sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Automatically Run task does not wait for postCreateCommand in a Dev Container
Labels: feature-request,tasks

I use the `postCreateCommand` to install my packages in my dev container.
I'd like to run tasks automatically **after** the packages are installed.
However, using: `"runOptions": { "runOn": "folderOpen" }`, the tasks are run as soon as my container is up.
Repository: vscode
Issue: Searching `.` in the command palette matches `:`, searching for multiple `.` shifts the words around
Labels: bug,quick-open

Not sure if `.` does something special that I'm not aware of, but I was expected to filter to all commands ending in `...` here:

![Recording 2022-07-01 at 04 22 08](https://user-images.githubusercontent.com/2193314/176885188-dd2c9b5a-cfe0-4307-9bea-dd2e53644b56.gif)
Repository: godot
Issue: Multiple debugger issues when using `assert()`
Labels: bug,topic:editor

### Godot version

Godot_v3.5-rc5_win64

### System information

Windows 10

### Issue description

The debugger in the last few release candidates is barely usable. Issues include:
- Step over (F10) doesn't work
- Breakpoints trigger an infinite loop of breakpoint calls (the Stack Frames list keeps growing), which eventually crashes the game. This also happens outside of loops or recursive code.
- Some breakpoints immediately crash the game
- Arrays sometimes can't be inspected in the stack variabels section (possibly related to point 2, the debugger infinitely "refreshing")

### Steps to reproduce

- Open any project
- Use the pause function to pause the game while it is executing code
- Use F10 / Step Over to step through the code
- Observe that it doesn't work

- Open any project
- Add a breakpoint
- Observe all kinds of issues

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: PowerRename: file names don't correspond after changing
Labels: Issue-Bug,Product-PowerRename,Status-Reproducible

### Microsoft PowerToys version

"0.59.1"

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

1. Select some files
2. Choose `PowerRename`
3. Search `.*` with Regexp
4. Replace all file names
5. The file names in Windows Explorer will be automatically numbered, but the file names in `PowerRename` will not

### ✔️ Expected Behavior

The file names in `PowerRename` should be the same as the file names in Windows Explorer

### ❌ Actual Behavior

The file names in `PowerRename` are not the same as the file names in Windows Explorer

### Other Software

_No response_
Repository: vscode
Issue: Click on titlebar to close command center.
Labels: bug,titlebar

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
![image](https://user-images.githubusercontent.com/26390254/176893975-ce9a72f2-fddc-4196-92b8-086e0ed4683c.png)
Repository: electron
Issue: [Bug]: Spawning and unreferencing a child process prevents electron from exiting
Labels: platform/linux,bug :beetle:,has-repro-gist,15-x-y,16-x-y,17-x-y,18-x-y,19-x-y,20-x-y

### 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 bug report that matches the one I want to file, without success.

### Electron Version

19.0.7

### What operating system are you using?

Other Linux

### Operating System Version

Debian 10 (buster)

### What arch are you using?

arm64 (including Apple Silicon)

### Last Known Working Electron version

_No response_

### Expected Behavior

Running the following:
```js
spawn('sleep', ['10'], {
    detached: true,
    stdio: 'ignore',
}).unref();
```
should allow Electron to exit without waiting for the child process.

### Actual Behavior

Electron emits the correct events, however some electron processes linger until the child process has completed.

### Testcase Gist URL

https://gist.github.com/Josh-G/aadee165b50c7629d5f1c9340728a8ca

### Additional Information

I've also created a repo with a workflow that demonstrates the issue; https://github.com/Josh-G/electron-spawn-detached

I believe this may be the same as, or a regression of, https://github.com/electron/electron/issues/2208 https://github.com/electron/electron/issues/13870.
I've reproduced this on Linux on arm64 + x64 with Debian and Ubuntu (thru GitHub Action).
Repository: pytorch
Issue: Anaconda is not a package manager
Labels: module: docs,triaged

### 📚 The doc issue

The documentation in ["Getting Started"](https://pytorch.org/get-started/locally/#start-locally) states:

> "*Anaconda is our recommended package manager since it installs all dependencies.*"

However, Anaconda is not a package manager, but a distribution of Python that includes the Conda package manager. This misusage confuses users and leads to people unnecessarily installing Anaconda when many users are better off with a Miniforge variant, such as Mambaforge.

