sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Get font family from `loadFontFromList`
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

## Use case
I'm dynamically loading fonts from the filesystem using [`loadFontFromList`](https://api.flutter.dev/flutter/dart-ui/loadFontFromList.html) but I don't know the actual names of the Font Family's. 
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## Proposal
It'd be great if `loadFontFromList` could return the font family name it loaded. If not that, perhaps a way to get the list of loaded fonts, so I can compare that before/after calling `loadFontFromList`.
Repository: PowerToys
Issue: PowerToys Color Picker needs color wheel/matrix to choose from
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker,Needs-Team-Response

### Description of the new feature / enhancement

No offense, but the author of this plugin (color picker) must not do graphics work. If  he/she had, there'd be a color picker wheel or matrix presented, not just an eye dropper which makes the ill-informed assumption that users will only want colors that already exist on the screen.

Please, bring this up to snuff. Include a full color picking capability, not just an eye dropper.

Many thanks. And despite the mild criticism, thanks for making this tool!

### Scenario when this would be used?

When doing graphics related work, or needing to set a color value in any kind of settings.

### Supporting information

_No response_
Repository: pytorch
Issue: [RFC] `quantile` should work for `float16`/`half` on the GPU
Labels: module: cuda,triaged,enhancement,module: half

### 🚀 The feature, motivation and pitch

The `torch.quantile`/`torch.Tensor.quantile` function should work with `float16` (half precision) inputs on the GPU. 

Currently, 
```python
import torch

a = torch.randn(10, 10, dtype=torch.float16, device="cuda")
b = torch.tensor(0.25, dtype=torch.float16, device="cuda")

a.quantile(b)
# or
torch.quantile(a, b)
```
fails with
```python
RuntimeError: quantile() input tensor must be either float or double dtype
```

Instead, it should just work.

Also the same goes for the scalar versions (for consistency with `float32` and `float64` versions)
```python
a.quantile(0.25)
# or
torch.quantile(a, 0.25)
```

### Alternatives

_No response_

### Additional context

I was asked to resubmit this as an RFC. See #91156.

cc @ngimel
Repository: flutter
Issue: Clarify that "Handling errors in Flutter" is about Dart reports
Labels: platform-android,d: api docs,a: error message,P2,found in release: 3.10,team-android,triaged-android,found in release: 3.13

In our app we use several plugins and platform libraries. We are expriencing some crashes. In order to our app never crash we have followed [Handling all types of errors](https://docs.flutter.dev/testing/errors#handling-all-types-of-errors) section in the document [Handling errors in Flutter](https://docs.flutter.dev/testing/errors).

We handled all Flutter errors and Platform errors:
```
void main() {
  WidgetsFlutterBinding.ensureInitialized();

  FlutterError.onError = (details) {
    debugPrint('Flutter error caught: ${details.exception}');
    return;
  };
  PlatformDispatcher.instance.onError = (error, stack) {
    debugPrint('Platform error caught: $error, $stack');
    return true;
  };

  runApp(const MyApp());
}
```

## Steps to Reproduce
I have prepared a repro [Flutter 3.3.10 Inevitable Platform Crash](https://github.com/suleymanoz/flutter_3310_inevitable_crash)

![Screenshot_1](https://user-images.githubusercontent.com/34645335/209449754-e5b53b61-daeb-43cd-850c-75bb60b5ea83.png)

"Raise Error" button execute Kotlin code on platform to return an error result:
`result.error("ERROR", "This will be a platform error.", null)`

"Throw Exception" button executes Kotlin code on platform to throw an exception:
`throw Exception("This will be a platform exception.")`

"Test Crash" button executes following Kotlin code to return a delayed asynchronous result 3 seconds after the first result:
```
Log.d("MainActivity", "Test crash")
GlobalScope.launch {
    delay(3000) // delay execution after a while
    result.success("Test crash-1")
}

result.success("Test crash-1")
```
As expected logs show that double reply causes this problem. But `PlatformDispatcher.instance.onError` does not catch this error. Application crashes.
```
I/flutter (12370):
E/AndroidRuntime(12370): FATAL EXCEPTION: DefaultDispatcher-worker-2
E/AndroidRuntime(12370): Process: dev.overtech.inevitable_crash, PID: 12370
E/AndroidRuntime(12370): java.lang.IllegalStateException: Reply already submitted
E/AndroidRuntime(12370):        at k.c$e.a(Unknown Source:35)
E/AndroidRuntime(12370):        at w.i$a$a.b(Unknown Source:14)
E/AndroidRuntime(12370):        at dev.overtech.inevitable_crash.MainActivity$a.invokeSuspend(Unknown Source:41)
E/AndroidRuntime(12370):        at kotlin.coroutines.jvm.internal.a.resumeWith(Unknown Source:13)
E/AndroidRuntime(12370):        at r0.x0.run(Unknown Source:129)
E/AndroidRuntime(12370):        at kotlinx.coroutines.scheduling.a.l(Unknown Source:0)
E/AndroidRuntime(12370):        at kotlinx.coroutines.scheduling.a$c.c(Unknown Source:14)
E/AndroidRuntime(12370):        at kotlinx.coroutines.scheduling.a$c.m(Unknown Source:28)
E/AndroidRuntime(12370):        at kotlinx.coroutines.scheduling.a$c.run(Unknown Source:0)

Application finished.
```
flutter version is 3.3.10
flutter doctor is clean
Repository: pytorch
Issue: Internal Assert failed
Labels: module: cuda,triaged,module: cuda graphs

