sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: TypeError: cannot pickle 'torch._C._distributed_c10d._ProcessGroupGloo' object
Labels: oncall: distributed,triaged,module: c10d,module: ddp

### 🐛 Describe the bug

I'm trying to save a simple model (`LinLayerNet` in the example below) that takes as input a reference to a new process group being used for collective communication:

```python
import os
import torch
import torch.distributed as dist
import torch.multiprocessing as mp

class LinLayerNet(torch.nn.Module):
    def __init__(self, group):
        super().__init__()
        self.a = torch.nn.Linear(10, 10, bias=False)
        self.group = group

    def forward(self, x):
        a = self.a(x)
        dist.all_reduce(a, group=self.group)
        return a

def worker(rank):
    dist.init_process_group("gloo", rank=rank, world_size=1)
    group_gloo = dist.new_group(backend="gloo")
    model = LinLayerNet(group_gloo)
    ddp_model = torch.nn.parallel.DistributedDataParallel(model)
    inp = torch.randn(10, 10)

    torch.save(ddp_model, 'ddp_model.pt')

    for _ in range(20):
        output = ddp_model(inp)
        loss = output[0] + output[1]
        loss.sum().backward()

if __name__ == "__main__":
    os.environ["MASTER_ADDR"] = "localhost"
    os.environ["MASTER_PORT"] = "29501"
    mp.spawn(worker, nprocs=1, args=())
```

`torch.save` fails with the following traceback:
```
Traceback (most recent call last):
  File "/opt/homebrew/Caskroom/miniforge/base/envs/pytorch/lib/python3.9/site-packages/torch/multiprocessing/spawn.py", line 59, in _wrap
    fn(i, *args)
  File "/Users/adk9/dist.py", line 24, in worker
    torch.save(ddp_model, 'ddp_model.pt')
  File "/opt/homebrew/Caskroom/miniforge/base/envs/pytorch/lib/python3.9/site-packages/torch/serialization.py", line 379, in save
    _save(obj, opened_zipfile, pickle_module, pickle_protocol)
  File "/opt/homebrew/Caskroom/miniforge/base/envs/pytorch/lib/python3.9/site-packages/torch/serialization.py", line 484, in _save
    pickler.dump(obj)
TypeError: cannot pickle 'torch._C._distributed_c10d.ProcessGroupGloo' object
```

Any idea how I can get around this issue?

### Versions

1.10.2

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: PowerToys
Issue: An option to remove only outer margins (spaces) in FancyZones
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

### Description of the new feature / enhancement

It would be realy nice to have this feature.

![image](https://user-images.githubusercontent.com/24586638/156876418-c33c4aed-0a99-429a-b605-c621504ff58e.png)


### Scenario when this would be used?

Nothing to add, title & description are self explanatory.

### Supporting information

_No response_
Repository: godot
Issue: Cannot emit one shot particles right after it's disabled automatically
Labels: bug,topic:rendering

### Godot version

v4.0.alpha.custom_build [c9d052330]

### System information

Windows 11, Vulkan

### Issue description

With one shot enabled, there's a short period of time you cannot enable emitting after particles are disabled automatically.

![particles3](https://user-images.githubusercontent.com/28705694/156876348-282bf117-f88c-49bd-a0c9-c8efd5d2acb1.gif)

It seems this snippet will be hit twice after particles reach their lifetime.

https://github.com/godotengine/godot/blob/0b08c4d3d441b2fce3f7608f0d9f09572ec8906f/servers/rendering/renderer_rd/renderer_storage_rd.cpp#L5010-L5012

![particles1](https://user-images.githubusercontent.com/28705694/156876321-5a4b40a0-c8af-4094-b4e8-8bea5ced3902.gif)

The emitting box is unchecked when the first hit happens. And you have to wait until the second hit happens in order to enable emitting again.

### Steps to reproduce

See above.

### Minimal reproduction project

[TestParticles.zip](https://github.com/godotengine/godot/files/8190340/TestParticles.zip)
Repository: PowerToys
Issue: Option to revert to the legacy UI of PowerRename from v0.47.1
Labels: Idea-Enhancement,Product-PowerRename,Area-User Interface,Needs-Triage

### Description of the new feature / enhancement

Since [v0.49.0](https://github.com/microsoft/PowerToys/releases/tag/v0.49.0), PowerRename UI has been overhauled to better fit the Windows 11 UI / UX.

