sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Make scale/zero_point accessible from TorchScript traced module for QFlaotFunctional modules
Labels: oncall: quantization,low priority,triaged

### 🐛 Describe the bug

Current QFloatFunctional modules (https://github.com/pytorch/pytorch/blob/master/torch/nn/quantized/modules/functional_modules.py) stores scale and zero_point as float/int (normal attributes) but not buffers, this means after tracing the quantized module, user won't be able to retrieve the quantization parameters through attributes, since these parameters will become constant.

I think we can change these to buffers (with register_buffer). We need to check if this would break any BC or not.

### Versions

master

cc @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @jerryzh168
Repository: godot
Issue: [TRACKER] Decal and OmniLight3D/SpotLight3D projector issues
Labels: bug,enhancement,topic:rendering,tracker,topic:3d

This is a tracker issue for the 3D Decal node and OmniLight3D/SpotLight3D projectors in Godot 4.0's Vulkan renderer.

```[tasklist]
### Decal bugs
- [x] https://github.com/godotengine/godot/issues/49639
- [x] https://github.com/godotengine/godot/issues/49647
- [x] https://github.com/godotengine/godot/issues/54496
- [ ] https://github.com/godotengine/godot/issues/54506
- [ ] https://github.com/godotengine/godot/issues/56590
- [ ] https://github.com/godotengine/godot/issues/56657
- [x] https://github.com/godotengine/godot/issues/58513
- [ ] https://github.com/godotengine/godot/issues/62031
- [ ] https://github.com/godotengine/godot/issues/66623
- [x] https://github.com/godotengine/godot/issues/70231
- [ ] https://github.com/godotengine/godot/issues/70774
- [ ] https://github.com/godotengine/godot/issues/73945
- [ ] https://github.com/godotengine/godot/issues/89467
```

```[tasklist]
### Light3D projector bugs
- [x] https://github.com/godotengine/godot/issues/50445
- [ ] https://github.com/godotengine/godot/issues/57704
- [x] https://github.com/godotengine/godot/issues/59488
- [ ] https://github.com/godotengine/godot/issues/62032
- [ ] https://github.com/godotengine/godot/issues/67845
- [x] https://github.com/godotengine/godot/issues/68274
```

```[tasklist]
### Enhancements
- [ ] https://github.com/godotengine/godot/issues/49188
- [ ] https://github.com/godotengine/godot/issues/51299
- [ ] https://github.com/godotengine/godot-proposals/issues/1162
- [ ] https://github.com/godotengine/godot-proposals/issues/2188
- [ ] https://github.com/godotengine/godot-proposals/issues/3326
- [ ] https://github.com/godotengine/godot-proposals/issues/4938
```
Repository: godot
Issue: Godot 4-alpha 1 - New Tilemap - Creating tiles with different sizes makes the offset show the texture correctly on the tileset editor, but with the offset axis signs inverted on the tilemap editor.
Labels: enhancement,topic:editor,topic:2d

### Godot version

Godot 4 - Alpha 1

### System information

Windows 8 and 10

### Issue description

Creating tiles with different sizes makes the `offset` show the texture correctly in the tileset editor, but with the offset `axis ` signs inverted in the tilemap editor. Making -y offset be y and the -x offset be x.

- Probably also affect the painting of bitmasks. Maybe related with [54587](https://github.com/godotengine/godot/issues/54587)
- Maybe this sign inversion is happening with tiles of just one unity too, but it doesn't show up because it's a single tile (default 0,0 offset).

Everything ok on the tileset editor, but this offset texture:

![image](https://user-images.githubusercontent.com/25422687/151275043-fc4167e6-54cb-4d88-9cc4-e11abff36ab8.png)


Will bring this on the tilemap editor:

![image](https://user-images.githubusercontent.com/25422687/151275070-56a34d6f-ead4-4b27-acb1-388cf5eb80fe.png)


And this offset on the tileset editor:

![image](https://user-images.githubusercontent.com/25422687/151275078-43a9039d-4b44-474d-b029-a5461f0f379d.png)


Brings this correctly on the tilemap editor:

![image](https://user-images.githubusercontent.com/25422687/151275088-647f947d-e2b3-4f23-b545-e0088fdbb178.png)


### Steps to reproduce

Create tiles of different sizes on the tilset editor, set the offset property correctly in the the tileset editor, and make large tiles with this tileset on the tilemap editor. This should happens with terrains too.

