sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [l10n] Couple of names are not consistent with ISO-639-1 code names
Labels: breaking change,l10n

### Current behavior 😯

- kzKZ,  do not match "kkKZ" since that is logical with ISO-639-1 codes "kk-KZ" (they are bilingual, so "ru-KZ" exist also)
- khKH, Cambodia, change to name: "kmKH", ISO code: "km-KH"

_A tricker one is:_

- srSR, Serbian (sr), you could go by srRS (Republic of Serbia, hence "RS"), but they have both the Latin and the Cyrillic alphabet and in the translation, done in the code, is in Latin. Wikipedia says that Latin is more popular in Serbia, but both are likely important. So naming could be something along the line used in e.g. https://tiagodanin.com/Locale-Codes/: "sr-Latn-RS" => srLatnRS. Or perhaps use their LSID code, srRS2074, linux/ubuntu list it as sr_RS@latin.

Then there is srME, serbian Montenegro, which also has Cyrillic and Latin. The little text that exist, likely covers also Montenegro, but that is only a guess, and I hope I don't offend anyone by my ignorance.

In these examples the names don't really match ISO-639-1 codes and for different reasons. ISO-639-1 is still used and works along with the other locale ISO standards.

### Context 🔦

Code works with above name. It is more of an inconvenience. An application that uses many locales and switching to e.g. Kazak, the app developer needs to convert the locale name used in their environment (java, C#, etc) and now the only way is to "translate" the code to the name used in mui. Of course, the app developer(s) need to know the locales supported by MUI. 

TL;TD
I'm whining... I'm currently working with adaption of mui v4, and mui v5's locales are up-to-date, I figured a translator function to port it back to mui v4 is logical. While I documented these I wanted to handle these locales more automatically, hence found these discrepancies, since these 3 could not be looked up using https://tiagodanin.com/Locale-Codes/, then I looked and tried to find them in the standards.
Repository: create-react-app
Issue: Bug: 
Labels: Status: Unconfirmed

                                      ERROR BUG FOUND ON INSTALLING REACT 18..
Below is the throw back error i get on  running React 18 on my Code editor..

Error in ./src/reportWebVitals.js
Syntax error: 'import' and 'export' may only appear at the top level (3:4)

  1 | const reportWebVitals = onPerfEntry => {
  2 |   if (onPerfEntry && onPerfEntry instanceof Function) {
> 3 |     import('web-vitals').then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => {
    |     ^
![Bug](https://user-images.githubusercontent.com/101950911/163280607-0761a381-066d-4fff-a5a5-aaba10e7118b.png)

  4 |       getCLS(onPerfEntry);
  5 |       getFID(onPerfEntry);
  6 |       getFCP(onPerfEntry);

 @ ./src/index.js 19:23-51
Repository: godot
Issue: impossible to make WindowDialog visible in theme preview
Labels: bug,topic:editor,topic:gui

### Godot version

v3.4.4.stable.official [419e713]

### System information

macOS 12.3.1 (21E258)

### Issue description

Create a User Interface scene with a WindowDialog and save it.
Add this scene to the theme editor preview.
The WindowDialog will not be visible, also not when making it visible via the eye icon or script.
I expect the theme editor to show me a WindowDialog in some way so I can change its appearance easily, but this seems impossible.

I assume this issue exists for all popup types.

### Steps to reproduce

1. Create scene with WindowDialog
2. Create theme
3. Add scene to theme preview

### Minimal reproduction project

[bug_popup_preview.zip](https://github.com/godotengine/godot/files/9980734/bug_popup_preview.zip)
Repository: material-ui
Issue: [TextField] Passing a React.Node to the helperText prop causes validateDOMNesting errors in the console
Labels: bug 🐛,component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

Passing a `React.Node` to the `helperText` prop of `TextField` (`<TextField helperText={<h1>help</h1>} />` for example) causes the following warning to appear in the console:
`Warning: validateDOMNesting(...): <h1> cannot appear as a descendant of <p>.`

Demo: https://codesandbox.io/s/formpropstextfields-material-demo-forked-vno506?file=/demo.tsx

### Expected behavior 🤔

The type of `TextFieldProps['helperText']` is `React.Node`, so passing a valid `React.Node` should not cause a warning in the console.