Arguably, this looks a better UI design however from productivity perspective, the UWP look and feel does not fit very well if the tool being an essential daily driver. UI scaling is unstable, some options are less straight forward (e.g. lower / upper / capital case, which require :hover tooltip to understand), some require extra steps to produce the same output (e.g. dropdown vs. ticks previously).

As a result, few users from our group have attempted to adapt to the new UI, but all ended up have to rollback to v0.47, as the new UI is affecting how quickly the renaming operation can be done.

Hence it would be good to allow the legacy UI or version of Power Rename to be selectable (even if the legacy version is not being maintained anymore), while not necessarily for the user to lock themselves onto certain version to avoid receiving updates on other utilities.

### Scenario when this would be used?

It worth note unlike other utility such as color picker or fancy zones, utility on batch file processing (e.g. Total Commander, Bulk Rename Utility) `usually` does not require a super fancy UWP-like UI, because it needs to do job fast and robust enough while offers a higher degree of versatility without the process to interpret what each icon represents. Icons :selected or not can be easily missed vs. some simple ticks, due to the fact that each file renaming scenario could be massively different.

Looking at commercial products like Bulk Rename Utility (BRU), its UI and UX have been super robust for many years, but it has 2 issues for relatively light-weight users:

* It has to operate in full or large window in order to gain the full picture;
* It has too many options designed for some very specific purpose, which many in everyday task are not necessary;

Based on the issues above, Power Rename has been a superb alternative to BRU whilst offers the minimum required options and a fast, widget-like experience, but the new UI are now holding the experience back to the point we have to choose between legacy Power Rename and BRU.

### Supporting information

A similar UI / UX debate in the past year is regarding Adobe had set the default option of "Ctrl + Shift + S" to "Save a copy" from previously "Save as", which caused a wave of frustrations. Eventually this is solved by keeping the widely acceptable mechanism as a legacy option (e.g. https://taylorhieber.co/how-to-save-a-jpeg-in-photoshop-with-save-a-copy-or-legacy-save-as/).

Appreciate this is not a case-to-case example, but it demonstrates how simple new UI / UX tweaks could break the existing workflow and cause frustrations for people relying on it as productivity drivers. Hence like the Photoshop example, would be good if legacy Power Rename can be made into a selectable option.
Repository: PowerToys
Issue: Custom location where bug report is saved to
Labels: Idea-Enhancement,Help Wanted,Area-Bug Report Tool

### Description of the new feature / enhancement

Some setting in PowerToys to customize the path/folder the bug report is saved to (right now it's always saved to Desktop)

### Scenario when this would be used?

Scenario: Bug reporting

Advantage: More freedom to the user where he/she wants the bug report saved to without much hassle

### Supporting information

_No response_
Repository: flutter
Issue: Feature request: Allow declaring main language of app to VoiceOver and TalkBack
Labels: c: new feature,framework,a: accessibility,a: internationalization,P3,team-framework,triaged-framework

## Use case
Allow declaring the main language of an app to assistive technology such as TalkBack and VoiceOver. 

When an app correctly declare its language, the voice engine can select an appropriate voice for the content. This is important because it is common that screen readers have separate voice engines for each language. Using eg. the English language engine to read Swedish text makes it harder for the user to hear and understand what is being said. In the linked issues below there are video recordings where VoiceOver uses the wrong voice as well as sample app code to reproduce the issue.

### Supporting sources
This is a top-level recommendation in WCAG accessibility guidelines. 
* [WCAG - Language of page - level A](https://www.w3.org/WAI/WCAG21/quickref/?versions=2.0&showtechniques=312#qr-meaning-doc-lang-id)
* [WCAG also covers setting language in their development tips](https://www.w3.org/WAI/tips/developing/#identify-page-language-and-language-changes)

## Proposal
Make `MaterialApp.locale` propagate to assitive technology similar to how `<html lang="sv-SE">`  sets the language in HTML.

