sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: testing: benchmark output should include settings like GOAMD64
Labels: NeedsInvestigation,FeatureRequest

`go test -bench` has printed system information like `goos`, `goarch`, and `cpu` as part of benchmark results for some time now:

https://github.com/golang/go/blob/59ab6f351a370a27458755dc69f4a837e55a05a6/src/testing/benchmark.go#L265-L272

As a companion to `goarch` and `cpu`, I think we should also include the value of Go environment variables like `GOAMD64` - similar env vars include `GOARM`, `GOMIPS64`, etc. They are listed together in `go help environment`.

This matters just like `cpu` does: benchmark numbers will vary between CPUs, and some benchmarks might benefit significantly from `GOAMD64=v3` compared to the default of `GOAMD64=v1`.

For the sake of reducing verbosity, we could only print these if they are set to a non-default value. `GOAMD64=v1` wouldn't be printed, but `GOAMD64=v3` would be.

Arguably there are lots of other factors that could contribute to higher or lower benchmark results, such as what kernel the sytem is running, which C toolchain was used to build cgo, what Go version is being used, etc. However, env vars like `GOAMD64` feel much more in line with the `goarch` and `cpu` lines we already print, and they are a set of Go build options which directly affect performance.
Repository: PowerToys
Issue: PT Run - Windows Search plugin does not honor "Hide extensions for known file types"
Labels: Issue-Bug,Idea-Enhancement,Needs-Triage,Run-Results (Indexer)

### Microsoft PowerToys version

0.60.0

### Running as admin

- [X] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Under Windows folder Option, if you check this:

![image](https://user-images.githubusercontent.com/4396667/178298539-575db818-4c74-4061-b604-a82a565f2868.png)


The file ext are still shown in PT Run:
![image](https://user-images.githubusercontent.com/4396667/178299144-82193863-3660-4277-8578-3ae60933130a.png)

Built in Windows Search does hide as configured:
![image](https://user-images.githubusercontent.com/4396667/178299261-5a2a2361-b367-42a3-8fbb-05d54ae41cdf.png)


### ✔️ Expected Behavior

Hide file extension when configured at the system level.

### ❌ Actual Behavior

File extensions are always shown. 

### Other Software

_No response_
Repository: go
Issue: runtime/pprof: TestCPUProfileMultithreadMagnitude failure due to usage too high on linux-arm-aws
Labels: NeedsInvestigation,compiler/runtime

[2022-07-06T19:34:57-2f43de6/linux-arm-aws](https://build.golang.org/log/3a8d33f37573550b8a2aebd356ea51670e7f9819):
```
--- FAIL: TestCPUProfileMultithreadMagnitude (0.42s)
    pprof_test.go:123: Running on Linux 4.19.0
    --- FAIL: TestCPUProfileMultithreadMagnitude/serial (0.20s)
        pprof_test.go:189: Running with 1 workers
        pprof_test.go:524: total 9 CPU profile samples collected:
            3: 0x15609c (runtime/pprof.cpuHog0:61 runtime/pprof.cpuHog1:55) 0x155fe3 (runtime/pprof.cpuHogger:41) 0x157207 (runtime/pprof.TestCPUProfileMultithreadMagnitude.func3.1.1.1:202) labels: map[]
            
            6: 0x1560a8 (runtime/pprof.cpuHog0:64 runtime/pprof.cpuHog1:55) 0x155fe3 (runtime/pprof.cpuHogger:41) 0x157207 (runtime/pprof.TestCPUProfileMultithreadMagnitude.func3.1.1.1:202) labels: map[]
            
        pprof_test.go:595: runtime/pprof.cpuHog1: 9
        pprof_test.go:226: compare 154.991ms vs 90ms
        pprof_test.go:228: compare got CPU usage reports are too different (limit -40.0%, got -41.9%) want nil
    pprof_test.go:126: Failure of this test may indicate that your system suffers from a known Linux kernel bug fixed on newer kernels. See https://golang.org/issue/49065.
FAIL
FAIL	runtime/pprof	7.677s
```

`greplogs -l -e 'FAIL: TestCPUProfileMultithreadMagnitude' --since=2022-03-23`
[2022-07-06T19:34:57-2f43de6/linux-arm-aws](https://build.golang.org/log/3a8d33f37573550b8a2aebd356ea51670e7f9819)

See previously #50097 (attn @prattmic; CC @golang/runtime).
Repository: pytorch
Issue: CapabilityBasedPartitioner does not work correctly with mutating operations
Labels: triaged,module: fx,module: CapabilityBasedPartitioner

