sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: `UninitializedParameter.to(device='meta')` creates a zero-sized meta tensor instead of remaining uninitialized
Labels: triaged,module: meta tensors,module: lazy

### 🐛 Describe the bug

Lazy's `UninitializedParameter` exhibits unexpected behavior when attempting to move it to the 'meta' device. Calling `UninitializedParameter.to(device='meta')` returns a zero-sized meta tensor instead of remaining as an `UninitializedParameter` as expected.

```python
import torch

# Create an UninitializedParameter with the device kwarg.
p = torch.nn.UninitializedParameter(device='meta')
print(p)
# <UninitializedParameter>

# Create an UninitializedParameter and convert it to meta.
p = torch.nn.UninitializedParameter()
p = p.to(device='meta')
print(p)
# tensor(..., device='meta', size=(0,), grad_fn=<ToCopyBackward0>)

# For comparison, same with CPU:
p = torch.nn.UninitializedParameter(device='cpu')
print(p)
# <UninitializedParameter>

p = torch.nn.UninitializedParameter()
p = p.to(device='cpu')
print(p)
# <UninitializedParameter>
```

The `to()` behavior for meta should match that of CPU; the returned object should remain as an `UninitializedParameter`.

### Versions

PyTorch version: 1.11.0a0+git31c7e5d
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.0.1 (x86_64)
GCC version: Could not collect
Clang version: 10.0.0
CMake version: version 3.19.1

Python version: 3.8 (64-bit runtime)
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==1.20.3
[pip3] pytorch-sphinx-theme==0.0.24
[pip3] torch==1.11.0a0+git4b83a10
[pip3] torchaudio==0.8.1
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.9.1
[pip3] torchvision==0.9.1
[conda] numpy                     1.20.3                   pypi_0    pypi
[conda] pytorch-sphinx-theme      0.0.24                    dev_0    <develop>
[conda] torch                     1.11.0a0+git4b83a10           dev_0    <develop>
[conda] torchaudio                0.8.1                    pypi_0    pypi
[conda] torchsummary              1.5.1                    pypi_0    pypi
[conda] torchtext                 0.9.1                    pypi_0    pypi
[conda] torchvision               0.9.1                    pypi_0    pypi
Repository: rust
Issue: Unhelpful error when `Cargo.toml` is missing `edition` key.
Labels: A-diagnostics,A-resolve,T-compiler,D-edition

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```toml
# Cargo.toml
[package]
name = "no-edition-diagnostics"
version = "0.1.0"
# note the lack of edition = ""

[dependencies]
anyhow = "1"
```
```rust
// src/lib.rs
use anyhow::*;
```

The current output is:

```
error[E0432]: unresolved import `anyhow`
 --> src/lib.rs:1:5
  |
1 | use anyhow::*;
  |     ^^^^^^ maybe a missing crate `anyhow`?
```

Ideally the output should look like:

```
error[E0432]: unresolved import `anyhow`
 --> src/lib.rs:1:5
  |
1 | use anyhow::*;
  |     ^^^^^^ maybe a missing crate `anyhow`?
               hint: try adding an `extern crate` or move to a newer Rust edition
```

Since the solution for this case is _generally_ going to be one of those two.
Repository: create-react-app
Issue: Swap out eslint-plugin-flowtype for eslint-plugin-ft-flow
Labels: needs triage,issue: bug report

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### Describe the bug
Hi 👋 , I'm a maintainer on flow-typed and a new flowtype eslint library `eslint-plugin-ft-flow`

A user on stack overflow reported an issue with `eslint-plugin-flowtype` in `eslint-config-react-app` when using `create-react-app`. Full information can be read [here](https://stackoverflow.com/questions/70397587/failed-to-load-plugin-flowtype-declared-in-package-json-eslint-config-react/70526003#70526003)

I've already fixed the issue in [eslint-plugin-ft-flow](https://www.npmjs.com/package/eslint-plugin-ft-flow) and provide the library active maintenance compared to the original. Would the team at create-react-app be interested in swapping over to the new library to solve this and future issues.
Repository: react
Issue: React 18 Suspense unable to track when a promise completes causing SWR failure
Labels: Type: Discussion,React 18

When working with [SWR](https://swr.vercel.app/)  with `React 17`, you could pass to `useSwr` on `onSuccess` parameter which would assign a completion function so that when an async call finished, you could take some action (for example, when not using Relay, you can trigger another component to begin loading data based on the returned data from `useSwr`.

After [this lengthy issue](https://github.com/vercel/swr/issues/1733) with @promer94, one of the devs on SWR, we found an ugly workaround with `useEffect` and some negative logic, but it is not satisfactory and will always be hard to reason about as well as do so similar things without introducing bugs. To quote @promer94, `i think we need more time to understand concurrent mode before we change current api design`.  This feels to me like either we don't understand how Suspense works, or there is a serious usability issue if not using Relay.

It's summarized best here:  https://github.com/vercel/swr/issues/1733#issuecomment-1001391484 .  Assuming this is correct, there is no determinant way to know when components suspense promise completes, and no way to act on that which would be required in multi-component scenarios.

The issue mentioned above https://github.com/vercel/swr/issues/1733 explains in more detail the problem, and the example code that demonstrates it by having to do the ugly workaround for not having `onSuccess` is in this repo:  https://github.com/pkellner/pluralsight-react-18-suspense-swr-problem/blob/master/src/components/CityListItems.js

If you want to see the program working you can view it on this link. Notice that after the city list loads, the first city becomes selected.  That was trivial using React 17 with SWR and really hard with React 18 and Suspense enabled.

https://pluralsight-react-18-first-look.peterkellner.net/#

The source for the app with Suspense is here:  https://github.com/pkellner/airquality
Repository: godot
Issue: [TRACKER] BaseMaterial3D (StandardMaterial3D + ORMMaterial3D) issues
Labels: bug,enhancement,topic:rendering,tracker,topic:3d

This is a tracker issue for the default 3D material implementation in Godot 4.0 (formerly SpatialMaterial). BaseMaterial3D provides StandardMaterial3D and ORMMaterial3D.

**This tracker only tracks issues in the `master` branch**, not `3.x`.

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/14403
- [x] https://github.com/godotengine/godot/issues/48123
- [x] https://github.com/godotengine/godot/issues/49841
- [x] https://github.com/godotengine/godot/issues/50124
- [x] https://github.com/godotengine/godot/issues/50231
- [ ] https://github.com/godotengine/godot/issues/50232
- [x] https://github.com/godotengine/godot/issues/53444
- [x] https://github.com/godotengine/godot/issues/55161
- [x] https://github.com/godotengine/godot/issues/55771
- [x] https://github.com/godotengine/godot/issues/56008
- [x] https://github.com/godotengine/godot/issues/56332
- [ ] https://github.com/godotengine/godot/issues/56574
- [ ] https://github.com/godotengine/godot/issues/63675
- [x] https://github.com/godotengine/godot/issues/61730
```

```[tasklist]
### Missing features compared to `3.x`'s SpatialMaterial
- [ ] https://github.com/godotengine/godot/issues/51625
```

```[tasklist]
### Proposals
- [ ] https://github.com/godotengine/godot-proposals/issues/1230
- [x] https://github.com/godotengine/godot-proposals/issues/1242
- [ ] https://github.com/godotengine/godot-proposals/issues/1843
- [ ] https://github.com/godotengine/godot-proposals/issues/2316
- [ ] https://github.com/godotengine/godot-proposals/issues/2455
- [ ] https://github.com/godotengine/godot-proposals/issues/3021
- [ ] https://github.com/godotengine/godot-proposals/issues/3499
```
Repository: PowerToys
Issue: Miller Column View in Windows Explorer
Labels: Idea-New PowerToy,Product-File Explorer

### Description of the new feature / enhancement

Column View is a great feature in Mac that I have always wish that it comes to windows

### Scenario when this would be used?

when you are just looking for a file and you are not sure about its name. column view in this situation give you the ability to see every file in the folder on the run saving you a ton of wasted time.