Alternatively, provide a widget similar to `Localizations.override` that does communicate locale to TalkBack and VoiceOver. A such widget could be used by Flutter app to wrap all their content and ma also be used to satisfy the [WCAG level AA recommendation to indicate change in language on a page](https://www.w3.org/WAI/WCAG21/Understanding/language-of-parts.html). 

## Related issues
* https://github.com/flutter/flutter/issues/99018 (code sample + video)
* https://github.com/flutter/flutter/issues/98948 (code sample + video)
* https://github.com/flutter/flutter/issues/98835 (provides 2 use cases)
Repository: go
Issue: cmd/nm: don't work with WebAssembly binaries
Labels: NeedsDecision,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
go version go1.17.5 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
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I'm trying to get the size of one WebAssembly file, using cmd/nm, as such:

```
GOOS=js GOARCH=wasm go build -o wasm.wasm .
go tool nm -size wasm.wasm
```

I also tried: `GOOS=js GOARCH=wasm go tool nm -size wasm.wasm`.

### What did you expect to see?

Since Golang is able to build for WebAssembly, I expect that `nm` to read such file. I expect that same behavior of Windows executables, such as `go tool nm -size windows.exe`.

### What did you see instead?

Current, WebAssembly is "unrecognized", it returns:

> open wasm.wasm: unrecognized object file
Repository: storybook
Issue: Disabling a control but still show the value
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I want to disable a control, e.g. my button has Primary & Secondary style. It doesnt make sense if I have button Primary & Secondary sections but I let them to change the style. But I still want to show the style value.

**Describe the solution you'd like**
<img width="459" alt="Screenshot 2022-03-04 at 6 10 52 PM" src="https://user-images.githubusercontent.com/46586718/156886825-e73beb4d-feb2-4f66-9fcc-476e8870176f.png">
I wish the value is shown instead of -, its clearer for me.

**Describe alternatives you've considered**
-

**Are you able to assist to bring the feature to reality?**
no

Thanks
Repository: PowerToys
Issue: [PT Run] [Time and Date plugin] Add friendly date/time format
Labels: Idea-Enhancement,Help Wanted,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

The PR #16662 implements a new plugin for date and time values.

It will be a great addition if the plugin can show the date/time in friendly layout and convert this format into other ones. See the discussion in the issue #16800.

Examples for the format:
- Yesterday
- 5 hours ago


### Scenario when this would be used?

See the discussion in the issue #16800.

### Supporting information

_No response_

---

⚠ **The work on this enhancement can't begin before the plugin code is merged into main branch!!**
Repository: godot
Issue: Cursor disappears during application drag and drop operation on Mac
Labels: bug,platform:macos,topic:porting,topic:input

### Godot version

v3.4.3.stable.official [242c05d12]

### System information

macOS Big Sur 11.6.2, iMac (Retina 5k, 27-inch, Late 2015)

### Issue description

Drag and drop operations cause the cursor to disappear, not reappearing unit the application is deactivated and re-activated.
The Can't drop cursor does work but the OK to drop doesn't show. 
The drop operation results are correct.
The application appears to work fine on Windows10.


### Steps to reproduce

Start the Drag & Drop (GUI) demo.
Drag a color button. OK to drop cursor (Pointing hand) doesn't show up but the Can't drop cursor does. 
When the dragged button is dropped, no cursor is visible until another application is selected (clicking away from Drag & Drop app) and it is re-activated (clicking on the window).

### Minimal reproduction project

Drag & Drop (GUI) demo
Repository: storybook
Issue: Vue 3 - Shared Props not shown in Storybook Controls Section
Labels: bug,needs triage

**Describe the bug**
I'm importing 'shared props' into multiple components using spread operator (see example + repro below), the component specific props show under the 'Props' heading within Storybook controls, but the imported/shared props do not get rendered as props within the 'Props' controls section.

```
// sharedProps.js
export default {
  myProp: {
    type: String,
    default: 'hello'
  }
}

// myComponent.js
import sharedProps from './sharedProps'

/* ... other component setup ... */
props: {
  componentProp: {
    type: String,
    default: 'Some value'
  },
  ...sharedProps
}
```

**To Reproduce**
[Reproduction Github Repo](https://github.com/NickMcBurney/storybook-vue3-props-issue)
[Reproduction Built Storybook Release](https://practical-mclean-b4ce3a.netlify.app/?path=/story/example-button--primary)


