sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: "importModuleSpecifierEnding" not added on "Move to new file" refactoring
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Refactorings

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

.js extension missing; ECMAScript modules; ESNext

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

Not possible, needs refactoring functionality.

### 💻 Code

Open TypeScript project in VSCode with the following in `settings.json`:
```json
{ "typescript.preferences.importModuleSpecifierEnding": "js" }
```

`tsconfig.json`:
```json
{
    "compilerOptions": {
        "module": "ESNext"
    }
}
```

Create a file `main.ts`:
```typescript
function foo() { }
function bar() { foo(); }
```

Execute "Move to new file" refactoring on the `foo` function.

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->

The following import is generated:
```typescript
import { foo } from "./foo";
```

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
```typescript
import { foo } from "./foo.js";
```
Repository: create-react-app
Issue: Can't install react-scripts with npm, but it does work with yarn
Labels: stale,needs triage,issue: bug report

### Describe the bug

When you launch npm install react-scripts,  (i tried also in two blank projects), it throws an error:
`npm ERR! Unexpected end of JSON input while parsing near '...EMgP/1hWdCwd2Fuk/dsP0'`
Instead with Yarn add works properly

### Did you try recovering your dependencies?
Yes, i tried with a blank project just after npm init


### Steps to reproduce
- create a new project
- npm init
- npm install react-scripts

### Expected behavior

should install the package
Repository: create-react-app
Issue: react app does not work on D drive 
Labels: stale

### Discussed in https://github.com/facebook/create-react-app/discussions/11535

<div type='discussions-op-text'>

<sup>Originally posted by **MOstafaMOhamedX** October 10, 2021</sup>
it working on C But

![image](https://user-images.githubusercontent.com/51272412/136700330-058768fe-426e-4ad2-8e2c-3eac243876be.png)
</div>
Repository: material-ui
Issue: Please allow to simplify classNames like it was before
Labels: bug 🐛,support: question,v5.x migration,regression

<!-- Provide a general summary of the feature in the Title above -->

<!--
  Thank you very much for contributing to MUI by creating an issue! ❤️
  To avoid duplicate issues we ask you to check off the following list.
-->

<!-- Checked checkbox should look like this: [x] -->

- [ ] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡 
### @material-ui
```
import StylesProvider from '@material-ui/styles/StylesProvider';
import createGenerateClassName from '@material-ui/styles/createGenerateClassName';
// Create a new class name generator.
export const generateClassName = () =>
  createGenerateClassName({
    disableGlobal: true,
    productionPrefix: 'int',
  });

<StylesProvider generateClassName={generateClassName()}>
```
![image](https://user-images.githubusercontent.com/4027842/136714403-6de2d2fb-429a-45e7-8b2d-31bf2651883f.png)

<!-- Describe how it should work. -->

## Examples 🌈
### @mui/material
```
import { FC } from 'react';
import CssBaseline from '@mui/material/CssBaseline';
import { createTheme, ThemeProvider } from '@mui/material/styles';
import { StylesProvider, createGenerateClassName } from '@mui/styles';
import { red } from '@mui/material/colors';
import { CacheProvider } from '@emotion/react';
import createCache from '@emotion/cache'; // Cache with option to prepend emotion's style tag
import '@mui/lab/themeAugmentation';

const generateClassName = createGenerateClassName({
  disableGlobal: true,
  productionPrefix: 's',
});
const cache = createCache({
  key: 's',
  prepend: true,
});

// Create a theme instance.
const theme = createTheme();

interface ThemeProps {}
export const Theme: FC<ThemeProps> = ({ children }) => (
  <ThemeProvider theme={theme}>
    <CssBaseline />
    <StylesProvider generateClassName={generateClassName} injectFirst>
      <CacheProvider value={cache}>{children}</CacheProvider>
    </StylesProvider>
  </ThemeProvider>
);

```
![image](https://user-images.githubusercontent.com/4027842/136714650-faa91ff2-0ed6-43ee-b953-3e632f0e3494.png)

there is `Mui` prefix almost everywhere
Repository: flutter
Issue: [tool] Trigger hot reload based on directory changes
Labels: c: new feature,tool,t: hot reload,c: proposal,P3,team-tool,triaged-tool

Time to bring back an old request which was closed with 23 likes. Here is a +1 for that idea.