### Supporting information

_No response_
Repository: ant-design
Issue: Move Cascader onSearch and seachValue into showSearch
Labels: help wanted,Inactive

```diff
- <Cascader onSearch seachValue showSearch />
+ <Cascader showSearch={{ seachValue, onSearch }} />
```
Repository: PowerToys
Issue: Battery percentage displayed in the taskbar
Labels: Idea-New PowerToy,Product-Power management

### Description of the new feature / enhancement

A configurable battery percentage displayed near the battery icon in Windows 11.

### Scenario when this would be used?

It would be very useful as you'd be able to tell the battery percentage at a glance, without having to move the mouse and hover the icon.

### Supporting information

I've found four Reddit threads [[1]](https://www.reddit.com/r/Windows11/comments/o7sz3x/battery_percentage_on_tray_in_windows_11/) [[2]](https://www.reddit.com/r/ZephyrusG14/comments/obslbl/battery_bar_and_windows_11/) [[3]](https://www.reddit.com/r/Windows10/comments/6grn0y/how_to_show_battery_percentage_in_battery_icon_on/) [[4]](https://www.reddit.com/r/Windows11/comments/oqyl9n/windows_11_should_introduce_a_battery_indicator/) regarding this issue and two apps [[1]](https://www.microsoft.com/en-us/p/battery-percentage-icon/9pckt2b7dzmw?activetab=pivot:overviewtab) [[2]](https://github.com/kas/percentage) that try to solve it, but I think it would be awesome if this functionality was available in PowerToys.
Repository: godot
Issue: 3.x: when importing some gltf models, the editor takes a great many of times, even hangup the OS, then show error dialog !
Labels: bug,needs testing,topic:import,topic:3d

### Godot version

3.4 3.4.2

### System information

ubuntu 20.04 GLES2

### Issue description

https://sketchfab-prod-media.s3.amazonaws.com/archives/e69458ef8176402d919df421e444da86/gltf/31e130d39ccd4512a89147f428c3983e/model_50a_-_hatchling_hawksbill_sea_turtle.zip?AWSAccessKeyId=ASIAZ4EAQ242NTEXFCFP&Signature=a3hHmEzdvBfTfQKeUFHPsqu3MVI%3D&x-amz-security-token=IQoJb3JpZ2luX2VjEOv%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCWV1LXdlc3QtMSJHMEUCIQDIIqAG7acr%2BpanJ1gByXUHntki8jPnVQLwgUftK8FDegIgVm2Ix5%2BsQH2aJSoa0mSoBYcFBStD0TqZPTJXFzQivXsqgwQI4%2F%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAAGgw2Nzg4NzQzNzE4OTIiDLgUSaBNtF%2BpJwGzFCrXA6veOx0gT26dxlvfbkGhFE%2BESwTpyzwPbyFGBgfixxcYOO6R7i4YuZYDTvEAJz%2BUYyLNTVnjts5SbEDBjEOfiFLhzidLWG4Usng8guP0yseFxlIqRHbBoWzP5cAS74g%2FDoLyHBS6xCdsJSfMHMOuT3j5zPkIOJWLhGlVl9%2F8aEfXfmXUAGkI3S0ixrWTeEA7O85h3SDNUyrqa9jYr%2FhI9LmjmFhCoYLmmIBOoJfuO3UHhTJjGtN3PBCFkI%2BAkvfZGje3NzTH2%2F63MnsraVO85T%2FEIdOXN4%2FibMdQ7mKbrHIPOEpXlFPspTdap0wExJtdWxvXmfrupW9a8MMzkdMj%2FjujINaimNnzagOECSoDrQR4qG2lmYF14G4gttLskzePqLtOVg%2F6JU87LKm25F%2FW0XQgN%2B8fDxwXHYOYf4pjGeJq0h9Hi1QhvDtY6v4NKGotXbtKhrYZGj9ku2pQYMCgZgUxynJ%2FoG8KrNeJKTcKQz17RBbRTV15j88GbnPP2SuHJ791zmDkXNxuBvYhKFlOTzXNM6SbNxuiEX0xZW2VOdMEf3h7UwNlK4Ysof9X2AT57w7kwIWdMROpa7NYbqdqKK%2BygPzkZOxeoeB%2FPZJk7wRqsCtBhjP4wjDNrbSOBjqlARIlZqYb4pYoZjycbYFSYL31NbP4AwlqNzBlHOUJiGh2oi0fK7yxGlAKhZbj33QVJ%2FJC8JmBJRYOXo9awCXCfLH0QpdoYjiv%2B3p4guGKqgdqO%2F3YXHyczsJty48%2BnkBfr4TJFe0aWFqR57frJKLoUNCSM9CpJZl8D5NZgckdUSW%2FwQ355ahHC%2BofsPyfM0HsiMZEYtdnmZ%2BTnQAffW8GHa2e08wD2Q%3D%3D&Expires=1640833274