### Suggest a potential alternative/fix

Please replace "Anaconda" with "Conda".

cc @svekars @holly1238
Repository: pytorch
Issue: RPC: Make RRefProxy callable
Labels: oncall: distributed,enhancement,module: rpc

### 🚀 The feature, motivation and pitch

Executing remote callable objects (including `Module`) currently requires explicitly specifying `__call__` in the RPC command.

Consider:

```Python
import os
import torch
from torch.distributed import rpc

os.environ['MASTER_ADDR'] = 'localhost'
os.environ['MASTER_PORT'] = '29500'
rpc.init_rpc('worker0', world_size=1, rank=0)

class MyModule(torch.nn.Module):
    def forward(self, tensor):
        print(tensor)

mod = rpc.remote(0, MyModule)
t = torch.randn(10)

# Works:
mod.rpc_sync().__call__(t)

# TypeError: 'RRefProxy' object is not callable
mod.rpc_sync()(t)

rpc.shutdown()
```

It would be cleaner if users didn't have to explicitly call double-underscore methods.

Cheers.

### Alternatives

None

### Additional context

None

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501 @jjlilley @mrzzd
Repository: material-ui
Issue: [docs] Custom accordion `expandIcon` animation broken
Labels: docs,v5.x migration

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

NOTE: This is a docs problem, not a bug in MUI itself, but there isn't a "docs" option when creating a new issue.

The [migration guide](https://mui.com/material-ui/migration/v5-component-changes/) makes no mention of any changes to `<Accordion />` or `<AccordionSummary />`, but our custom `expandIcon` animation broke when updating to v5. Comparing the docs between [v4](https://v4.mui.com/api/accordion-summary/) and [v5](https://mui.com/material-ui/api/accordion-summary/) it looks like the CSS selectors were changed: `expandIcon` was renamed to `expandIconWrapper`. This is a breaking change that should be noted on the breaking changes list, but isn't.

### Expected behavior 🤔

_No response_

### Steps to reproduce 🕹

Steps:

1.
2.
3.
4.


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: Input action keeps pressed if the controller is disconnected
Labels: bug,platform:linuxbsd,topic:input

### Godot version

4.0 alpha 11, 3.5 rc5, 3.4.4 stable, 3.4.2 stable

### System information

Arch Linux, Dualshock controller via usb

### Issue description

If a button is pressed in the controller and the controller is unplugged, the button keeps being detected as pressed. It keeps happening until the same action happens again. As the button is not pressed, the action should not happen.

### Steps to reproduce

Map an action to a button in the controller, such a d-pad direction, and execute the project. While it the project is running and the button is pressed, unplug the controller. 

### Minimal reproduction project

[movement test 3.x.zip](https://github.com/godotengine/godot/files/9030254/movement.test.3.x.zip)
[movement test 4.0.zip](https://github.com/godotengine/godot/files/9030255/movement.test.4.0.zip)
Repository: angular
Issue: Accessibility Extended Diagnostics: Require alt on <img> elements
Labels: feature,area: compiler,Accessibility,feature: under consideration,compiler: extended diagnostics

### Which @angular/* package(s) are relevant/related to the feature request?

Extended Diagnostics

### Description

Based on WCAG (https://www.w3.org/WAI/alt/) non text elements should provide useful alt attribute content.

### Proposed solution

A new Accessibility Extended Diagnostic can provide developers guidance on adding alt for img elements. This check should also provide considerations for images hidden from users or the a11y tree as decorative-only.

### Alternatives considered

This is an extension from the ideas in https://github.com/angular/angular/issues/44869 for A11y validation.
Repository: angular
Issue: Accessibility Extended Diagnostics: Non-text Buttons, Input and Checkbox labels
Labels: feature,area: compiler,Accessibility,feature: under consideration,compiler: extended diagnostics

### Which @angular/* package(s) are relevant/related to the feature request?

Extended Diagnostics

### Description

WCAG (see https://www.w3.org/WAI/tutorials/forms/labels/) requires developers provide labels to identify all form controls, including text fields, checkboxes, radio buttons, and drop-down menus. In most cases, this is done by using the <label> element.