We could use a `flutter run --watch`

Not just for those of us who don't run an IDE, but also for those of us (on a M1 Macbook Pro w 16GB) whose IntelliJ IDEA is chewing up > 4GB while churning to a sluggish crawl while hot reloading changes. Not trying to make this about IDE, but rather about the choice on how to develop.
Repository: godot
Issue: surface material index out of bounds error when instancing model loaded from another thread
Labels: bug,topic:rendering,topic:3d

### Godot version

3.4.beta6

### System information

Linux Mint 20.2 Uma base: Ubuntu 20.04 focal GLS3

### Issue description

When trying to `.instance()` a `PackedScene` which was `.load()`ed in another thread, I got the following error:

```
E 0:00:00.748   instance_set_surface_material: Index p_surface = 0 is out of bounds (instance->materials.size() = 0).
  <C++ Source>  servers/visual/visual_server_scene.cpp:730 @ instance_set_surface_material()
  <Stack Trace> Main.gd:15 @ _add_node()
```

Tested with Godot 3.3, 3.3.1 and 3.3.3 and the same error happens

### Steps to reproduce

1. Open the project
2. Run the project
3. Check output

### Minimal reproduction project

Here is a minimal project to reproduce the error: [godot_test_surfaces_material.zip](https://github.com/godotengine/godot/files/7318409/godot_test_surfaces_material.zip)

The relevant part is the following:
```gdscript
func _ready():
	thread.start(self, "_thread_function")


func _thread_function():
	var packed_scene = ResourceLoader.load("res://tree.tscn", "PackedScene", false)
	call_deferred("_add_node", packed_scene)


func _add_node(packed_scene):
	add_child(packed_scene.instance())
```

Which produces two errors, since the example model has 2 meshes:
```
E 0:00:00.748   instance_set_surface_material: Index p_surface = 0 is out of bounds (instance->materials.size() = 0).
  <C++ Source>  servers/visual/visual_server_scene.cpp:730 @ instance_set_surface_material()
  <Stack Trace> Main.gd:15 @ _add_node()
E 0:00:00.748   instance_set_surface_material: Index p_surface = 0 is out of bounds (instance->materials.size() = 0).
  <C++ Source>  servers/visual/visual_server_scene.cpp:730 @ instance_set_surface_material()
  <Stack Trace> Main.gd:15 @ _add_node()
```

If I change the code to instantiate within the thread itself, no error is shown:
```gdscript
func _ready():
	thread.start(self, "_thread_function")


func _thread_function():
	var packed_scene = ResourceLoader.load("res://tree.tscn", "PackedScene", false)
	call_deferred("_add_instanced_node", packed_scene.instance())


func _add_instanced_node(node):
	add_child(node)
```
Repository: yt-dlp
Issue: [Feature Request] Add a --dns-resolver option
Labels: enhancement,core:networking

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## Checklist

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- [x] I have given an appropriate title to the issue


## Description

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So, since this fork is more courageous in using external deps and such, maybe this feature can finally be added? https://github.com/ytdl-org/youtube-dl/issues/4726
Repository: pytorch
Issue: [opinfo] Confusing interface for `ops` decorator 
Labels: module: tests,triaged

Looking at this line,
https://github.com/pytorch/pytorch/blob/355acfdebc07ce138684ab60c12da8ede57e2309/test/test_unary_ufuncs.py#L342-L345

one would expect the test to be run for `allowed_dtypes` given that the operator supports it.

However due to following lines the test only runs on a subset of the `allowed_dtypes`, even if all of the `allowed_dtypes` are supported by the operator.
https://github.com/pytorch/pytorch/blob/355acfdebc07ce138684ab60c12da8ede57e2309/torch/testing/_internal/common_device_type.py#L683-L685
https://github.com/pytorch/pytorch/blob/355acfdebc07ce138684ab60c12da8ede57e2309/torch/testing/_internal/common_device_type.py#L705-L706
https://github.com/pytorch/pytorch/blob/355acfdebc07ce138684ab60c12da8ede57e2309/torch/testing/_internal/common_device_type.py#L712-L713

I think it would make more sense if the `allowed_dtypes` was honored.

The way I stumbled upon this was trying to find why a test wasn't run for `complex128` even when the op supported it and the test allowed it.

cc: @mruberry 

cc @mruberry
Repository: godot
Issue: Godot crashes if big and/or long duration ogg file imported
Labels: bug,topic:audio,topic:import

### Godot version

3.3.4.stable

### System information

Windows 10 Pro Build 19042, NVIDIA GeForce RTX 2060 SUPER

### Issue description

Godot crashes if a big .ogg file is imported. This happens in 3.3.x up to 4.0

### Steps to reproduce

1. Get a >=5mb ogg file
2. Place the ogg file in the project directory
3. Reimport will close godot.

### Minimal reproduction project

Can be done without a specific project
Repository: godot
Issue: Godot 64bit editor can not use more than 3.1gb of RAM in PoolVector due to the maximum number of allocations being exceeded
Labels: bug,topic:core

### Godot version

v3.3.3.stable.official [b973f997f] 64bit

### System information

Windows 10, 32gb RAM

### Issue description

I am having issues importing huge scenes (~12k props) into Godot seemingly due to memory constraints of at least the Editor.

