packages/torch/testing/_internal/common_device_type.py", line 389, in instantiated_test
    raise rte
  File "/root/.local/lib/python3.7/site-packages/torch/testing/_internal/common_device_type.py", line 376, in instantiated_test
    result = test(self, **param_kwargs)
  File "/root/.local/lib/python3.7/site-packages/torch/testing/_internal/common_device_type.py", line 939, in multi_fn
    return fn(slf, devices, *args, **kwargs)
  File "pytorch/test/test_autograd.py", line 8644, in test_backward_device
    Identity.apply(v).backward()
  File "/root/.local/lib/python3.7/site-packages/torch/_tensor.py", line 363, in backward
    torch.autograd.backward(self, gradient, retain_graph, create_graph, inputs=inputs)
  File "/root/.local/lib/python3.7/site-packages/torch/autograd/__init__.py", line 175, in backward
    allow_unreachable=True, accumulate_grad=True)  # Calls into the C++ engine to run the backward pass
RuntimeError: Event device type CUDA does not match blocking stream's device type CPU.
```

### Versions

PyTorch version: 1.11.0a0
Is debug build: False
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: 4.3.22211

OS: CentOS Linux 7 (Core) (x86_64)
GCC version: (GCC) 7.3.1 20180303 (Red Hat 7.3.1-5)
Clang version: 14.0.0 
CMake version: version 2.8.12.2

Is CUDA available: True



cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @ngimel @mruberry
Repository: pytorch
Issue: is the issue resolved? windows not pytorch_jni in path
Labels: oncall: java

### 🐛 Describe the bug

same question in https://github.com/pytorch/pytorch/issues/44363

is it resolved? how can i download the new version code or Pom.xml by java code style
i have a idea :
    1.like djl ，it automatically download when the service start;
    or 2. give the full relation packages i download it by myself
Repository: flutter
Issue: Unexpected backspace behavior via IME with composing character
Labels: a: text input,engine,platform-mac,a: internationalization,a: desktop,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,fyi-text-input,team-macos,triaged-macos

There's an unexpected behavior when pressing `backspace` after a character that's being composed.

Steps:

1. Place a caret in a text field or any other IME text entry widget
2. Press `opt+u` to create a composing character: "¨"
3. Press `backspace`

Expected behavior: the composing character should be gone, the text should be empty: ""

Actual behavior: the composing character stays. It takes a 2nd backspace to delete it: "¨"

The expected behavior can be seen here in a GitHub text entry.
Repository: godot
Issue: HTML5 Exports Crash on iOS Devices with 1GB of RAM
Labels: platform:web,platform:ios,documentation,crash,topic:export

### Godot version

3.4.4

### System information

iPhone 6 iOS 12.5.5 GLES2 - HTML5 Export

### Issue description

Mobile iOS Devices with less than 1GB of available System Memory (RAM) will crash after running projects for longer than 35-60 Seconds. I have attached a minimal reproduction project with a couple of setting tweaks for better mobile performance and compatibility. The minimal project contains no extra assets and will crash after running in the Safari Browser of the aforementioned device regardless of input or the currently running scene. The issue seems to stem from memory usage since the later model iPhone 6s with 2GB of available RAM does not appear to have this issue.

The device being tested is an iPhone 6 Model number A 1586

### Steps to reproduce

Export the project for the target HTML5 platform (Or host the provided export), make sure Mobile and Desktop are both checked, after hosting the build locally using any simple HTTP hosting software the project can be run on any target device's browser. Simply opening and running the engine for a brief period will cause the game to crash without logging any errors or bugs. The project has been checked for memory leaks and is clean. 

### Minimal reproduction project

[Memory Limit Crash Test.zip](https://github.com/godotengine/godot/files/8796667/Memory.Limit.Crash.Test.zip)
[Test Project Export.zip](https://github.com/godotengine/godot/files/8796668/Test.Project.Export.zip)