### Minimal reproduction project

[diff_sizes_tiles_bug.zip](https://github.com/godotengine/godot/files/7946714/diff_sizes_tiles_bug.zip)
Repository: pytorch
Issue: CUDA Graph API Improvement
Labels: triaged,module: cuda graphs

### 🚀 The feature, motivation and pitch

I wish to start some dialogue on reducing the boilerplate for the current CUDA graph API -- specifically, for mixing dynamic and static routines in an eager-ish way. I propose something like this:

```python
class MyNetwork(nn.Module):
    ...

    @torch.cuda.graph.capture()  # no-op if there's no active CUDA graph context
    def foo(self, tensor: torch.Tensor) -> torch.Tensor:
        return self.net(tensor.a().b().c())
   
    def forward(self, x: torch.Tensor) -> torch.Tensor:
        with torch.cuda.graph.capture():
            x = x.a().b().c()
        
        x = dynamic_op(x)  # don't raise the possibility of a graph capture if it's a dynamic operation.
        x = self.foo(x)

        return x


def main():
    model = MyNetwork().cuda()

    # Context handles warming up the graph, syncing the stream at init time, storing inputs and outputs, etc.
    with torch.cuda.graph.Context() as ctx:
        model(torch.zeros(1, 100))  # this is a warmup call
        model(torch.ones(1, 100))  # this uses the graph
        model(torch.zeros(1, 200))  # this is another warmup call
        ctx.clear()  # this clears the state

        model(torch.zeros(1, 200))  # this is another warmup call

    model(torch.zeros(1, 200))  # this is default graphless inference
```
    

### Alternatives

_No response_

### Additional context

_No response_

cc @mcarilli
Repository: material-ui
Issue: [codemod] Jss to styled does not support keyframes
Labels: bug 🐛,package: codemod

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

when i run npx @mui/codemod v5.0.0/jss-to-style gived by your team tool to update jss to styled, something errro with the keyframe。
here is my code
https://codesandbox.io/s/mui-v5-styled-w-css-keyframes-forked-xecl1?file=/index.js:0-1057

### Expected behavior 🤔

convert jss to emotion

### Steps to reproduce 🕹

Steps:

 run  npx @mui/codemod v5.0.0/jss-to-styled pages/index.jsc


### Context 🔦

_No response_

### Your environment 🌎


    "@mui/material": "^5.3.0",
    "@mui/styles": "^5.3.0",
Repository: flutter
Issue: [Proposal][Android] Add ability to get device RoundedCorner
Labels: c: new feature,platform-android,framework,engine,a: fidelity,would be a good package,P3,team-android,triaged-android

It looks like Android 12 has introduced some nice features which allow developers to get the corner radius of a device.  This is a potential game changer for designs at the edge of the screen. 

Any chance this can be implemented in Flutter?

https://developer.android.com/reference/android/view/RoundedCorner
https://developer.android.com/reference/android/view/WindowInsets?hl=en#getRoundedCorner(int)
Repository: deno
Issue: Proposal: add `Deno.getUserFullName()`
Labels: public API,suggestion,runtime

This function allows you to view the GECOS or "Full/Display Name" of the account.

I'm not sure if it should be `Deno.getUserFullName`, `Deno.getUserGecos` or `Deno.getUserDisplayName`

It might be a long name so suggestions appreciated.
I actually already did this in this snippet, but this should probably be better as a Deno built-in function:
```ts
const getFullName = async (username: string, fullNameDefaultUsername = false, passwdPath: PathLike = '/etc/passwd'): Promise<string | void> => {
  if (Deno.build.os === 'windows') {
    const fullNameProcess = await Deno.run({
      cmd: ['wmic', 'useraccount', 'where', `name='${username}'`, 'get', 'fullname'],
      stdout: 'piped'
    });

    if ((!fullName) && fullNameDefaultUsername) { fullName = username; }
    
    return username
  } else if (Deno.build.os === 'linux' || Deno.build.os === 'darwin') {
    const decoder = new TextDecoder();
    const file = await Deno.readFile(passwdPath);
    const data = decoder.decode(file);

    const passwdLines = data.split('\n');
    passwdLines.shift();
    for (const line of passwdLines) {
      const parts = line.split(':');
      if (parts[0] === username) {
        return parts[4]
      }
    }
  }
};
```
Repository: storybook
Issue: Support for Angulars 18n html template compiler
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
When working on a multi-lingual project, it would be useful to be able to build and start storybook with the translations compiled in.
Currently, I can only set the LOCALE_ID at component start, which makes the various runtime elements switch to the right locale, but the i18n tags in the html template are not being compiled.

