sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Session of Google Colab crashes when `torch.utils::SummaryWriter` is called after importing `torchaudio`
Labels: high priority,module: crash,triaged,module: tensorboard

### 🐛 Describe the bug

I faced a session crash by running the following script on Google Colaboratory:

```python
import torchaudio
from torch.utils.tensorboard import SummaryWriter

writer = SummaryWriter() # session crashes
```

I'm not sure this bug is due to `pytorch`,  `torchaudio`, or Google Colab.

You can reproduce the crash by running https://gist.github.com/tky823/838b9bf3722c686213853e31aa3f1c1e

### Notes
I didn't face this bug by changing the order of imports, i.e.

```python
from torch.utils.tensorboard import SummaryWriter
import torchaudio

writer = SummaryWriter() # session works!
```

### Versions

```
Collecting environment information...
PyTorch version: 1.12.1+cu113
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.6 LTS (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: 6.0.0-1ubuntu2 (tags/RELEASE_600/final)
CMake version: version 3.22.6
Libc version: glibc-2.26

Python version: 3.7.13 (default, Apr 24 2022, 01:04:09)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.4.188+-x86_64-with-Ubuntu-18.04-bionic
Is CUDA available: False
CUDA runtime version: 11.1.105
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.0.5
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.21.6
[pip3] torch==1.12.1+cu113
[pip3] torchaudio==0.12.1+cu113
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.13.1
[pip3] torchvision==0.13.1+cu113
[conda] Could not collect
```

cc @ezyang @gchanan @zou3519
Repository: go
Issue: sync: improve Map performance with lock free list
Labels: Performance,NeedsInvestigation

Reference -> https://github.com/alphadose/haxmap

Hashing algorithm used -> https://github.com/Cyan4973/xxHash

Map buckets were implemented using [Harris lock-free list](https://www.cl.cam.ac.uk/research/srg/netos/papers/2001-caslists.pdf)
Repository: PowerToys
Issue: (Re)-enable editing of the Quick Link ('Power User') Win+X menu in Windows 11
Labels: Needs-Triage

### Description of the new feature / enhancement

Pop up a window showing the list of applications/features which are available in the 3 groups of the Win+X menu. Allow the user to add, edit or remove items from the menu, or move them between groups.

### Scenario when this would be used?

Ability to quickly invoke a small subset of configuration utilities (e.g. Powertoys configurator, 'Everything' search, Registry editor, Winaero Tweaker, Peripheral configuration) from a single, easily-remembered key combo/menu choice is a speedy and convenient way to manage windows functions when developing solutions. This facility remains available in W10, and was available in W11 until recent update, using 3rd party tools.

### Supporting information

Not sure many people even know about Win+X menu, let alone customise it, but some of us have become accustomed to using it as an aid to rapid navigation around the intricacies of the W11 OS
Repository: excalidraw
Issue: Support Hebrew hand written font 
Labels: font

The Virgil font is does not support non-latin unicode characters. Can it be possible to add [Gveret Levin font](https://alefalefalef.co.il/en/resources/%D7%A4%D7%95%D7%A0%D7%98%D7%99%D7%9D-%D7%91%D7%97%D7%99%D7%A0%D7%9D/) to support the Hebrew unicode range which is free or eneable some custom fonts feature? 

Maybe as a wider effort also arabic characters will be supported with another font?
Repository: angular
Issue: Animation skips state transition triggered by RouterOutlet deactivate=>activate
Labels: area: animations,area: router,P3

### Which @angular/* package(s) are the source of the bug?

animations, router

### Is this a regression?

No

### Description

Not sure if a feature request or a bug.
If you change the value of the property bound to an animation trigger using `activate` and `deactivate` `RouterOutlet`'s outputs, on route navigations where `deactivate` is immediately followed by an `activate` event, the first state change `whatever=>deactivated` gets ignored by animation.
I suppose it's due to the async nature of the trigger. 
In fact turning the outputs property assignments into async makes things work as expected (at least by me).