### Steps to reproduce

open 3.4 / 3.4.2 editor, new a project, then drag the models into the folder , then the editor starts to import the assets very slowly, even after several times, the importing is still ongoing . 

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Conda Repodata.json file not found in Pytorch channel
Labels: module: binaries,triaged

### 🐛 Describe the bug

When installing pytorch packages through Conda installer, following warning comes up:

`Collecting package metadata (current_repodata.json): ...working... Unable to retrieve repodata (response: 404) for https://conda.anaconda.org/pytorch/linux-64/current_repodata.json`

Since repodata.json file is not present in Pytorch channel, conda install falls back to next-highest-priority conda channel, for example this conda-forge repodata.json file:

`https://conda.anaconda.org/conda-forge/linux-64/current_repodata.json`

While this is not a CRITICAL bug, it can introduce BREAKING version dependencies for millions of installs a year.  Might be a good idea to fix it.


### Versions

All

cc @ezyang @seemethere @malfet
Repository: godot
Issue: Camera2D limits doesn't work well if limit_smoothed is enabled
Labels: bug,topic:core,regression,topic:2d

### Godot version

3.4.2 stable

### System information

Windows 10, GLES2, Intel HD Graphics 610

### Issue description

Since godot version 3.4.1 the camera limits stop working properly if `limit_smoothed` is enabled, while in previous versions it never gave problems. When starting the scene, you notice a movement of the camera as if it was being moved:

https://user-images.githubusercontent.com/30391210/147719762-52a1872f-0db4-495f-be4c-41a1abe9b6ef.mp4

And sometimes when setting certain limits, the camera moves slightly.

In 3.3.3 works fine:

https://user-images.githubusercontent.com/30391210/147719778-4460e59f-c7de-482e-9e9f-0b5d74b13d09.mp4

But this happens with 3.4.1 and 3.4.2

https://user-images.githubusercontent.com/30391210/147719804-4fffaf9e-42c5-4f31-9702-fa1da4f1e101.mp4




### Steps to reproduce

Enable `limit_smoothed` and `smoothing_enabled` to `true` on Camera2D.

### Minimal reproduction project

[TestCamera2DLimits.zip](https://github.com/godotengine/godot/files/7791377/TestCamera2DLimits.zip)
Repository: material-ui
Issue: MUI components lose default styling inside an Iframe
Labels: new feature,docs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

MUI components don't have default styling inside an iframe.

### Expected behavior 🤔

MUI components look the same inside an iframe as they look outside an iframe

### Steps to reproduce 🕹

[codesandbox](https://codesandbox.io/s/restless-grass-9oycp) 

### Context 🔦

I am trying to utilize mui components inside and iframe using a React portal to achieve DOM isolation from the rest of the application.