### Proposed solution

A new Accessibility Extended Diagnostic can provide developers guidance on labels for input and non-text buttons.

### Alternatives considered

This is an extension from the ideas in https://github.com/angular/angular/issues/44869 for A11y validation.
Repository: godot
Issue: InputEventScreenRelease is not detected unless Emulate Mouse From Touch is enabled
Labels: bug,topic:input

### Godot version

v3.5.rc5.official [ae6059793]

### System information

PC: Linux | Phone: Samsung Android 11, 3GB RAM

### Issue description

input event 'Screen Release' is not detected on touchscreens unless 'Touch Emulate Mouse' is enabled.
but i expected input event 'Screen Release' to always be detected on touchscreens. 

### Steps to reproduce

1. open the minimal reproduction project in Godot
2. using one-click-deploy, export it to a Android device
3. tap and release the Android screen a few times. notice how it blinks as you do so.
4. disable the project setting _Input Devices > Pointing > Emulate Mouse from Touch_
5. one-click deplay again
6. tap and release the Android screen a few times. notice how it doesn't dim when release

### Minimal reproduction project

[input_event_screen_release.zip](https://github.com/godotengine/godot/files/9030532/input_event_screen_release.zip)
Repository: angular
Issue: Accessibility Extended Diagnostics: Ensure that aria-* attributes are valid on the element based on its aria role
Labels: feature,area: compiler,Accessibility,feature: in backlog,compiler: extended diagnostics

### Which @angular/* package(s) are relevant/related to the feature request?

Extended Diagnostics

### Description

WCAG maps the valid ARIA attributes based on a given aria role. We can ensure that aria-* attributes are valid on the element based on it’s role. Googlers see: [a map of valid aria](http://go/a11y-analyzer-rules#allowed-attributes-by-role).

### Proposed solution

A new Accessibility Extended Diagnostic can provide developers guidance on valid aria-* attributes.

Base case: DOM primitives and native HTML elements with known aria-role
Inferred case: @Component() and @NgModule() with declarative API’s which can infer the aria-role
Stretch: Nested @Component() and @NgModule() or <ng-content> with an unknown aria-role

### Alternatives considered

This is an extension from the ideas in https://github.com/angular/angular/issues/44869 for A11y validation.
Repository: godot
Issue: Inputs randomly ignored if controller is connected to computer
Labels: bug,platform:windows,needs testing,topic:input

### Godot version

v3.4.stable.official [206ba70f4]

### System information

OS: Windows 10, cpu: i5-7600k, gpu: nvidia gtx1060 6GB, rendering: GLES3

### Issue description

Input gets randomly ignored if controller is plugged in and button will require being released and pressed again to work correctly until it occurs again. In case project was not started with controller plugged in the issue will only appear after pressing buttons on controller. When using only controller the issue will be always present.

### Steps to reproduce

Was able to reproduce it in platformer example by making a long straight surface and moving character around.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: `torch.inverse()` crash in cuda
Labels: triaged,module: linear algebra,module: correctness (silent)

### 🐛 Describe the bug


`tensor.inverse` produce wrong results. The code works fine before, until one day I move `import torch` to the end of imports
Unfortunately, I can't provide a snippet to reproduce the bug. It may be caused by the conficts with other libs.

The result that works correctly before:
![image](https://user-images.githubusercontent.com/9301117/176939973-16920989-b101-4607-9ba9-420f675fce32.png)


After I move `import torch` to the end of imports, I get:
![image](https://user-images.githubusercontent.com/9301117/176938848-47583fbb-1963-4ffc-a9f8-65a830ff0c2f.png)

It works correctly on CPU and `torch.pinverse`. 