You can see it in the provided stackblitz

1.  If you let uncommented the sync router-outlet implementation:

-   at first routing you get the correct transition recognized
```
Property changed to: rendered

State transitioned: cleared->rendered
```
- at exiting routing you get correct transition again
```
Property changed to: cleared

State transitioned: rendered->cleared
```
- but at routing between children, when `activate` follows `deactivate`, transitions get ignored, because seen as `rendered=>rendered`, skipping the middle `cleared`
```
Property changed to: cleared

Property changed to: rendered
```
2. Things works as they should (IMHO) if you comment out the sync router-outlet, and use the one leveraging async assignment on outputs:
this is what you get on routing between children
```
Property changed to: cleared

State transitioned: rendered->cleared

Property changed to: rendered

State transitioned: cleared->rendered
```
I find always "lame" having to resort to setTimeout and similar tricks to turn async something that is not, working in a reactive framework.
So I was wondering if those outputs implementation should be reconsidered.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-ivy-ts-strict-enabled-nudgw7?file=src/app/app.component.html

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: opencv
Issue: Invalid model output
Labels: category: gpu/cuda (contrib),category: dnn

##### System information (version)
- OpenCV => 4.6.0(master in repo and latest in pip)
- Operating System / Platform => Ubuntu 22.04 LTS
- Compiler => gcc 9.4.0 / Python 3.10.4

##### Detailed description
I have trained tf model with 2 outputs. 1 is regression, the 2 is classification output(2 labels).
While tf inference in python, it works fine. The same is for python OpenCV inference. But in C++ it gives garbage. The preprocessing is the same everywhere, as is source image.
Example of python inference:


```
graph_path = 'my_graph.pb'
img_path = 'testimg.png'
output_layers = ["add", "dnn/out_label"]
img = cv2.imread(img_path)
net = cv2.dnn.readNet(graph_path)
net.setPreferableBackend(cv2.dnn.DNN_BACKEND_CUDA)   
net.setPreferableTarget(cv2.dnn.DNN_TARGET_CUDA)
pred = cv2.resize(img, (224, 224))
blob = cv2.dnn.blobFromImage(image=pred, scalefactor=1., size=(224, 224), mean=0, swapRB=True, crop=False, ddepth=cv2.CV_32F)
net.setInput(blob)
outputs = net.forward(output_layers)
regression_output = outputs[0]
```

Example of C++ inference:

```
const std::string graphPath{"my_graph.pb"};
auto net = cv::dnn::readNet(graphPath);
auto img = cv::imread("testimg.png");
auto blob = cv::dnn::blobFromImage(img, 1.0, cv::Size(224, 224), cv::Scalar(0, 0, 0), false, false, CV_32F);
net.setInput(blob);
std::vector<std::string> outLayers{
"dnn/out_label",
"add"};
std::vector<cv::Mat> outputs;
net.forward(outputs, outLayers);
const auto regressionOutput = outputs[1].at<float>(0, 0);
```


Tried in C++ inference doing resize and conversion to float type before creating blob, but it didn't help.

Update:
Loaded pb graph file to my drive: [link](https://drive.google.com/file/d/1BeXCb_rHFIh45Tqyro2DVg08OUGpbHYT/view?usp=sharing)



##### Issue submission checklist

 - [ x] I report the issue, it's not a question
 - [ x] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found any solution
 - [ x] I updated to the latest OpenCV version and the issue is still there
 - [ x] There is reproducer code and related data files: videos, images, onnx, etc
Repository: godot
Issue: 3.5 LSP does not offer completions for signals or actions
Labels: bug,topic:gdscript,topic:editor,regression

### Godot version

3.5.stable.arch_linux

### System information

Linux 5.19.4-arch1-1

### Issue description

Given the following script:

```gdscript
extends Spatial

func _ready():
	get_tree().create_timer(1.0).connect("ti<cursor_here>
```

In 3.4, the LSP will offer "timeout" as a completion.
In 3.5, the LSP will not offer any completions.

This sounds similar to https://github.com/godotengine/godot/issues/64666, but in this case, instead of offering a completion that inserts empty text, the LSP is not offering a completion at all.