### Steps to reproduce 🕹

Steps:

1. Add `<TextField helperText={<h1>help</h1>} />` to a page
2. Open the developer console and reload the page


### Context 🔦

A project I am a developer on requires us to dynamically create an error message for some inputs, which we do by parsing a an html string using a configuration object and producing a `React.Node` of the error message.

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

Testing with Safari and Chrom

```
  System:
    OS: macOS 12.2.1
  Binaries:
    Node: 14.16.0 - ~/.nvm/versions/node/v14.16.0/bin/node
    Yarn: 1.22.10 - ~/Developer/digital-wealth-core/node_modules/.bin/yarn
    npm: 6.14.11 - ~/.nvm/versions/node/v14.16.0/bin/npm
  Browsers:
    Chrome: 100.0.4896.75
    Edge: Not Found
    Firefox: 98.0.1
    Safari: 15.3
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1 
    @emotion/styled: ^11.6.0 => 11.6.0 
    @mui/base:  5.0.0-alpha.72 
    @mui/icons-material: ^5.5.1 => 5.5.1 
    @mui/lab: ^5.0.0-alpha.73 => 5.0.0-alpha.73 
    @mui/material: ^5.5.1 => 5.5.1 
    @mui/private-theming:  5.4.4 
    @mui/styled-engine:  5.4.4 
    @mui/system:  5.5.1 
    @mui/types:  7.1.3 
    @mui/utils: ^5.4.4 => 5.4.4 
    @types/react: 17.0.3 => 17.0.3 
    react: 17.0.2 => 17.0.2 
    react-dom: 17.0.2 => 17.0.2 
    typescript: ^4.6.3 => 4.6.3 
```
</details>
Repository: pytorch
Issue: Handle noncontiguous inputs in distributed backend layer
Labels: oncall: distributed,triaged,module: c10d

### 🚀 The feature, motivation and pitch

As inspired by issue "torch.distributed.nn.functional.all_gather: Tensors must be contiguous" #73515

I had quick fix to force the tensors to be contiguous at the distributed.nn.functional layer, see 
https://github.com/pytorch/pytorch/pull/75276

However, I think the proper fix should be implemented in the layer of distributed backend, e.g. torch/csrc/distributed/c10d/ProcessGroupNCCL.cpp, to support tensors that fails "is_non_overlapping_and_dense()" check. Such materialization function can be shared by all NCCL collectives, that requires dense non-overlapping buffer. 

I think there are 2 reasons that it's preferred to be done at the lower layer:
1. tensor.is_non_overlapping_and_dense() is not exposed in python API, and only the tensor that failed this check should be materialized. Calling the .contiguous() universally at the functional layer is an overkill. 
2. All the layers that are built on top of distributed backend layer will not need to worry about noncontiguous inputs. 

### Alternatives

Do it in the distributed.nn.functional layer, as https://github.com/pytorch/pytorch/pull/75276 

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: PowerToys
Issue: Alt-Tab Tweaks
Labels: Idea-Enhancement,Product-Tweak UI Design,Needs-Triage

### Description of the new feature / enhancement

Be able to make tweaks to the Alt-Tab window switcher. Something that would allow you to:
1. Select between showing thumbnails or the icons of the opened windows.
2. Resize the said icons or have the thumbnails be sized relative to the size of the window that they're representing
3. Choose the size of the border that shows on the currently highlighted window (the current implementation of the switcher makes it hard to see which one is selected)
4. Make changes to the background colors and themes for the switcher.

### Scenario when this would be used?

Important as a power user because it makes it more accessible for the user to use the window switcher, which is currently very hard to see properly for a lot of users. 