### 🐛 Describe the bug

I am using an EncoderDecoder model from hugging face with Bert-base uncased as both encoder and decoder. I am getting this by running this code. 

from transformers import Seq2SeqTrainingArguments, Seq2SeqTrainer

training_args = Seq2SeqTrainingArguments(
    output_dir="./",
    learning_rate=5e-5,
    evaluation_strategy="steps",
    per_device_train_batch_size=4,
    per_device_eval_batch_size=8,
    predict_with_generate=True,
    overwrite_output_dir=True,
    save_total_limit=3,
    fp16=True, 
)

trainer = Seq2SeqTrainer(
    model=bert2bert,
    tokenizer=tokenizer,
    args=training_args,
    compute_metrics=compute_metrics,
    train_dataset=train,
    eval_dataset=test,
)

RuntimeError: false INTERNAL ASSERT FAILED at "../c10/cuda/CUDAGraphsC10Utils.h":73, please report a bug to PyTorch. Unknown CUDA graph CaptureStatus32508


### Versions

--2022-12-24 21:02:31--  https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
Resolving raw.githubusercontent.com (raw.githubusercontent.com)... 185.199.108.133, 185.199.109.133, 185.199.110.133, ...
Connecting to raw.githubusercontent.com (raw.githubusercontent.com)|185.199.108.133|:443... connected.
HTTP request sent, awaiting response... 200 OK
Length: 17278 (17K) [text/plain]
Saving to: ‘collect_env.py’

collect_env.py      100%[===================>]  16.87K  --.-KB/s    in 0s      

2022-12-24 21:02:32 (77.8 MB/s) - ‘collect_env.py’ saved [17278/17278]

Collecting environment information...
PyTorch version: 1.13.0+cu116
Is debug build: False
CUDA used to build PyTorch: 11.6
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-2.27

Python version: 3.8.16 (default, Dec  7 2022, 01:12:13)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.10.133+-x86_64-with-glibc2.27
Is CUDA available: True
CUDA runtime version: 11.2.152
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: Tesla T4
Nvidia driver version: 460.32.03
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.1.1
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==1.13.0+cu116
[pip3] torchaudio==0.13.0+cu116
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.14.0
[pip3] torchvision==0.14.0+cu116
[conda] Could not collect

cc @ngimel @mcarilli @ezyang
Repository: godot
Issue: Some node names incorrectly appear yellow in the Scene tree dock
Labels: bug,topic:editor,confirmed

### Godot version

4.0.beta9.official e780dc332

### System information

Linux (EndeavourOS) | NVIDIA GTX1080

### Issue description

- Adding or Removing Nodes from a Scene effect which nodes get marked with a yellow name in the Editor
- Also switching between Child & Parent Scenes effect which Names are marked yellow
- Combining these 2 use cases can lead to very confusing node colors

**Aditional Info:**
- Maybe also related (or maybe even a duplicate of https://github.com/godotengine/godot/issues/67013 ? But I am not 100% sure)

### Steps to reproduce

**Have a BattlerAnimation (Scene)**
- Added A Node2D
  - Added 2 Animation Players 

**Have a Battler (Scene)**
- Added a BattlerAnimation (Scene)

**Have a Bear (Scene - Inherits Battler Scene)**
- Added a Sprite2D

**Open Bear and Battler Scene in the Editor.**
**Do the following...**
![yellow_name_bug](https://user-images.githubusercontent.com/17900090/209453148-de781abf-8e94-4d6b-af88-c5e67b393069.gif)

- Add a Node2D in Bear bewlow the Animation Player
- (BattlerAnimation & Pivot are now yellow - Is that correct or not?)
- Switch to the Battler Scene (BattlerAnimation & Pivot are not yellow - Or is this correct?)
- Switching back to the Bear Scene (BattlerAnimation & Pivot are white again... But the Animation Player now as well... - Very confusing I don't know what these yellow names mean but I don't think that this switching back and forth can't be correct for just switching scenes. Whats the correct Behaviour?)
- Delete the latest added Node2D (Now we are back to the state after we added the node - Animation & Pivot Yellow - Player also yellow)
- Switch to Battler Scene (Only Animation Player Yellow)
- Switch back to Bear Scene (We are back at the point where we started...)