I'm using neovim's 0.7.2's builtin lsp client.
[34.txt](https://github.com/godotengine/godot/files/9440449/34.txt)
[35.txt](https://github.com/godotengine/godot/files/9440450/35.txt)


### Steps to reproduce

1. Open the example project
2. Open Spatial.gd in neovim
3. Request a completion after "ti
4. Note no completion is offered
5. Repeat in godot 3.4
6. Note a completion is offered

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9440444/example.zip)
Repository: rust
Issue: -Zdrop-tracking doesn't work if the value is borrowed
Labels: C-bug,A-async-await,AsyncAwait-Triaged

<!--
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 with `-Zdrop-tracking`:

```rust
fn assert_send<T: Send>(_v: T) {}

struct NonSend(*const ());
fn use_non_send(_: &NonSend) {}

fn main() {
    assert_send(async {
        let non_send = NonSend(&());
        use_non_send(&non_send);
        drop(non_send);
        async {}.await;
    });
}
```

I expected to see this happen: this should compiler, as `-Zdrop-tracking` should see that we drop the non-`Send` type before the yield point.

Instead, this happened: this does not compile with "future cannot be sent between threads safely" pointing to the `NonSend` type.

If I comment the `use_non_send(&non_send);` line it works fine.

I don't know if this is supposed to work but this looks like a bug.

### 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`:
```
rustc 1.65.0-nightly (c07a8b4e0 2022-08-26)
binary: rustc
commit-hash: c07a8b4e09f356c7468b69c50cac7fc5b5000b8a
commit-date: 2022-08-26
host: x86_64-pc-windows-msvc
release: 1.65.0-nightly
LLVM version: 15.0.0
```
Repository: godot
Issue: alpha_pre_pass not working on M1 and GLS3
Labels: bug,platform:macos,topic:rendering,topic:thirdparty,topic:3d

### Godot version

3.5 stable

### System information

GLES3 on M1 

### Issue description

Using a shader with alpha causes a view issues of the vertex order.
<img width="368" alt="mac_v_win" src="https://user-images.githubusercontent.com/42252769/187094964-96b8a6dc-cda8-4a21-8d61-715141c8168b.png">
As can be seen, faces in the background are displayed upfront. It is like alpha was handled in the past/with other settings.

Issue only occurs on M1 with GLS3 activated. Switching to GSL2 fixes this issue


### Steps to reproduce

- use mesh with UV
- apply texture with alpha and 
- use depth_draw_alpha_prepass. 
positional order of render should be okay on all machines except on M1


### Minimal reproduction project

[Godot-Foliage-main.zip](https://github.com/godotengine/godot/files/9440492/Godot-Foliage-main.zip)
Repository: flutter
Issue: `PointerUpEvent.buttons` needs to document what it represents more clearly
Labels: framework,d: api docs,a: desktop,a: mouse,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-framework,triaged-framework

When the right mouse button is pressed, the buttons in `PointerDownEvent` are `kSecondaryMouseButton`, but the buttons in `PointerUpEvent` are `kPrimaryMouseButton`.