### Supporting information

_No response_
Repository: PowerToys
Issue: Toggle for switching between rounded and squared zones in FancyZones 
Labels: Idea-Enhancement,FancyZones-Layouts,Product-FancyZones,Area-User Interface,UI refresh

### Description of the new feature / enhancement

Supply a toggle for users to switch between rounded and squared zones in FancyZones.

### Scenario when this would be used?

This option would be helpful for users who set their windows corners rounded but get distracted by how the zone corners unsatisfyingly remain squared with no way to change it to rounded corners.

### Supporting information

Here's an example of the scenario described earlier (see attached image).
![yNN5rwfw9s](https://user-images.githubusercontent.com/69039904/163297910-afbe0d6e-cd36-4242-a414-5f160f869c59.png)
Repository: pytorch
Issue: `torch.matmul` produces wrong results on A4000 for matrices (n*m) with large m and small n 
Labels: high priority,triaged,module: tf32

### 🐛 Describe the bug

### Description

`torch.matmul` produces wrong result for matrices (n*m) with large m and small n, but not if you transpose it.
This bug is only seen on my A4000 devices but not on 2070 devices.

### Code to reproduce

```
import torch as th
import numpy as np


num_trials = 100
num_failures_cpu = 0
num_failures_gpu = 0

num_failures_cpu_transposed = 0
num_failures_gpu_transposed = 0

stTime = time.time()
for _ in range(num_trials):
    M = th.rand(4, 4) * 100
    X = (th.rand(1000000, 4) - 0.5) * 100


    res1 = X @ M
    res2 = X.cuda() @ M.cuda()
    res3 = X.numpy() @ M.numpy()

    res1_T = M @ X.T
    res2_T = M.cuda() @ X.T.cuda()
    res3_T = M.numpy() @ X.T.numpy()
    
    try:
        np.testing.assert_allclose(res1.cpu().numpy(), res3, atol=1e-1)
    except:
        num_failures_cpu += 1
        
    try:
        np.testing.assert_allclose(res2.cpu().numpy(), res3, atol=1e-1)
    except:
        num_failures_gpu += 1

    try:
        np.testing.assert_allclose(res1_T.cpu().numpy(), res3_T, atol=1e-1)
    except:
        num_failures_cpu_transposed += 1
        
    try:
        np.testing.assert_allclose(res2_T.cpu().numpy(), res3_T, atol=1e-1)
    except:
        num_failures_gpu_transposed += 1
    

print(f"""
CPU failures: {num_failures_cpu / num_trials}
GPU failures: {num_failures_gpu / num_trials}
CPU failures (transposed): {num_failures_cpu_transposed / num_trials}
GPU failures (transposed): {num_failures_gpu_transposed / num_trials}
Total time: {time.time() - stTime}s.
""")
```

### Results
On GTX 2070
```
CPU failures: 0.0
GPU failures: 0.0
CPU failures (transposed): 0.0
GPU failures (transposed): 0.0
```
On A4000
```
CPU failures: 0.0
GPU failures: 0.0
CPU failures (transposed): 0.0
GPU failures (transposed): 1.0
````

### Versions

pytorch 1.10.2 + cuda 11.3

cc @ezyang @gchanan @zou3519 @zasdfgbnm @ptrblck @ngimel
Repository: flutter
Issue: [Proposal] Add Dismissible support to Table
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

## Use case

- Data are presented with the `Table` widget
- Implement the slide to delete feature 
- The `Table` widget requires `TableRow` for children so it is impossible to wrap `TableRow` with `Dismissible` 

## Proposal

Add dismissible support to `Table`.
Repository: go
Issue: x/tools/gopls: autocomplete returns packages within excluded directories (per build.directoryFilters)
Labels: NeedsInvestigation,gopls,Tools,gopls/completion,gopls/imports

Related to https://github.com/golang/go/issues/48939 and reproduced in a [repository](https://github.com/gonzojive/gopls-bug-workspace-filters).