### 🐛 Describe the bug

Here is a diff adding a test case that triggers the error

```
diff --git a/test/test_fx_passes.py b/test/test_fx_passes.py
index 39fe501f44..b09f0e71e5 100644
--- a/test/test_fx_passes.py
+++ b/test/test_fx_passes.py
@@ -158,11 +158,23 @@ class TestPartitionFunctions:
         out = torch.stack([add_1, add_2, add_3])
         return out
 
+    @staticmethod
+    def forward12(a):
+        b = a.clone()
+        b_1 = b.fill_(2)
+        b_2 = b.fill_(3)
+        return b
+
 # A mock OperatorSupport class, where only operator.add is supported
 class MockOperatorSupport(OperatorSupport):
     def is_node_supported(self, submodules, node: torch.fx.Node) -> bool:
         return node.op == "call_function" and node.target in {operator.add}
 
+# A mock OperatorSupport where all ops are supported
+class MockAllOperatorSupport(OperatorSupport):
+    def is_node_supported(self, submodules, node: torch.fx.Node) -> bool:
+        return node.op == "call_function"
+
 class TestFXGraphPasses(JitTestCase):
 
     @parametrize("fn, expected_partition", [
@@ -179,16 +191,20 @@ class TestFXGraphPasses(JitTestCase):
         (TestPartitionFunctions.forward9, [['add_3', 'add_2', 'add_1', 'add']]),
         (TestPartitionFunctions.forward10, [['add_3', 'add_2', 'add', 'add_1']]),
         (TestPartitionFunctions.forward11, [['add_1'], ['add']]),
+
+        (TestPartitionFunctions.forward12, [['b_2', 'b_1', 'b']]),
     ])
     def test_partitioner(self, fn, expected_partition):
         traced = symbolic_trace(fn)
 
         supported_ops = MockOperatorSupport()
+        if fn is TestPartitionFunctions.forward12:
+            supported_ops = MockAllOperatorSupport()
         partitioner = CapabilityBasedPartitioner(traced, supported_ops, allows_single_node_partition=True)
         partitions = partitioner.propose_partitions()
 
         partitions_name = [[node.name for node in partition.nodes] for partition in partitions]
-        assert len(partitions_name) == len(expected_partition)
+        assert len(partitions_name) == len(expected_partition), f"{partitions_name}, {expected_partition}"
         for i in range(len(partitions_name)):
             assert set(partitions_name[i]) == set(expected_partition[i])
 

```

cc @ezyang @SherlockNoMad 

### Versions

master
Repository: pytorch
Issue: Libtorch cannot load TrochScript Module correctly, when a network contains conv2d(inchannels=64, outchannels=128, kernelsize=1) .
Labels: oncall: jit

### 🐛 Describe the bug

Libtorch cannot load TrochScript Module correctly, when a network contains`` conv2d(inchannels=64, outchannels=128, kernelsize=1)`` .

### Versions

I need to convert a model in python to c++, so I use torch.jit.trace produce a 'pt' file:
pytorch == 1.12
python == 3.10
```python
import torch

class m(torch.nn.Module):
    def __init__(self) -> None:
        super().__init__()
        self.conv1 =  torch.nn.Conv2d(64, 128, (1, 1))
    
    def forward(self, x):
        return self.conv1(x)

a = m()
b = torch.rand((1, 64, 128, 128)).cpu().float()
x = torch.jit.trace(a, b)
x.save('model.pt')

c = torch.zeros((1, 64, 128, 128)).cpu()
print(x(c)[0,0,0,0]) # tensor(0.0301, grad_fn=<SelectBackward0>)
````
so I use libtorch==1.12 to load the pt file:
c++17

```c++
#include <iostream>
#include <torch/torch.h> 
#include <torch/script.h>

using namespace torch; 
using namespace std;

int main() {
    
    auto fuck = torch::jit::load("model.pt");
    auto t = torch::zeros({1, 64, 128, 128}).toType(torch::kFloat32);
    std::vector<torch::jit::IValue> inputs;
    inputs.push_back(t);
    auto output = fuck.forward(inputs).toTensor().squeeze();
    output.print();
    cout<<output[0][0][0]<<endl; //-8.44151e+33
    return 0;
}