### Versions

`torch.__version__`: 1.11.0+cu113

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: godot
Issue: Setting control node to pass and overriding _gui_input does not work
Labels: needs testing,topic:input,topic:gui

### Godot version

v4.0.alpha.calinou [caa9ec8ac]

### System information

Windows 10, Nvidia GTX 750 TI, Nvidia GTX 1050 TI

### Issue description

From what I understand from the documentation on gui inputs:

``Stop`` captures the mouse input events and doesn't allow them to pass on.
``Pass`` captures the mouse input events but if its not accepted then it passes it on.
``Ignore`` ignores the mouse input events and pass them on.

However in the reproduction project I have below, this doesn't seem to be happening with the ``Pass`` event.



### Steps to reproduce

Download the reproduction project below, press F5 and run the project. Hover your mouse over the button and notice how its not being highlighted and that you can't click on it.

The main scene in this project is setup where all the control nodes are set to ``Ignore`` except...
``Button`` which is set to ``Stop``
``Panel`` which is set to ``Pass``

You will see that the ``Panel`` node has a script attached to it. In this script you can see that ``_gui_input`` is overridden but does not call ``accept_input`` at all. From my understanding, this should allow the input to pass into the Button.

### Minimal reproduction project

[GuiInputPassIssue.zip](https://github.com/godotengine/godot/files/9030639/GuiInputPassIssue.zip)
Repository: vscode
Issue: Allow limited set of markdown in TreeView#message
Labels: feature-request,tree-views

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I've been trying to implement a simple tree view which dynamically displays whether you are logged in or not (as well as some other buttons in markdown). However, there is no way to render markdown through the TreeView#message api.

You used to be able to render markdown through the TreeView#message api, however, [There was an issue](https://github.com/microsoft/vscode/issues/64406) which removed the feature.

I am able to render markdown in a tree view by using the "viewsWelcome" field in package.json, however I am unable to use Treeview#message to render markdown.

It would be nice if we could get the ability to render markdown in a TreeView back.
Repository: terminal
Issue: first click in settings is ignored
Labels: Help Wanted,Issue-Bug,Product-Terminal,Priority-3,Area-SettingsUI

### Windows Terminal version

'wt' is not recognized as an internal or external command, operable program or batch file.

### Windows build number

Microsoft Windows [Version 10.0.22000.739]

### Other Software

n.a.

### Steps to reproduce

click window system icon
move mouse down to `Settings` option
click
move mouse to any option in the settings tab
click the option
click it again

### Expected Behavior

the first click works

### Actual Behavior

the first click does not work

https://www.youtube.com/watch?v=dyfAAZnYHxk
Repository: godot
Issue: Global Uniforms can be lost if generated as local instead of saved to filesystem.
Labels: bug,topic:editor,topic:shaders

### Godot version

v4.0.alpha.custom_build [e75bd53fb] (local build July 1st 2022)

### System information

Windows 10, AMD Radeon RX 5500 XT

### Issue description

When creating a Sampler2D Global Uniform, it provides a meni for "New TextureSubclass", so if in example i create a GradientTexture from there, it will work as expected while the editor is open, however ProjectSettings will not store it in the project settings, what it stores is just the filepath to the resource, because this resource is anonimous it simply stores an empty string, and as a result the global uniform fails to be loaded in the next run and simply ignored.
https://i.imgur.com/KvvuPii.png

As a workaround to this issue, the solution is to first store the new texture resource to a file and then Load it from the Global Uniforms tab in the project settings:
https://i.imgur.com/FcmjOay.png

### Steps to reproduce

1. Open ProjectSettings Dialogs, navigate to the **Shader Globals** tab, and create a new global of type "Sampler2D" and press **Add**
2. Press on the dropdown and select **New GradientTexture1D** 
    https://i.imgur.com/bErMXpa.png
3. Press on the resource to expand the properties and create a new gradient
    https://i.imgur.com/3zvABqB.png
4. Should look something like this:
    https://i.imgur.com/oK4tbwL.png
5A. Save the current scene to make sure Project Settings was stored, then kill and relaunch the Editor, and navigate again to the **Shader Globals** tab on Project Settings dialog
5B. After following the first 4 steps you can also try the following: right click on the resource and select **Save** and assign a filepath, then save the current scene, close, and relaunch the editor. Then navigate again to the **Shader Globals** tab in Project Settings dialog