**System**
Environment Info:

  System:
    OS: Windows 10 10.0.22000
    CPU: (12) x64 Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz
  Binaries:
    Node: 16.13.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 3.2.0 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 8.1.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 98.0.4758.102
    Edge: Spartan (44.22000.120.0), Chromium (99.0.1150.30)
  npmPackages:
    @storybook/addon-actions: ^6.5.0-alpha.46 => 6.5.0-alpha.46
    @storybook/addon-docs: ^6.5.0-alpha.46 => 6.5.0-alpha.46
    @storybook/addon-essentials: ^6.5.0-alpha.46 => 6.5.0-alpha.46
    @storybook/addon-links: ^6.5.0-alpha.46 => 6.5.0-alpha.46
    @storybook/vue3: ^6.5.0-alpha.46 => 6.5.0-alpha.46

**Additional context**
Expected result would be that the props imported from shared file would be shown under the 'Props' heading within a storybook:
![image](https://user-images.githubusercontent.com/6604187/156893656-36e68c12-d588-4f23-a796-85f1c744d385.png)
Repository: flutter
Issue: Ability to change the keyboard language programmatically
Labels: a: text input,c: new feature,framework,customer: crowd,c: proposal,P3,team-framework,triaged-framework

I have a page with multiple textfields and some of the textfields require the user to change the current language from arabic to english and vice versa to insert the proper input 

So I have searched and figured out this feature is not supported yet
Repository: tauri
Issue: [feat] Bundle Tauri apps as Flatpak
Labels: type: feature request,platform: Linux,scope: bundler

### Describe the problem

According to [this page](https://tauri.studio/docs/distribution/linux), Tauri apps can only be bundled as .deb or AppImage.

### Describe the solution you'd like

An option to bundle Tauri apps as Flatpaks.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: flutter
Issue: [google_maps_flutter] Expose an "onTilesLoaded" to notify when all tiles have been fully rendered.
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

The flutter plugin exposes an `onMapCreated()` function that states when the map is ready.
However, until all tiles are fully loaded it shows a grid with grey lines, and any effect or any interaction with the map seems useless until tiles are rendered.

These are the use cases I wish to accomplish:
- Ensure all tiles are rendered before taking a snapshot.
Running the method `takeSnapshot()` after `onMapCreated()` leads to an image with either, partial tiles rendered or none at all.
- Zoom-in to a position once the map is first loaded.
The zoom effect is kind of weird if done after `onMapCreated()` is fired, since it will zoom a grid of grey lines.

## Proposal

Each platform already contains a functionality to determine when tiles are fully rendered:
- Android - `GoogleMap.OnMapLoadedCallback`
- iOS - `GMSMapViewDelegate.mapViewDidFinishTileRendering`
- Web - `Map.tilesloaded`

However, AFAIK, there is no such functionality in the flutter plugin.
Repository: TypeScript
Issue: "Concreting" generic has behavior different from generic inferred via value
Labels: Needs Investigation

# Bug Report

### 🔎 Search Terms

'T' could be instantiated with an arbitrary type which could be unrelated to 'T'

### 🕗 Version & Regression Information

Tested with v4.6.2

### ⏯ Playground Link

[Playground](https://www.typescriptlang.org/play?target=99#code/JYOwLgpgTgZghgYwgAgLIHsRwCYB4CCAfMgN7L5RRwCeAXOQNoC6yAvgFBjUAOKGW2AJLYI4YDGDRkAXmQBrCNXQw0mHLgCuIOSHQB3EIXbsRCADZwoKBJgDOYZLYhgAQqGwUqddsmQAKACN3egIAGmQXQj8Ac3o-OHp8AEoZYn51SIYAIk8aLKYU6WI-eHp0vCJs3Op8wrS1PEycyjyC1OQAN3RgbGMnV3dqmPb4EbgAOhgLMFQ4bhikpONTCytkGxB7R2c3EGwAcVFoYARaH2RcQWQIAA9IPdtVAWFRMHFJKCNfXz9kHtEJNB6IJzr5wkE9iF8OFIjE4glyHUnhlCAxBG0iv5SsiKqj0UjyrhMujQcgkV0en0du5DiBjgg-M0vFlwtExmNJtNZvNoot2EA)