![screenshot](https://raw.githubusercontent.com/gonzojive/gopls-bug-workspace-filters/main/screenshot.png)

### What version of Go are you using (`go version`)?

<pre>
$ go version

</pre>

### Does this issue reproduce with the latest release?

Yes:

```shell
~/git/go-tools$ git log -n 1
commit fe932b4680bd8878524bfea7a12f7cf30e1e0438
```

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ $ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/red/.cache/go-build"
GOENV="/home/red/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/red/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/red/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.18"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/red/git/gopls-bug-workspace-filters/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2678705596=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

1. Check out https://github.com/gonzojive/gopls-bug-workspace-filters
2. Open internal/activework/activework.go
3. Try to tab complete `myl` within a function. The autocomplete list will include a library in the `generated_stuff` dir, which is included in the `build.directoryFilters` exclusion list:

```js
{
    "gopls": {
        "build.directoryFilters": [
            "-generated_stuff",
        ],
        "formatting.local": "github.com/api-definitions/keyval",
    },
}
```



### What did you expect to see?

Packages in generated_stuff shouldn't be included in autocomplete list?

I can't tell if this is working as intended. It came up before in https://github.com/golang/go/issues/37697, but I interpret the build.directoryFilters to mean that the generated_stuff folder should be ignored in this context as well: https://github.com/golang/vscode-go/blob/master/docs/settings.md#builddirectoryfilters.

### What did you see instead?

`mylib` is included in the autocomplete list.
Repository: rust
Issue: Unhelpful error when trying to import from a crate without 'lib' crate-type
Labels: A-diagnostics,T-compiler,D-papercut,D-terse

When working on a crate using `crate-type = ["cdylib"]` or `crate-type = ["staticlib"]`¹, one may want to also write unit tests (or examples) for the public functions in that crate. This "simply" requires adding the default `"lib"` crate-type back into the `Cargo.toml`.

However, discovering that isn't exactly straight-forward. Cargo doesn't complain when there's tests or examples in one such crate but once you try to import something from the crate you want to test, you get:

```
error[E0432]: unresolved import `the_crate`
 --> tests/foo.rs:1:5
  |
1 | use the_crate::SomeType;
  |     ^^^^^^^^^ use of undeclared crate or module `the_crate`
  |
```

Given Rust's excellent diagnostics elsewhere, I would expect either

* The presence of a test or example on a non-`lib` crate to raise a warning in addition to this error (this would probably be a simple Cargo change, but might also be annoying to some projects)
* The error to include a hint about `the_crate` existing, but not being available due to its `crate-type` (this might require cargo passing more info to rustc first?)

¹ plugins for applications, or libraries meant to be used in codebases written in a different language than Rust
Repository: material-ui
Issue: [system] Custom theme is not being applied
Labels: package: system,v5.x migration

https://github.com/mui/material-ui/blob/6d9f42a637184a3b3cb552d2591e2cf39653025d/packages/mui-material/src/Button/Button.js#L342

Default  components styles override custom due to className order.

You can use my codesandbox: https://codesandbox.io/s/distracted-fog-74tu7e?file=/src/Demo.tsx link for check this issue.

I use Button component as example. But this bug could be reproduced with a lot another components as well
Repository: pytorch
Issue: `torch.jit.script` Script functions do return `requires_grad = False` if `torch.no_grad()` has been used
Labels: oncall: jit

### 🐛 Describe the bug

Hello,
I think I found a bug with `torch.jit.script` and `torch.no_grad()`. Here is a code sample to reproduce behavior:

```
import torch


def bar(x):
    with torch.no_grad():
        y = x * 2

    z = 2 * x + y
    print("requires_grad: ", x.requires_grad, y.requires_grad, z.requires_grad)

    return z


scripted_bar = torch.jit.script(bar)

a = torch.rand(3, requires_grad=True)
b = torch.rand(3, requires_grad=True)

print("scripted_bar(a) : ", scripted_bar, scripted_bar(a).requires_grad)
print("bar(b) : ", bar, bar(b).requires_grad)

```

Output:
```
requires_grad:  True False False
scripted_bar(a) :  <torch.jit.ScriptFunction object at 0x7fd538ac63b0> False
requires_grad:  True False True
bar(b) :  <function bar at 0x7fd5ada901f0> True
```

I would expect the scripted and non-scripted function to both return tensors with `requires_grad = True`.