**Expected result**
A alternative: "local to project" resource is stored in project settings and saved and loaded
B alternative: when saving the project settings it detects an orphan resource has been assigned and shows a warning to the user asking him to store it into a file
C alternative: completely remove the **New Resource** and **Make Unique** options in the menu when assigning a resource and only give options for **Load** and **Quick Load**
C neighterway: if a resource is saved from the project setting window (like described in 5B reproduction steps) then store the path to the file just created instead of require to Load it again

**Actual result**
When navigating again to the **Shader Globals** tab in Project Settings dialog the global uniform is totally removed like if never added in first place, and any shader referencing them is failing to compile because of missing global uniform
https://i.imgur.com/eZRbEc8.png

### Minimal reproduction project

This can be reproduced on any empty project just following the steps (and the result would be the same as uploading an empty project file)
Repository: godot
Issue: Subresources in Arrays or Dictionaries don't show up in the list of subresources in the inspector
Labels: bug,topic:editor

### Godot version

4.0.alpha10

### System information

MacOS Monterey 12.4

### Issue description

I don't know if this is something that is wanted by design and i just didn't understand or if it is a bug . When you add a resource to container attached to a node or a resource. The resource won't appear in the lis of sub-resources
<img width="406" alt="Capture d’écran 2022-07-01 à 21 31 38" src="https://user-images.githubusercontent.com/66184050/176961815-948170f0-f9d9-46ab-8078-e3c144cf0840.png">

### Steps to reproduce

Add a Resource to any container(Array, dictionary,...) attached to a node or resource and then open the sub resource list. The resource won't show up in the list

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/9031318/test1.zip)
Repository: go
Issue: test: fixedbugs/issue21576.go failure with `exit status 1` on aix-ppc64
Labels: NeedsInvestigation

```
##### ../test
# go run run.go -- fixedbugs/issue21576.go
exit status 1
2022/06/29 20:02:05 Unmatched error message "fatal error: all goroutines are asleep - deadlock!":
in

Error: signal: killed
```

(CC @golang/aix)

See previously #34836 (CC @ianlancetaylor, @odeke-em).

`greplogs -l -e '# go run run\.go -- fixedbugs/issue21576\.go\nexit status 1' --since=2020-01-01`
[2022-06-29T22:28:30-b2cc0fe/aix-ppc64](https://build.golang.org/log/bc4c2d1c15229ca7642276abca2fc0efa471fcbc)
[2020-09-17T14:18:11-0f7ac9b/solaris-amd64-oraclerel](https://build.golang.org/log/f5b9f54bd7ff285d077cba26528d3d99a55867ee)
Repository: go
Issue: os/exec: No longer possible to pass all inheritable file handles to subprocess on Windows
Labels: OS-Windows,NeedsInvestigation

### What version of Go are you using (`go version`)? 1.17.10

### Does this issue reproduce with the latest release? not tested, but there are no recent changes related to this

### What operating system and processor architecture are you using (`go env`)? windows amd64

### What did you do?

Spun off from #48393  @alexbrainman 

[This commit](https://github.com/golang/go/commit/2d760816ff30bea82f54682f3049cfb6c6027da7) (@zx2c4 ) changed process creation on Windows so that only stdin/stdout/stderr, and the handles listed in AdditionalInheritedHandles, can be inherited by subprocesses.

Unfortunately, this interacts badly with a python [wrapper tool](https://source.chromium.org/chromium/infra/infra/+/main:go/src/go.chromium.org/luci/vpython/) we use. This wrapper sets up a virtual environment with all necessary packages, then simply shells out to the Python interpreter.

Some callers rely on being able to pass a file handle (i.e. a pipe) through to the Python script. This works fine if Python is invoked directly, but with this change to the golang implementation, our wrapper no longer passes these handles through to the python subprocess.

As the wrapper has no specific knowledge of the file handles that the caller wants to pass through, we can't just add them to AdditionalInheritedHandles.

### What did you expect to see?

It would be nice if we could opt back into the old behavior in some way, using os/exec.

### What did you see instead?

There doesn't seem to be a way to go back to the old behavior, other than by making all of the low-level Windows calls in our own code.

Thanks,