### 💻 Code

```ts
interface Monad<A> { Array: A[] }
type MonadIdentifier = keyof Monad<unknown>

declare const setBindArray:
  (bind: <A, B>(g: (a: A) => Monad<B>["Array"]) => (fa: Monad<A>["Array"]) => Monad<B>["Array"]) => void

setBindArray(g => fa => fa.flatMap(g))

declare const setBindGeneric:
  <I extends MonadIdentifier>
    ( idenfier: I
    , bind: <A, B>(g: (a: A) => Monad<B>[I]) => (fa: Monad<A>[I]) => Monad<B>[I]
    ) => void

setBindGeneric("Array", g => fa => fa.flatMap(g))
//                                 ~~~~~~~~~~~~~
// Type 'B[]' is not assignable to type 'B[]'. Two different types with this name exist, but they are unrelated.
//   Type 'B' is not assignable to type 'B'. Two different types with this name exist, but they are unrelated.
//     'B' could be instantiated with an arbitrary type which could be unrelated to 'B'.(2719)
```

### 🙁 Actual behavior

Code does not compile.

### 🙂 Expected behavior

Code should compile. Both `setBindArray` and `setBindGeneric` are essentially functions of the same type, `setBindArray` has `I` concreted to `"Array"` whereas `setBindGeneric` has `I` inferred as `"Array"` via the first parameter.
Repository: youtube-dl
Issue: Support RUMBLE download
Labels: site-support-request,clarification-needed,duplicate

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## Description

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Please work on Rumble download support — Thanks!
Repository: flutter
Issue: Documentation request: Restoration API pre-requisites
Labels: framework,d: api docs,P2,team-framework,triaged-framework

## Use case

I've just spent hours trying to get the restoration APIs working in my macOS app. As it turns out this doesn't appear to be supported... but as far as I can tell, there is absolutely no documentation that indicates this. The only way I managed to figure this out is by manually debugging the Flutter framework and eventually finding that the [engine returns](https://github.com/flutter/flutter/blob/e4351ff0531fe7be2c7b62e41683d60ffba421b4/packages/flutter/lib/src/services/restoration.dart#L241) an `enabled` flag that is used to determine whether restoration is supported. On macOS this always returns `false`

My app also works on iOS, so I thought I'd try to get it working there. Again, hours of fruitless trial and error. Again, after debugging how this works in the engine, I eventually [discovered](https://github.com/flutter/engine/blob/05d1b5a66b8a1b179d4ac86656f7024ca4ab2b38/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm#L200) that I need to set the `restorationIdentifier` on `FlutterViewController`. 

Knowing that this is what needs to be done, I then did a search for `restorationIdentifier` to see if I had just missed it in the docs somewhere. The only place I can find it is in [RestorationManager](https://api.flutter.dev/flutter/services/RestorationManager-class.html) where there is indeed some discussion on this requirement. 

But here's the thing... as a consumer of this API, we generally never interact with `RestorationManager` (to be honest, that class is mostly invisible for us). The classes that we use when implementing restoration are `RestorationMixin` and `RestorationScope`... IMHO this is where the pre-requisites need to be described. 

## Proposal
Can someone please update the documentation for the restoration API to:
* Make it crystal clear that this support is limited to iOS and Android (unless I'm mistaken and restoration is indeed supported on macOS - perhaps using `restorableStateKeyPaths`?)
* Move/copy the (extremely important) information about `restorationIdentifier` to somewhere where it is more likely to be discovered.

Thanks.
Repository: godot
Issue: Inspector Items could have descriptions
Labels: enhancement,topic:editor,usability

### Godot version

ff65d33

### System information

W10

### Issue description

Array properties, like Items in ItemList or Tabs in TabBar, are missing descriptions:
![image](https://user-images.githubusercontent.com/2223172/156904111-119fa35b-9dab-48c8-b34e-b9a3455e1406.png)
They could display the description of a setter (`set_item_text()` in above case), as they usually describe what it does.

### Steps to reproduce

1. Add ItemList
2. Add something under Items
3. Hover any item property
4. No description.

### Minimal reproduction project

_No response_