When I do not add options to my meshes at all the scene imports fine. If I use `-colonly` on all meshes the scene also imports fine. However if I add `-col` the editor just crashes. Note that all the meshes in the scene are actually collision meshes so they are not that complex.

With a debugger attached the crash happens after my scene importer has finished when processing the options and is caused by a nullptr exception in nvoglv64.dll.

```
Unhandled exception at 0x00007FFAF512B620 (nvoglv64.dll) in Godot_v3.3.3-stable_win64.exe: 0xC0000005: Access violation writing location 0x0000000000000000.
```

The last message printed to the Godot console reads
```
ERROR: All memory pool allocations are in use.
   At: ./core/pool_vector.h:530
```

Combined with the fact that Visual Studio shows Godot right at the edge of the 32bit addressing limit I would assume that this is caused by Godot 64bit still not being able to allocate memory beyond the 32bit address limit even though it should be able to use much more.

### Steps to reproduce

Try to import a scene with a lot of collision objects (~12k)

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: Vulnerability in react-dev-utils > ... > set-value
Labels: needs triage,issue: bug report

### Describe the bug

There is the following dependencies tree:

└─┬ react-dev-utils@11.0.4
  └─┬ fork-ts-checker-webpack-plugin@4.1.6
    └─┬ micromatch@3.1.10
      └─┬ snapdragon@0.8.2
        └─┬ base@0.11.2
          └─┬ cache-base@1.0.1
            ├── set-value@2.0.1
            └─┬ union-value@1.0.1
              └── set-value@2.0.1

When set-value@2.0.1 have the following vulnerability issues:
https://snyk.io/vuln/npm:set-value@2.0.1

Is there a chance that the dependencies can be updated in order to fix the issue?

### Did you try recovering your dependencies?

Yes

### Environment

current version of create-react-app: 4.0.3
  running from /Users/aarshavs/.npm/_npx/97106/lib/node_modules/create-react-app

  System:
    OS: macOS 11.5
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 14.18.0 - ~/.nvm/versions/node/v14.18.0/bin/node
    Yarn: Not Found
    npm: 6.14.15 - ~/.nvm/versions/node/v14.18.0/bin/npm
  Browsers:
    Chrome: 94.0.4606.71
    Edge: Not Found
    Firefox: 92.0.1
    Safari: 14.1.2
  npmPackages:
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    react-scripts: Not Found
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

1. npm install react-dev-utils@11.0.4

### Expected behavior

set-value version will be at least 4.0.1

### Actual behavior

set-value version is 2.0.1
Repository: opencv
Issue: UMat support for cv::bilateralFilter with float32
Labels: optimization,feature,category: imgproc,category: ocl

##### System information (version)
OpenCV => 4.5.3
Operating System / Platform => Windows 64 Bit
Compiler => Visual Studio 2019

##### Detailed description
As discuss here
https://forum.opencv.org/t/umat-support-float32/5428

UMat support for cv::bilateralFilter with float32
cv::bilateralFilter does not have an OpenCL path for float 32 data type (only support int 8).
https://github.com/opencv/opencv/blob/39c3334147ec02761b117f180c9c4518be18d1fa/modules/imgproc/src/bilateral_filter.dispatch.cpp#L403

is it possible to add support for float 32?

---

relates #20760
Repository: ant-design
Issue: Tabs组件标签页拖拽后，TabPane内嵌的iframe会刷新
Labels: help wanted,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/ke-tuo-zhuai-biao-qian-antd-4-17-0-alpha-5-forked-jk9f4?file=/index.js)

### Steps to reproduce
往后拖拽，iframe会刷新，往前拖拽不会刷新。

### What is expected?
调整顺序后，TabPane顺序保持不变

### What is actually happening?
调整顺序后，TabPane顺序保持会变

| Environment | Info |
|---|---|
| antd | 4.16.13 |
| React | react 16.13.1 |
| System | win10 x64 |
| Browser | chrome 90 |

---
如何做到tab标签页不跟TabPane的顺序强关联，这样就不会有dom的移除和创建。


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: [animations] Pressing Android back button and the widget simultaneously causes the widget to disappear
Labels: platform-android,package,p: animations,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-android,triaged-android

When I used the `animations`(version 2.0.1) plug-in, I had a problem with my application.  When I used the `OpenContainer` component to build a routing page, I clicked the icon to open the route and immediately hit the Back button again, and my icon disappeared.  

## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->

1. Run `flutter create bug`.
2. Update the files as follows: ... <!-- include every file that is different from the template app! -->
3. reproduce the problem.
1. I clicked the icon to open the route.
2. Immediately hit the Back button again.

**Expected results:** <!-- what did you want to see? -->
Components built by closing disappear.

**Actual results:** <!-- what did you see? -->
Components built by closing do not disappear.

**Video Show:**

https://user-images.githubusercontent.com/16234264/136764361-157db7f9-0a69-4532-9ff4-98368ec7b944.mp4

**Other issues:**
When I hit the back button and scroll through the list, the animation positions don't match.

https://user-images.githubusercontent.com/16234264/136765726-479fbf46-01f9-45e9-acd9-6f9f46c064ca.mp4

<details>
  <summary>Logs</summary>

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
[√] Flutter (Channel stable, 2.5.1, on Microsoft Windows [Version 10.0.17763.194], locale zh-CN)
    • Flutter version 2.5.1 at D:\flutter\last-new\flutter
    • Upstream repository git@github.com:flutter/flutter.git
    • Framework revision ffb2ecea52 (3 weeks ago), 2021-09-17 15:26:33 -0400
    • Engine revision b3af521a05
    • Dart version 2.14.2
    • Pub download mirror https://pub.flutter-io.cn
    • Flutter download mirror https://storage.flutter-io.cn

[√] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at D:\Android\Sdk
    • Platform android-31, build-tools 31.0.0
    • ANDROID_HOME = D:\Android\Sdk
    • Java binary at: D:\AndroidStudio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6842174)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[√] Android Studio (version 4.2)
    • Android Studio at D:\AndroidStudio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6842174)

[√] Connected device (2 available)
    • SM G9500 (mobile) • 988bdc424259355033 • android-arm64  • Android 9 (API 28)
    • Chrome (web)      • chrome             • web-javascript • Google Chrome 94.0.4606.71

• No issues found!
```

</details>
Repository: vscode
Issue: Git - merge-conflict cannot resolve binary files
Labels: bug,git

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: latest
- OS Version: MacOS 15

Steps to Reproduce:

1. make a merge conflict with some binary files 
![image](https://user-images.githubusercontent.com/13031838/136774859-ec399605-a4bb-4a20-847c-572c51079a7d.png)

2. merge branch
3. click `accept-current` or `accept-income`

It doesn't work
Repository: pytorch
Issue: CIFAR10 doesn't work on M1 MacBook 
Labels: triaged,module: arm

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce
I used the official code to train the CIFAR10 dataset on M1 MacBook. But the value of loss is always nan.
https://pytorch.org/tutorials/beginner/blitz/cifar10_tutorial.html#sphx-glr-beginner-blitz-cifar10-tutorial-py
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior
the value of loss should be a number.
<!-- A clear and concise description of what you expected to happen. -->

## Environment
PyTorch version: 1.9.1.post3
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 11.6 (arm64)
GCC version: Could not collect
Clang version: 13.0.0 (clang-1300.0.29.3)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.7 | packaged by conda-forge | (default, Sep 29 2021, 19:22:19)  [Clang 11.1.0 ] (64-bit runtime)
Python platform: macOS-11.6-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.2
[pip3] torch==1.9.1.post3
[pip3] torchvision==0.10.0a0
[conda] numpy                     1.21.2           py39h1f3b974_0    https://mirrors.ustc.edu.cn/anaconda/cloud/conda-forge
[conda] pytorch                   1.9.1           cpu_py39h7601aee_3    https://mirrors.ustc.edu.cn/anaconda/cloud/conda-forge
[conda] pytorch-cpu               1.9.1           cpu_py39hd610c6a_3    https://mirrors.ustc.edu.cn/anaconda/cloud/conda-forge
[conda] torchvision               0.10.1          py39h0a40b5a_0_cpu    https://mirrors.ustc.edu.cn/anaconda/cloud/conda-forge
## Additional context

<!-- Add any other context about the problem here. -->


cc @malfet
Repository: godot
Issue: project.godot stores lots of useless properties for input events
Labels: bug,topic:core

### Godot version

ceee1ab

### System information

W10

### Issue description

Few examples:
```
Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":1,"button_index":9,"pressure":0.0,"pressed":false,"script":null)
Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":5,"pressed":false,"doubleclick":false,"script":null)
```
As you can see, it stores all default values. Some of them can't be edited from editor, like mouse button position or script.

Any default value should be skipped. This is most likely general ConfigFile issue, shortcuts saved in `tscn` or `tres` only store what's needed.

### Steps to reproduce

1. Open any project in Godot
2. Inspect `project.godot`

### Minimal reproduction project

_No response_