### Your environment 🌎

System:
    OS: Linux 5.11 Ubuntu 20.04.3 LTS (Focal Fossa)
  Binaries:
    Node: 16.13.1 - /usr/bin/node
    Yarn: 1.22.15 - /usr/bin/yarn
    npm: 8.3.0 - /usr/bin/npm
  Browsers:
    Chrome: 96.0.4664.110
    Firefox: 95.0.1
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1 
    @emotion/styled: ^11.6.0 => 11.6.0 
    @mui/base:  5.0.0-alpha.60 
    @mui/material: ^5.2.4 => 5.2.4 
    @mui/private-theming:  5.2.3 
    @mui/styled-engine:  5.2.4 
    @mui/system:  5.2.4 
    @mui/types:  7.1.0 
    @mui/utils:  5.2.3 
    @types/react: 17.0.37 => 17.0.37 
    react: 17.0.2 => 17.0.2 
    react-dom: 17.0.2 => 17.0.2 
    typescript: ^4.5.2 => 4.5.2
Repository: material-ui
Issue: [feature request] Add Banner Component
Labels: new feature,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Now the official material web components already implemented Banner component included all the css. I think it is good time to implement a Banner component in this UI library.

https://github.com/material-components/material-components-web/tree/master/packages/mdc-banner

### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: create-react-app
Issue: Change create-router-dom example link in docs to v6 of the library
Labels: needs triage,issue: bug report

The [CRA documentation](https://create-react-app.dev/docs/adding-a-router/) on using `react-router-dom` links to an example that showcases the previous version of the library (v5), which is incompatible with the (regular) npm/yarn install of v6. I suggest changing the link to https://github.com/remix-run/react-router/blob/main/docs/getting-started/tutorial.md.
Repository: tensorflow
Issue: Description of Build Order and bootstrapped builds
Labels: stat:awaiting tensorflower,type:build/install,type:docs-feature,override-stale

I would like to request documentation on the ideal build order for tensorflow and both its required dependencies as well as suggested dependencies:

As described in: https://github.com/tensorflow/tensorflow/blob/v2.7.0/tensorflow/tools/pip_package/setup.py#L104
the package `tensorflow` depends on 4 dependencies that must be moved in step:
```
    'tensorboard ~= 2.6',
    'tensorflow_estimator ~= 2.7.0rc0, < 2.8',
    # Keras release is not backward compatible with old tf release, and we have
    # to make the version aligned between TF and Keras.
    'keras >= 2.7.0rc0, < 2.8',
    'tensorflow-io-gcs-filesystem >= 0.21.0',
```

However, it is my understanding that in order to build `estimator` that `tensorflow` must be importable by python.

Is that really the case?

If not, is there somewhere where we can read up on the ideal build order. Ideally we would have:
1. Build `tensorflow`. This will create an importable package, but without many extra features.
     * It might be that this package is called `tensorflow-base` or something else to your liking
2. Build `estimator`....
3. Build `keras` ....
4. Assemble all dependencies into a single dependency called `tensorflow`

Ideally this would form some directed acyclic graph so that we can bootstrap the builds without having an "older version of tensorflow" already compiled.

**System information**
- OS Platform and Distribution (e.g., Linux Ubuntu 16.04): Any
- TensorFlow installed from (source or binary): source
- TensorFlow version: 2.7.0
- Python version: 3.7-3.10
- Installed using virtualenv? pip? conda?: conda with conda-forge
- Bazel version (if compiling from source): 4.XX
- GCC/Compiler version (if compiling from source): 9
- CUDA/cuDNN version: 11.2
- GPU model and memory: Many



**Describe the problem**

It is best to look a the file `recipe/build.sh`  that builds the wheel. Finally the file `recipe/build_pkg.sh` installs the wheel.
https://github.com/conda-forge/tensorflow-feedstock/pull/189

**Any other info / logs**
The best logs can be found on the conda-forge recipe. Here is the PR upgrading the system to 2.7.0. You can see a few patches strip out certain dependencies.