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.1.0-0.0.pre.2268, on Ubuntu 20.04.4 LTS 5.15.0-46-generic, locale en_US.UTF-8)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Chrome - develop for the web
[✓] Linux toolchain - develop for Linux desktop
[✓] Android Studio (version 2021.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2022.1)
[✓] VS Code (version 1.70.2)
```
Repository: storybook
Issue: Hi please help me to setup for react js with tailwind css postcss 8+ i cant using tailwind on storybook
Labels: bug,compatibility with other tools

**Describe the bug**
A clear and concise description of what the bug is.

**To Reproduce**
Please create a reproduction by running `npx sb@next repro` and following the instructions. Read our [documentation](https://storybook.js.org/docs/react/contribute/how-to-reproduce) to learn more about creating reproductions.
Paste your repository and deployed reproduction here. We prioritize issues with reproductions over those without.

**System**
Please paste the results of `npx sb@next info` here.

**Additional context**
Add any other context about the problem here.
Repository: godot
Issue: `edit_set_state` missing from script API?
Labels: discussion,topic:editor,topic:plugin

### Godot version

3.5.stable.mono

### System information

Windows 10

### Issue description

I'm looking for a way to detect when a Node2D is moved in the editor. It looks like there was a [solution back in 2016](https://godotengine.org/qa/1318/detect-when-object-is-dragged-around-in-the-scene-editor), but it relied on `_edit_set_state`. I can't seem to find this in the API anymore -- are there any alternatives to this? The only other solution I could come up with is checking every frame in `_process`.

### Steps to reproduce

N/A

### Minimal reproduction project

_No response_
Repository: rust
Issue: Suggest mutable self receiver if self is used mutably
Labels: A-diagnostics,T-compiler

<!--
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.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
struct Lexer {
    parse_header: bool,
}
impl Lexer {
    fn set_include_mode(parse_header: bool) {
        self.parse_header = parse_header;
    }
}
<code>
```