```

However, when I set the in_channels=1 out_channels=128, their outputs are equal!!
```python
import torch

class m(torch.nn.Module):
    def __init__(self) -> None:
        super().__init__()
        self.conv1 =  torch.nn.Conv2d(1, 128, (1, 1)) # in_channel = 1
    
    def forward(self, x):
        return self.conv1(x)

a = m()
b = torch.rand((1, 1, 128, 128)).cpu().float()
x = torch.jit.trace(a, b)
x.save('model.pt')

c = torch.zeros((1, 1, 128, 128)).cpu()
print(x(c)[0,0,0,0]) # tensor(-0.3926, grad_fn=<SelectBackward0>)
```

```c++
#include <iostream>
#include <torch/torch.h>   
#include <torch/script.h>

using namespace torch; 
using namespace std;

int main() {
    
    auto fuck = torch::jit::load("model.pt");
    auto t = torch::zeros({1, 1, 128, 128}).toType(torch::kFloat32);
    std::vector<torch::jit::IValue> inputs;
    inputs.push_back(t);
    auto output = fuck.forward(inputs).toTensor().squeeze();
    output.print();
    cout<<output[0][0][0]<<endl; //-0.392607

    return 0;
}

```

I think this maybe a bug.
Repository: storybook
Issue: Child Component property not passing until refresh
Labels: question / support,angular,addon: controls

### Discussed in https://github.com/storybookjs/storybook/discussions/18683

<div type='discussions-op-text'>

<sup>Originally posted by **khepf** July 11, 2022</sup>
I have an Angular-based story that is a button with an optional Icon child component passed in. Here's my default export:

```ts
export default {
  title: 'Angular Component Library/Button',
  component: MyButtonComponent,
  decorators: [
    moduleMetadata({
      declarations: [MyIconComponent],
      imports: [CommonModule],
    }),
  ],
} as Meta;

```

and here is one of the Templates:

```ts
export const Primary = Template.bind({});
Primary.args = {
  type: 'button',
  label: 'Button',
  btnStyle: 'primary',
  isDisabled: false,
  iconSizeInPx: '25px',
  myIcon: 'AddNew',
};
```
And here is the html of the component itself:

```ts
<div>
  <button
    [type]="type"
    class="btn"
    [ngClass]="{
      'btn-primary': btnStyle === 'primary',
      'btn-secondary': btnStyle === 'secondary',
      'btn-success': btnStyle === 'positive',
      'btn-danger': btnStyle === 'destructive',
      'btn-tertiary': btnStyle === 'tertiary',
      'btn-cancel': btnStyle === 'cancel'
    }"
    [disabled]="isDisabled"
  >
    <div class="icon-and-label-wrapper">
      <span *ngIf="myIcon">
        <my-icon
          [name]="myIcon"
          iconSizeInPx="25px"
          [ngClass]="{
            'icon-primary': btnStyle === 'primary',
            'icon-secondary': btnStyle === 'secondary',
            'icon-success': btnStyle === 'positive',
            'icon-danger': btnStyle === 'destructive',
            'icon-tertiary': btnStyle === 'tertiary',
            'icon-cancel': btnStyle === 'cancel'
          }"
        ></my-icon
      ></span>
      <span>{{ label }}</span>
    </div>
  </button>
</div>
```

The original svg width/height is 50px. In the story itself, I can set it to 25px as I have done, but if I remove the "myIcon" property (that specifies which icon to use) and add it again in the controls (in the browser, as an end user) it reverts to the default height/width (50px), even though I have it specified not just in the component itself, but also as a property in each Story Template.

It doesn't seem to matter if I add the "iconSizeInPx='25px'" to the default export, the Template args, or both. It cannot be adjusted, but refreshing the page changes it to 25px.

The ideal behavior would be that when adding an icon to the button, the icon would be 25px, since that what is specified in the component itself. And it does work this way. Until I change or remove the "myIcon" property and add a new one. Then the icon is 50px until I refresh, then the new icon is back to 25px as it should be.

Any ideas? </div>
Repository: storybook
Issue: staticDirs config fails on ci/cd pipeline  ([Error: EEXIST: file already exists, mkdir /builds/dist/storybook/stories/assets)
Labels: bug,core

My story book is failing with the following error after I moved my asset to staticDirs,

```
staticDirs: [
    { from: '../../../src/assets', to: 'assets' },
  ],

info => Using angular project with "tsConfig:/builds/libs/stories/.storybook/tsconfig.json"
node:internal/process/promises:246
          triggerUncaughtException(err, true /* fromPromise */);
          ^
[Error: EEXIST: file already exists, mkdir '/builds/dist/storybook/stories/assets'] {
  errno: -17,
  code: 'EEXIST',
  syscall: 'mkdir',
  path: '/builds/dist/storybook/stories/assets'
}
```


storybook version is: ["@nrwl/storybook": "14.3.6"](https://github.com/nrwl/nx/issues/11044),

Is there a way to copy the file instead of `mkdir` ?