### Minimal reproduction project

[TurnBasedBattleDemo_Godot4.zip](https://github.com/godotengine/godot/files/10299262/TurnBasedBattleDemo_Godot4.zip)
Repository: next.js
Issue: Getting error invalid type: string "--roboto" only when using Turbo mode
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

 Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:14:54 PDT 2022; root:xnu-8792.41.9~2/RELEASE_X86_64
 Binaries:
      Node: 18.3.0
      npm: 8.11.0
      Yarn: 3.3.1
      pnpm: N/A
    Relevant packages:
      next: 13.1.1-canary.1
      eslint-config-next: 13.1.1
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

Font optimization (@next/font), Turbopack (--turbo)

### Link to the code that reproduces this issue

https://codesandbox.io/s/next-invalid-type-issue-ghxby0

### To Reproduce

Use the Roboto font from `@next/font/google` with the variable parameter.

### Describe the Bug

Next.JS is throwing a 500 error regarding an invalid type causing the webpage to not work.

### Expected Behavior

I expect the font to load fine and add the Roboto variable to the body.

### Which browser are you using? (if relevant)

Safari 18614.2.9.1.12

### How are you deploying your application? (if relevant)

next dev
Repository: vscode
Issue: Window restores with different bounds each restart
Labels: bug,upstream,linux,windows,electron,workbench-window,upstream-issue-linked

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.74.2
- OS Version: Windows 10.0.19044 Build 19044

Steps to Reproduce:

1. Put VS Code in a non-maximized size mode.
2. Resize the main window so that its right and bottom border is near the right and bottom edge of the screen. The top and left edge should have some space between the screen's edges.
3. Repeatedly open and close the app.
4. Watch the window slowly increase its size towards the right and bottom edge.
5. Watch it grow even outside of the screen.
Repository: rust
Issue: `stdin` and `stdout` performance considerations are not documented
Labels: I-slow,A-docs,T-libs,A-io

### Location
 - https://doc.rust-lang.org/stable/std/io/struct.Stdout.html
 - https://doc.rust-lang.org/stable/std/io/fn.stdout.html
 - https://doc.rust-lang.org/stable/std/io/struct.Stdin.html
 - https://doc.rust-lang.org/stable/std/io/fn.stdin.html

### Summary
It is a common performance pitfall for newcomers to write to `stdin` or `stdout` like they would in other languages: 

```rust
io::stdout().write_all(b"hello world")?;
```

However, this acquires a lock on every access, and the naive version slow if such writes are done frequently. A faster version looks like this:

```rust
    let stdout = io::stdout();
    let mut handle = stdout.lock();
    handle.write_all(b"hello world")?;
```

All pages linked do provide this example code, but do not explain **why** this more verbose version is beneficial, instead simply titling it "Using explicit synchronization:". None of these pages mention performance at all.

The relation of `stdout` to buffering is not documented. Does and `stdout` need to be wrapped into `BufReader`? What about the explicitly locked version? Locked `stdin` is documented to provide `BufReader` methods, but again there is no mention of performance.
Repository: youtube-dl
Issue: Support tv.cartoonka.art (adultmult.club)
Labels: site-support-request,geo-restricted

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://tv.cartoonka.art/animation/strange_world.html

<strike>
- Single video: https://pro.multmania.club/other/strange_world.html
- Single video: https://braindead.me/featurefilm/akira.html
</strike>

- Playlist: https://tv.cartoonka.art/tvseries/litvinenko.html

<strike>
- Playlist: https://braindead.me/tvseries/american-gods.html
</strike>

- Playlist: https://tv.cartoonka.art/animation/aquaman_king_of_atlantis.html
- Playlist: https://tv.cartoonka.art/anime/dota_dragons_blood.html


## Description

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Provide any additional information.
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Movies and TV series dubbed and original
Repository: TypeScript
Issue: Broken double inference step in variadic tuple types when rest elements come into play
Labels: Needs Investigation

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

variadic tuple type, rest element, infer, unknown[]

It might be related to #51138 and #51157 

### 🕗 Version & Regression Information

This is the behavior in every version I tried, nightly included.