https://github.com/conda-forge/tensorflow-feedstock/pull/189
Repository: godot
Issue: Godot 4.0 editor opens on wrong monitor (DisplayServer regression)
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed,regression

### Godot version

v4.0.dev.custom_build.91b97dac0

### System information

Linux (Fedora 35), Wayland, Vulkan API 1.2.189 - Using Vulkan Device #0: AMD - AMD RADV SIENNA_CICHLID (6900 XT)

### Issue description

When starting the Godot 4.0 editor (project manager or opening an existing project from the project list) it opens on my third monitor always. This is different from 3.4 which manages to correctly open on the monitor my cursor is positioned on. So I think there's a regression regarding multi monitor handling in 4.0.

I noticed that at least when running the game from the Godot editor *that* opens on the right monitor, but the project itself when opened from the projects list, is opened on the wrong monitor. So 2 out of 3 things open on the wrong monitor for me.

### Steps to reproduce

- Checkout the latest master code
- Compile with `scons target=release_debug -j 30 tools=yes`
- Run editor from terminal: `bin/godot.linuxbsd.opt.tools.64`
- Observe how the project manager window opens on the wrong monitor instead of the monitor I have the terminal window on and my cursor

### Minimal reproduction project

problem is with the Godot editor itself, no project is required to experience this issue
Repository: godot
Issue: Implement support for seamless display scaling on Windows and Linux (for multi-monitor setups with different DPI)
Labels: enhancement,platform:windows,platform:linuxbsd,topic:editor,topic:porting,confirmed

### Godot version

v4.0.dev.custom_build.91b97dac0

### System information

Linux (Fedora 35), Wayland, Vulkan API 1.2.189 - Using Vulkan Device #0: AMD - AMD RADV SIENNA_CICHLID (6900 XT)

### Issue description

When moving a Godot editor window from my 4K screen to my smaller screen, the GUI scaling stays the same, meaning that all the GUI elements take up a much larger proportion of the Godot window than they probably should. At least I can see much less content in the file and node trees, also the placeholder text is even cut off on the search bar. Instead Godot should scale down the GUI when moved to a monitor with a different DPI / resolution.

Here's how the really large scaling looks in 4.0:
![Kuvakaappaus - 2021-12-30 10-13-58](https://user-images.githubusercontent.com/3796411/147734423-8937aa1b-3d52-4a5e-a669-3106abb869a3.png)


And for reference here's 3.4 (showing a different project) where I can actually see much more useful content:
![Kuvakaappaus - 2021-12-30 10-19-13](https://user-images.githubusercontent.com/3796411/147734437-c55336a4-c93c-4a16-bd9a-67ba98a13b69.png)


### Steps to reproduce

- Checkout the latest master code
- Compile with `scons target=release_debug -j 30 tools=yes`
- Run editor from terminal: `bin/godot.linuxbsd.opt.tools.64`
- Observe how the project manager window is well scaled on the 4K monitor it opens on, but when I move it over to my primary monitor that is 2560x1440 all the GUI elements are very large
- Open any project and observe again, when moved to the 2560x1440 monitor (I opened a separate issue about things opening on the wrong monitor: https://github.com/godotengine/godot/issues/56340), how the Godot editor GUI elements are scaled too big, with the usability being pretty severely impacted as very little content can fit on screen.

### Minimal reproduction project

problem is with the Godot editor itself, a new project / any project can be opened to see more of the issue
Repository: go
Issue: build: add memory/address sanitizer builder
Labels: NeedsInvestigation,new-builder

We have builders that runs compiler and testes in race mode.
https://github.com/golang/go/issues/19962

But not any sanitizer modes (i.e. address/memory) 
After I enable msan/asan mode in dist like [CL374974](https://go-review.googlesource.com/c/go/+/374974) do. There are some std libraries (runtime, reflect, runtime/pprof, constraints etc,.) failed both the sanitizers.

I think we need builder that runs msan/asan and clear all failures in msan/asan mode.

CC @rsc  @ianlancetaylor @aclements @cherrymui