I can already point to a specific build configuration using `projectBuildConfig` but that does not have any effect, even when those build configurations are specifying a specific locale with `localization: ['da']` for instance.

It seems that the Angular compiler only really uses the styles section of the angular.json build target, before calling the ngcc compiler, meaning the texts shown in the components are the ones that is hardcoded in the template, and not the ones in the corrosponding xlf/xmb files.


The point of this, is to be able to create storybooks of each language variant, and be able to review the component with its translations.

I know it wont be possible/reasonable to expect dynamic reloads based on translation changes, nor be able to host multiple versions at the same time, due to the way angular precompiles the templates, so this is for single-locale-pr-storybook.

**Describe the solution you'd like**
What would you like to see added to Storybook to solve problem?

I would like the ivy compiler to get passed the `localization` configuration of the build target that the `projectBuildConfig` points to. 

I'm not really sure how the LOCALE_ID is usually set in angular. I think the compiler adds it to the platformBrowserDynamic section in the main.ts, but that might be too hard to achieve. 
This can, however be worked around by pointing to a different `preview.js` pr storybook config, so this is not critical to the feature.

**Describe alternatives you've considered**
Any alternative solutions or features you've considered.

Since the template needs to be compiled with the right configuration by the ngcc compiler, there is not really any workarounds i can find.

Also, while you could do translations using other frameworks, (ngx-translate), It is not a reasonable alternative to supporting the framework-provided method.

**Are you able to assist to bring the feature to reality?**
I would be willing to take a stab at it, if someone can point me to roughly the areas that are involved in the storybook codebase, and maybe give some pointers as to what/why this would be non-trivial.

**Additional context**
n/a
Repository: neovim
Issue: Add `idifffn` option to customize internal diff engine instead of external engine like `diffexpr`.
Labels: enhancement,api,diff

### Feature already in Vim?

_No response_

### Feature description

According to `:h diff-diffexpr`, the expression set to the `&diffexpr` option needs to read/write files on disk and perform external calls to some custom diffing program.
This works fine, but it defeats the very purpose of having integrated an [internal diff engine](https://vimways.org/2018/the-power-of-diff/) into vim.

On the other hand, the Lua API allows (great) explicit calls to the internal engine according to `:h vim.diff`, which would make something like the `&idifffn` option I'm suggesting possible.

Ideally, I would be able to write something like:
```vim
lua <<EOF
function MyDiff(bufnr_a, bufnr_b, opt)
    -- custom call(s) to vim.diff(buf_a_content, buf_b_content, opt)
   return result_string
end
EOF
set idifffn=MyDiff
```
.. or close, and have my diffing procedure customized without an external call and I/O accesses. What do you think? :)
Repository: create-react-app
Issue: PUBLIC_URL is always the empty string in jest tests
Labels: needs triage,issue: bug report

### Describe the bug

In my CI pipeline I was migrating away from the package.json homepage setting to PUBLIC_URL for more flexibility.

I have a suite of end-to-end (puppeteer) tests run via create-react-app's test framework.

I expected to be able to pass PUBLIC_URL to those tests via the environment so they could construct the correct URL for the app which I was serving via a separate CI step. The tests read the environment via process.env.PUBLIC_URL.

However, any test run via create-react-app has PUBLIC_URL set to "" regardless of the environment. Other environment variables work as expected.

I was in two minds whether to report this, but the existence of this issue would have saved me much confusion yesterday so even if it's not fixed I think it'll have value 😄 

### Did you try recovering your dependencies?

Yes, this happens in a new CRA app. See demo below.

### Which terms did you search for in User Guide?

I reviewed the section on environment variables and the homepage setting. I also searched the issues for PUBLIC_URL.

### Environment

Environment Info:

  current version of create-react-app: 3.4.1
  running from /Users/mth/.config/yarn/global/node_modules/create-react-app

  System:
    OS: macOS 11.6.1
    CPU: (8) x64 Intel(R) Core(TM) i7-7920HQ CPU @ 3.10GHz
  Binaries:
    Node: 14.18.1 - ~/.nvm/versions/node/v14.18.1/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 6.14.15 - ~/.nvm/versions/node/v14.18.1/bin/npm
  Browsers:
    Chrome: 97.0.4692.99
    Firefox: 96.0.2
    Safari: 15.1
  npmPackages:
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    react-scripts: 5.0.0 => 5.0.0 
  npmGlobalPackages:
    create-react-app: Not Found


### Steps to reproduce

1. Clone https://github.com/microbit-matt-hillsdon/cra-public-url
2. Review https://github.com/microbit-matt-hillsdon/cra-public-url/blob/main/src/e2e.test.js
3. Run `PUBLIC_URL=test1 SOMETHING_ELSE=test2 npm run test` (assumes bash shell or similar, for other environments set the environment variables as required by your system)
4. Note failure:

```
 FAIL  src/e2e.test.js
  ● can pass PUBLIC_URL

    expect(received).toEqual(expected) // deep equality

    Expected: "test1"
    Received: ""
```

It took me a while to realise `npm run test` was causing this issue rather than some other part of my CI setup.