The current output is:

```
error[E0424]: expected value, found module `self`
  --> src/preprocess/lex.rs:18:9
   |
17 |     fn set_include_mode(parse_header: bool) {
   |        ---------------- this function doesn't have a `self` parameter
18 |         self.parse_header = parse_header;
   |         ^^^^ `self` value is a keyword only available in methods with a `self` parameter
   |
help: add a `self` receiver parameter to make the associated `fn` a method
   |
17 |     fn set_include_mode(&self, parse_header: bool) {
   |                         ++++++
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
error[E0424]: expected value, found module `self`
  --> src/preprocess/lex.rs:18:9
   |
17 |     fn set_include_mode(parse_header: bool) {
   |        ---------------- this function doesn't have a `self` parameter
18 |         self.parse_header = parse_header;
   |         ^^^^ `self` value is a keyword only available in methods with a `self` parameter
   |
help: add a `self` receiver parameter to make the associated `fn` a method
   |
17 |     fn set_include_mode(&mut self, parse_header: bool) {
   |                         +++++++++
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

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. The output might also be
different depending on the Edition.
-->
Repository: opencv
Issue: ILL_ILLOPC  Android 64 bit  often crash  when dlpoen
Labels: platform: android,incomplete,needs reproducer,platform: arm

Android 64 bit  often crash 
##### System information (version)

- OpenCV => 4.5.5
- Operating System / Platform => Android 64 Bit
- Compiler => Ubuntu


##### Detailed description
android dlopen crash 

Fatal signal 4 (SIGILL), code 1 (ILL_ILLOPC), fault addr 0x7582562ed4 (*pc=00000000)
    x0  000000758279073b  x1  0000000000000032  x2  0000007fd385c860  x3  4370343300000000
    x4  0000007582790712  x5  4555432d00000000  x6  000000002d435545  x7  00000000524b2d43
    x8  000000772ca085a8  x9  0000000000000001  x10 0000007617790640  x11 0000000000000001
    x12 0000000000000001  x13 0000000000000490  x14 000000000000000d  x15 0000000000000000
    x16 000000758294cb78  x17 0000007582562ed4  x18 00000075843a0000  x19 00000077289aaac0
    x20 000000772c8f6766  x21 00000075829180e0  x22 0000000000000019  x23 000000772c8f1d83
    x24 000000772c8fb64f  x25 000000772ca08000  x26 000000772c8fc3dd  x27 0000000000000036
    x28 0000007582140db0  x29 0000007694bdb750
    sp  0000007694bdb750  lr  0000007582140dc8  pc  0000007582562ed4

caused by: 
    SIGILL(ILL_ILLOPC) Illegal Opcode

backtrace:
    #00 pc 000000000051bed4  /data/data/com.ai.scan/app_libs/libscan-lib.so (_ZN2cv5utils30getConfigurationParameterSizeTEPKcm)
Repository: go
Issue: x/mobile: clang: error: invalid version number in '-target arm64-apple-ios13.0-macabi'
Labels: NeedsFix,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?
Mac OS Monterey 12.4 

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/Users/<...>/Library/Caches/go-build"
GOENV="/Users/<...>/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/<...>/go-mdb-projects/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/<...>/go-mdb-projects"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.19"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="0"
GOMOD="/Users/<...>/<...>/<...>/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/w6/mmjtf28933l2_pkfr203rdwr0000gn/T/go-build2964995692=/tmp/go-build -gno-record-gcc-switches -fno-common"

</pre></details>

### What did you do?

gomobile bind -target=ios,iossimulator,macos,maccatalyst -o My.xcframework .

### What did you expect to see?

a library for Mac Catalyst

### What did you see instead?

# runtime/cgo
clang: error: invalid version number in '-target arm64-apple-ios13.0-macabi'
Repository: tauri
Issue: [feat] Option to disable fallback index.html file loading
Labels: type: feature request

### Describe the problem

My app support theming. The browser try to load an asset from theme dir (an image, a font, ...), if it not exists, it loads the default file.
In a browser this works as expected, cause i got a 404 error.
In the tauri bundle it automatically try to load index.html files, which lead always to a file, but the wrong file.

### Describe the solution you'd like

Add an option to handle not existing files like a browser would do, with a 404 error.

### Alternatives considered

In the current solution i have to load the files with tauri api and inject them into my app. Complicated and not necessery, if the bundle act like a browser.

### Additional context

_No response_
Repository: PowerToys
Issue: Switch layout from tray icon
Labels: FancyZones-Layouts,Needs-Triage

### Description of the new feature / enhancement

Change the fancy zone layout from the tray icon. Right-click on Power Toys app, and use an option that permits selecting another different layout.

### Scenario when this would be used?

To change the layout of fancy zones, it's necessary to open the de Power Toys application, then select the fancy zones option, open de layout editor and click over the new layout.

I have different situations working on my PC, when I develop, when browsing the internet, watching movies, etc. I would like to use the de context menu in the tray icon of Power Toys to switch between layouts.

### Supporting information

_No response_
Repository: angular
Issue: Make resolved data from parent is available in child resolver
Labels: area: router,router: guards/resolvers,P3

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

Original issue: #27936

When there are 2 routes: child and parent, each has a resolved property, the data form the parent resolve is not available in child resolver (still available in ChildComponent though as expected)

[Original Angular v6 repro](https://stackblitz.com/edit/angular-issue-repro2-7xwxls?file=src%2Findex.html)
[Actual Angualr v14 repro](https://stackblitz.com/edit/angular-ivy-4hynrm?file=src/app/app.module.ts)


### Proposed solution

`data` parameter of `route` should follow `paramsInheritanceStrategy`

### Alternatives considered

The resolve data from the parent can still be accessed as
```
class ChildResolver {
  resolve(route) {
    const parentData = route.parent.data;
    // ...
  }
```
but this looks like a hack
Repository: pytorch
Issue: RuntimeError: outputs_[i]->uses().empty() INTERNAL ASSERT FAILED at /pytorch/torch/csrc/jit/ir.cpp:1027, please report a bug to PyTorch.  (eraseOutput at /pytorch/torch/csrc/jit/ir.cpp:1027)
Labels: triage review,oncall: jit

![图片](https://user-images.githubusercontent.com/27761585/187156882-cdb5d910-dba4-41f2-a135-63a29cf44b15.png)
Repository: godot
Issue: Audio Generation Buggy for low notes?
Labels: bug,topic:audio

### Godot version

3.5.stable

### System information

Windows 11, Intel i5

### Issue description

I took the [Audio Generation Demo](https://godotengine.org/asset-library/asset/526) and modified it to play a series of low notes (C2, D2, D#2, F2, G2) and it sounds wierd.

Higher notes such as C4 sound fine. I've tried changing the sample rate and buffer length to no avail.

### Steps to reproduce

Just generate low notes.

### Minimal reproduction project

[audio_geneneration_low_notes.zip](https://github.com/godotengine/godot/files/9443101/audio_geneneration_low_notes.zip)