Please advise
Repository: pytorch
Issue: [FSDP] Avoid explicit replace of activation checkpoint prefixes
Labels: oncall: distributed,better-engineering,module: fsdp

### 🚀 The feature, motivation and pitch

FSDP has two instances where we explicitly replace the AC prefix: https://github.com/pytorch/pytorch/pull/80936/files and https://github.com/pytorch/pytorch/pull/81253/files. We should figure out a better solution as this is not great for composability. 

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501 @ezyang
Repository: pytorch
Issue: Refactor linter adapters to avoid code duplication
Labels: module: lint,triaged,enhancement

### 🚀 The feature, motivation and pitch

[Linter adapters](https://github.com/pytorch/pytorch/tree/master/tools/linter/adapters) are used by `lintrunner` to check and format pytorch code. There are close to 20 of them at the moment, and the list could grow to include many more in the future. At the moment, adding a new linter requires copy/paste the code structure from other linters, and make the necessary modification, i.e. updating `check_file`. This approach doesn't scale and leads to code duplication. It's better to have a well-defined interface for linter adapters and use that to define new linters

### Alternatives

* Define a base class for linter adapter (require design), i.e.
```
class LinterAdapter(abc)
  @abstract
  def check_file(filename: str) -> Optional[LintMessage]:
    pass

  def execute()
    # Run check_file in parallel
```
* Put as much common logic in [linter adapters](https://github.com/pytorch/pytorch/tree/master/tools/linter/adapters) to the base class as possible
* Refactor other existing linter adapters to use the base class
* Update [README.md](https://github.com/pytorch/pytorch/blob/master/tools/linter/adapters/README.md) to provide instructions and examples on how to create a new linter

### Additional context

* [lintrunner GH](https://github.com/suo/lintrunner)
* [lintrunner](https://github.com/pytorch/pytorch/wiki/lintrunner)
Repository: godot
Issue: Godot crashes when saving a parrent node and overwriting a saved child node
Labels: bug,topic:editor,crash

### Godot version

3.4.4.stable.flathub

### System information

Fedora 36, Intel i7 860, NVIDIA GeForce GTX 260

### Issue description

Godot crashes and creates a scene that contains an instance of itself.
The scene is broken until you set the dependency to something else.
![Screenshot from 2022-07-11 16-07-55](https://user-images.githubusercontent.com/89102209/178330177-44fbaace-d038-4dae-9ace-0a8513456ead.png)



### Steps to reproduce

1. Create a Node
2. Create another Node as a child of the first node
3. Save the second node (the child) as a scene
4. Save the first node (the parent) as a scene using the same name as the child node

### Minimal reproduction project

[Crashed.zip](https://github.com/godotengine/godot/files/9086564/Crashed.zip)
Repository: kubernetes
Issue: Add ability to opt-out of pruning and perform server side validation 
Labels: sig/api-machinery,kind/feature,triage/accepted

It was surprising to see that when a schema is fully defined pruning is the default behaviour. I tried to read through the KEPs to determine why unknown fields wouldn't cause the API server to return an error and didn't really find an answer.

For example the [validation](https://kubernetes.io/docs/tasks/extend-kubernetes/custom-resources/custom-resource-definitions/#validation) docs has:

```yaml
apiVersion: apiextensions.k8s.io/v1
kind: CustomResourceDefinition
metadata:
  name: crontabs.stable.example.com
spec:
  group: stable.example.com
  versions:
    - name: v1
      served: true
      storage: true
      schema:
        # openAPIV3Schema is the schema for validating custom objects.
        openAPIV3Schema:
          type: object
          properties:
            spec:
              type: object
              properties:
                cronSpec:
                  type: string
                  pattern: '^(\d+|\*)(/\d+)?(\s+(\d+|\*)(/\d+)?){4}$'
                image:
                  type: string
                replicas:
                  type: integer
                  minimum: 1
                  maximum: 10
  scope: Namespaced
  names:
    plural: crontabs
    singular: crontab
    kind: CronTab
    shortNames:
    - ct
```

If I mistype `replicas` for `replica` there doesn't seem to be a way to have server side validation return an error saying 'replica' is an unknown field.