### Expected behavior

I expected to be able to set PUBLIC_URL and have the environment variable available in jest.
I expect some initialization is preventing this as this is the default process behaviour.

### Actual behavior

PUBLIC_URL is always "".

I ended up working around it by passing the same information via another environment variable.

### Reproducible demo

https://github.com/microbit-matt-hillsdon/cra-public-url

See _Steps to reproduce_ for details.
Repository: vscode
Issue: Consider adopting a new ini grammar
Labels: feature-request,grammar

> We get our ini syntax highlighting grammar from [textmate/ini.tmbundle](https://github.com/textmate/ini.tmbundle). Upstream issue: [textmate/ini.tmbundle#2](https://github.com/textmate/ini.tmbundle/issues/2)

@alexr00 

Hello,
since I'm also facing this issue constantly (also with `'` char) I've checked the linked repository and it seems that is completely abandoned - the last commit is from 9 years ago and none of the submitted PR's was merged. This indicates that the problem/bug might persist forever. 

If the ini syntax highlighting grammar was taken from this repo a long time ago then why it can't be fixed/updated by VSCode team? Can you re-open this issue and suggest a new approach how to fix it?

_Originally posted by @ALIENQuake in https://github.com/microsoft/vscode/issues/139531#issuecomment-1022557028_
Repository: material-ui
Issue: [SwipeableDrawer] Buttons and other interactable components prevent opening a Swipeable edge drawer.
Labels: new feature,component: SwipeableDrawer

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

On mobile, when there is a button, slider, checbox etc... as part of the swipeable drawer edge ([Demo](https://mui.com/components/drawers/#swipeable-edge)), you cannot click on them, due to them inheriting the `pointer-events: none` style.

Forcefully overriding it to the `pointer-events: all` allows you to now click on the components, but can no longer open the draw when dragging with them.

### Expected behavior 🤔

You should be able to swipe to open the drawer, and also interact with the components in the edge component.

### Steps to reproduce 🕹

Please see demo:
Requires mobile touch emulation in order to see the effects:

https://codesandbox.io/s/swipeableedgedrawer-material-demo-forked-d3shm?file=/demo.js

### Context 🔦

We have a swipeable edge drawer, that is really hard to open due to having a large button in it.

I have already identified and come up with a solution in my [PR](https://github.com/mui-org/material-ui/pull/30759).

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  System:
    OS: Windows 10 10.0.19042
    CPU: (12) x64 AMD Ryzen 5 2600X Six-Core Processor
    Memory: 6.90 GB / 15.93 GB
  Binaries:
    Node: 14.17.6 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.17 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.14.15 - C:\Program Files\nodejs\npm.CMD
  Managers:
    Composer: 1.8.6 - C:\ProgramData\ComposerSetup\bin\composer.BAT
    pip2: 20.2.2 - C:\Program Files (x86)\Python27-18\Scripts\pip2.EXE
    pip3: 19.0.3 - C:\Program Files (x86)\Python37-32\Scripts\pip3.EXE
  Utilities:
    Git: 2.31.1.
  Virtualization:
    Docker: 20.10.6 - C:\Program Files\Docker\Docker\resources\bin\docker.EXE
  SDKs:
    Windows SDK:
      AllowDevelopmentWithoutDevLicense: Enabled
      AllowAllTrustedApps: Enabled
      Versions: 10.0.17763.0, 10.0.18362.0, 10.0.19041.0
  IDEs:
    VSCode: 1.63.2 - C:\Program Files\Microsoft VS Code\bin\code.CMD
    Visual Studio: 16.11.31702.278 (Visual Studio Community 2019)
  Languages:
    Bash: 5.0.17 - C:\Windows\system32\bash.EXE
    PHP: 7.3.7 - C:\PHP7\php.EXE
    Python: 2.7.18
  Browsers:
    Chrome: 97.0.4692.99
    Edge: Spartan (44.19041.1266.0), Chromium (97.0.1072.69)
    Internet Explorer: 11.0.19041.1202
```
</details>

Tested in multiple browsers, on both desktop and mobile, both iOS and Android.
Repository: storybook
Issue: Embed a story in Docs format
Labels: feature request,ui

**Is your feature request related to a problem? Please describe**
We're developing a docs website for our design system, and would like to embed individual Storybook stories, with included code snippet examples. Embedding Storybook will help us ensure docs content remains in sync with our codebase. The problem is that there is no option to show stories in docs mode, only embedding the entire docs page.

**Describe the solution you'd like**
The solution we're hoping for is to embed individual stories in the Docs format, (including the "Show Code" button), using a new URL parameter (e.g. _viewMode=code_). An added difficulty is that the embedded iframe should ideally adapt in height to accommodate the toggling of the code panel, to avoid scrolling.

**Describe alternatives you've considered**
No suitable alternatives were found.

**Are you able to assist to bring the feature to reality?**
Yes.

**Additional context**
<img width="911" alt="Screenshot 2022-01-27 at 10 11 21" src="https://user-images.githubusercontent.com/488358/151338212-f8f333f1-952b-41e7-888f-5331531a116d.png">
Repository: youtube-dl
Issue: gamedev.tv download HTTP Error 403 Forbidden
Labels: broken-IE,account-needed

Download from gamedev.tv seems to be broken for me, username and password are copypasted and correct:

```
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['--username', 'PRIVATE', '--password', 'PRIVATE', 'https://www.gamedev.tv/courses/1434761/lectures/32916350', '--verbose']
[debug] Encodings: locale cp1252, fs mbcs, out cp850, pref cp1252
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.4.4 (CPython) - Windows-10-10.0.19041
[debug] exe versions: ffmpeg git-2020-02-25-36451f9, ffprobe git-2020-02-25-36451f9
[debug] Proxy map: {}
[generic] 32916350: Requesting header
WARNING: Falling back on generic information extractor.
[generic] 32916350: Downloading webpage
[generic] 32916350: Extracting information
[Teachable] Downloading www.gamedev.tv login page
[Teachable] Logging in to www.gamedev.tv
ERROR: Unable to download webpage: HTTP Error 403: Forbidden (caused by HTTPError()); please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\extractor\common.py", line 634, in _request_webpage
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\YoutubeDL.py", line 2288, in urlopen
  File "C:\Python\Python34\lib\urllib\request.py", line 470, in open
  File "C:\Python\Python34\lib\urllib\request.py", line 580, in http_response
  File "C:\Python\Python34\lib\urllib\request.py", line 508, in error
  File "C:\Python\Python34\lib\urllib\request.py", line 442, in _call_chain
  File "C:\Python\Python34\lib\urllib\request.py", line 588, in http_error_default
```
Repository: flutter
Issue: [webview_flutter][android] Support CookieManager.setAcceptThirdPartyCookies on webview_flutter
Labels: c: new feature,platform-android,p: webview,package,c: proposal,P3,team-android,triaged-android

## Proposal

- Support CookieManager.setAcceptThirdPartyCookies on webview_flutter
- [setAcceptThirdPartyCookies](https://developer.android.com/reference/android/webkit/CookieManager#setAcceptThirdPartyCookies(android.webkit.WebView,%20boolean))
Repository: deno
Issue: Support for passing flags in `Deno.dlopen`
Labels: suggestion,FFI

### Feature request

Currently, we cannot pass any flags to the `Deno.dlopen` function. On unix based systems, this maps to `dlopen` itself and it can accept flags such as `RTLD_GLOBAL`. I think winapi also accepts some flags in `LoadLibrary`.

### Why

I have a project that interfaces with Python Interpreter's C API to allow using Python modules in Deno. However, loading any python module that depends on native libraries does not work at the moment since it tries to look for symbols in host process. This makes such modules not work via [`deno_python`](https://github.com/denosaurs/deno_python) on unix-based systems. For coming over this problem, I need to pass `RTLD_LAZY | RTLD_GLOBAL` flags to unix `dlopen` syscall, which is currently not possible with Deno FFI API.

Ref: https://github.com/denosaurs/deno_python/issues/7

### Solution

Maybe a third parameter in `dlopen` that accepts a `flags: number` (defaulting to 0). If this API is okay, I will PR
Repository: excalidraw
Issue: Feature Request: Actually route connectors
Labels: discussion

I personally expect connectors to be able to automatically route around other shapes as basic functionality in a graph diagram editor. 

I would expect this to be a duplicate, but I searched in your tickets and didn't find anything.