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?exactOptionalPropertyTypes=true&ts=5.0.0-dev.20221224#code/C4TwDgpgBAEgogQQCIH0AqCCSAZAPGqCAD2AgDsATAZygCcIBDCgezIBsQoGyQBtAXQB8UALwAoKFALFSlGvSasOUXtxAB+ADRQAdHoCWZAGYRaUrNn4So6qNcnSS5anUYt2nXnp2GTZ+Mja3hg4VpKStgDe9uEBSABcsIhIANwxDhaJIdhp4VAAvjGJZBAAbqbWxWWmaWKgkFCkVMAAjKJJyOgWuKrxLdoARvEATNoAxvEAzNoU8QAs2hDxAKxCYgD063lQAHrqYnXg0E3Aw+1xXTi4Cu7KquqJ-VADtiPjD1CTa5vbewf1xwgzUm52SlzwvSeQ1Guj0E0+Am+WzyeyAA)

[Minimal repro of the problem](https://www.typescriptlang.org/play?ts=5.0.0-dev.20221225#code/C4TwDgpgBAKhDOwA8MB8UC8soQB7AgDsATeKAbQDpqBLQgMwgCcoAJAUQEEARAGigBM-apQDM5ALoSoAfjZduUAFxRCEAG7MA3ACgdoSFABKCTLATJyARn5CoI8VNS6A9C6geoAPRk6gA)

### 💻 Code

The double inference step is needed to preserve labels of both the first element and the rest.

```ts
type HEAD_TAIL<T extends readonly any[]> =
  T extends readonly [any?, ...infer TAIL]
  ? 
    T extends readonly [...infer HEAD, ...TAIL]
    ? {
      HEAD: HEAD;
      TAIL: TAIL;
    }
    : never
  : never;
```

### 🙁 Actual behavior

The following is inferred as `{ HEAD: unknown[]; TAIL: [b: 2, ...c: 3[]]; }`

```ts
type test3 = HEAD_TAIL<[a:1, b:2, ...c: 3[]]>
```

### 🙂 Expected behavior

The expected type is `{ HEAD: [a:1]; TAIL: [b: 2, ...c: 3[]]; }`.
Repository: terminal
Issue: Terminal flashes when running a command that opens up scripts in new tabs
Labels: Issue-Bug,Product-Terminal,Area-DefApp

### Windows Terminal version

1.15.3466.0

### Windows build number

10.0.22621.0

### Steps to reproduce

1. Set "New instance behaviour" setting to "Attach to most recently window on this desktop".
2. Open two tabs (say Tab 1 and Tab 2).
3. In Tab 1, run any command that runs a script in a new terminal. Minimal example: run `start powershell {echo hello}`.
4. Observe that you are now in Tab 2.

### Expected Behavior

I would expect the tab initiating a command to keep focus. (i.e., I would expect that Tab 1 would remain focussed)

### Actual Behavior

Minimal example:

https://user-images.githubusercontent.com/47859223/209470441-6c5bb94e-8c98-4907-a4cc-9c77c59e5fd2.mp4

Observe that I initiate the command in Tab 1, but I end up in Tab 2.

-------

To get a real feeling of when this behaviour is incredibly annoying, run a command that launches many terminals. Then you get the "flashing" behaviour mentioned in the title of this issue.

I'm using `nx` as a build tool, which constantly opens up new terminals to run subscripts. Observe:

https://user-images.githubusercontent.com/47859223/209470449-41c284a5-0d49-4bfd-bf98-ab76cfe66ae9.mp4

The observed behaviour is that this command opens a new tab which immediately gets the focus, then closes within a matter of milliseconds, as a consequence focussing on the last tab of the terminal instead of the initial one. This is repeated several times.
Repository: electron
Issue: [Feature Request]: Expose `userDataPath` for preload script
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

In a preload script, in an isolated context it is possible to call the node API and write/read from the user's file system.

The problem is that there is no well-documented way to know **where** the user's files should be stored, since the `app.getPath('userData')` is only available in the main process.

### Proposed Solution

It wouldn nice to have `process.userDataPath` similar to `process.resourcesPath` would be useful.

### Alternatives Considered

Currently, this is only possible by looking for the `--user-data-dir` parameters in the `process.argv`. Or configure IPC and ask from Main path to the directory in which to save files.

### Additional Information

_No response_
Repository: godot
Issue: Light3D's cull does not affect shadows
Labels: discussion,topic:rendering,topic:3d

### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 11

### Issue description

The `Cull Mask` option in the `Light` node does not affect/filter shadows.

In the following screenshot, you can see that the `Box` (on visual layer 2) does not receives light (cull mask excluding layer 2), but still cast shadows.
![image](https://user-images.githubusercontent.com/18100602/209471014-88452be7-78cb-49f6-8804-02f97f9dcf2d.png)

### Steps to reproduce

1. Add a Plane to the scene with `VisualInstance3D.layers` sets to 2
2. Add a Box to the scene with  `VisualInstance3D.layers` sets to 1
3. Add any type of 3D Light to the scene and uncheck layer 2 from `Light.light_cull_mask` 
4. Remark the lighting does not affect the Box, but still project its shadow

### Minimal reproduction project

[SampleProject.zip](https://github.com/godotengine/godot/files/10300088/SampleProject.zip)