ie.
```yaml
apiVersion: "stable.example.com/v1"
kind: CronTab
metadata:
  name: my-new-cron-object
spec:
  cronSpec: "* * * * *"
  image: my-awesome-cron-image
  replica: 15
```

kubectl supports client side validation - but unfortunately a lot of tools don't shell out to kubectl but instead make API calls directly.
Repository: flutter
Issue: [webview_flutter_web] Does not support pinch to zoom on Android
Labels: p: webview,platform-web,package,has reproducible steps,P3,browser: chrome-android,found in release: 3.0,found in release: 3.1,team-web,triaged-web

I am writing a flutter web app using this package https://pub.dev/packages/webview_flutter_web. 

```

WebView(
            debuggingEnabled: true,
            initialUrl:
                'https://flutter.dev/',
            javascriptMode: JavascriptMode.unrestricted,
          ),
```

but it does not support touch pinch zoom like normal browsers do.

i am on Flutter (Channel stable, 3.0.4,) and webview_flutter_web: ^0.1.0+4
Repository: flutter
Issue: [flutter_tools] New feature: implement `flutter announce` sub-command to show announcements in terminal
Labels: tool,P3,team-tool,triaged-tool

If possible, we should leverage the same code the IDE plugins/devtools does: https://github.com/flutter/devtools/blob/551a603fc551b7022cc249493c91011d64b1ed81/packages/devtools_app/lib/src/shared/release_notes/release_notes.dart
https://github.com/flutter/devtools/blob/374f37db70ab18acf1055807c4f59d14e85d24ce/packages/devtools_app/lib/src/shared/survey.dart#L17
Repository: material-ui
Issue: [Tooltip] `The children component of the Tooltip is not forwarding its props correctly` error when focusing another element
Labels: component: tooltip,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

In the demo in https://mui.com/x/react-data-grid/editing/#validation, we wrap a InputBase into a Tooltip to show the validation error. The problem is that as soon as the user enters the edit mode (double-clicking the cell), we imperatively call `inputRef.current.focus()` to focus the input and this generates the following error:

> The `children` component of the Tooltip is not forwarding its props correctly.

The problem seems to come from https://github.com/mui/material-ui/blob/6e69c8e8db54305f7602e11ea76b9b13adcf04cd/packages/mui-material/src/Tooltip/Tooltip.js#L425-L429

`childNode` initially has the correct element —the immediate child of Tooltip—, but when `.focus` is called, `childNode` becomes the `input`, which falls in

https://github.com/mui/material-ui/blob/6e69c8e8db54305f7602e11ea76b9b13adcf04cd/packages/mui-material/src/Tooltip/Tooltip.js#L549-L555


### Expected behavior 🤔

No error in the console.

### Steps to reproduce 🕹

Steps:

1. Open https://codesandbox.io/s/magical-brahmagupta-xgisfp?file=/src/App.tsx
2. Click "Toggle input"
3. Look at the console


### Context 🔦

Related to https://github.com/mui/mui-x/issues/5457

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: vscode
Issue: Expand object in debug panel messes up with scroll top
Labels: bug,debug

I have a feeling of deja vu when seeing this so feel free to close if it's a dup. When expanding a big object in the debug panel, it tries to reveal the end of the object instead of keeping the scroll top stable.

![debug-list-expand-lose-scroll](https://user-images.githubusercontent.com/876920/178374692-b39418b5-7ceb-40ec-81aa-89df3f90bdc2.gif)
Repository: godot
Issue: Godot Editor should not allow saving scenes and scripts in .import directory
Labels: bug,topic:editor,usability

### Godot version

3.4.4stable

### System information

Windows 7

### Issue description

I recently downloaded GODOT and got started on my first project.

Godot, for whatever reason, suggested that I save my scene file in .import . Me, knowing nothing about project directory structure, kept saving my scenes and scripts in .import. The game ran fine in engine.

The problem happens when you try to export. Files in .import are not exported, so starting the exported game will fail as scenes/scripts are missing. Most people will figure this out very soon, but as a newbie I had to spend a lot of time, as the game kept opening and instantly closing without letting me read the logs.

Since .import files dont show up in filesystem view, it was a pain moving the scenes and scripts out of import and then linking them correctly again.

Godot should not let scenes and script be saved in .import even by mistake. These files dont show up in the filesystem view confusing newbies more. I cannot imagine a scenario when a scene or script should be saved in .import.

If not disallow, there should be a big red warning when people try to do it.

### Steps to reproduce

Start new project.
Save main scene in .import.
Try to export and run the game.

### Minimal reproduction project

_No response_