### Versions

Collecting environment information...
PyTorch version: 1.11.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.3 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.8.13 (default, Mar 28 2022, 11:38:47)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.13.0-39-generic-x86_64-with-glibc2.17
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: Quadro T1000
Nvidia driver version: 510.54
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.3
[pip3] torch==1.11.0
[pip3] torchvision==0.12.0
[conda] mypy-extensions           0.4.3                    pypi_0    pypi
[conda] numpy                     1.22.3                   pypi_0    pypi
[conda] torch                     1.11.0                   pypi_0    pypi
[conda] torchvision               0.12.0                   pypi_0    pypi
Repository: godot
Issue: Child PhysicsBody3Ds lag behind PathFollow3D parent
Labels: documentation,topic:physics

### Godot version

4.0.alpha,custom_build [3b57c2ce6]

### System information

Linux 5.17.2-arch3-1 x86_64

### Issue description

I have A CharacterBody3D that reparents to a long-distance moving platform, I wanted to be able to use local collision siblings for limiting movement

The issue is that when the PathFollow3D is moving, all physics bodies lag behind where their position should be, with offset increasing linearly with speed. The "visible collision shapes" as well as any mesh instances update as you'd expect but the actual collision physics don't

I tried with StaticBody3D, RigidDynamicBody3D, CharacterBody3D & Area3D all showed the issue. Tried changing process priority of the problem bodies to -1, also no joy. Offset is being updated on _physics_process, also tried doing it on call_deferred, same issue 

I don't think it's the characterbody penetrating through the collision on a tick either because I imagine that would boot you to the other side once the offset gets wider than the actual collision shape. It's not "spongey" on my full implementation and you can still move consistently around the shape (eg a sphere,) it's just behind / ahead of where it should be 

If anyone can confirm it's a bug or offer a workaround / way to manually sync physics state I'll greatly appreciate it :) 

### Steps to reproduce

Have a character & physics body collision sibling on a moving pathfollow3d, try moving the character into the physics body while the follower is moving

### Minimal reproduction project

https://gitlab.com/DormantCode/path_follow_lag_minimal
[path_follow_lag_minimal.zip](https://github.com/godotengine/godot/files/8488506/path_follow_lag_minimal.zip)
Repository: flutter
Issue: [Proposal]DraggableScrollableSheet should consume mouse events to expand and collapse on the Desktop
Labels: c: new feature,framework,f: scrolling,c: proposal,a: desktop,a: mouse,P3,team-framework,triaged-framework

DraggableScrollableSheet works perfectly on mobile and mobile browsers, however on web it doesn't.

On web it only works as expected if user drags the list with the mouse; if the user uses the scroll wheel (much more natural behavior on desktop) the DraggableScrollableSheet doesn't expand but stays fixed at its initialChildSize.

DraggableScrollableSheet should expand and collapse even if the user uses the scroll wheel to scroll through the list.
Repository: godot
Issue: Godot 4.0 alpha6 Gdextension bug with GridMap
Labels: bug,confirmed,topic:gdextension

### Godot version

4.0 alpha 6 

### System information

Windows10  Vulkan

### Issue description

I try to make  a class extends different classes  . The classes include “Control”,"Node","Node3D","Camera3D","GridMap".  However, when I choose GridMap, GDextension doesn't work as normal.The class that inherits gridmap is not registered in ClassDB.

### Steps to reproduce

#ifndef GRID_MAP_EXTENDS_H
#define GRID_MAP_EXTENDS_H

#include <godot_cpp/classes/grid_map.hpp>

using namespace godot;

using godot::ClassDB;

class GridMapExtends:public Node{
	GDCLASS(GridMapExtends, Node)
protected:
	static void _bind_methods(){}
};

#endif

### Minimal reproduction project

_No response_
Repository: ant-design
Issue: Title does not work when hovering over a submenu
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/menu-i993xr?file=/src/layout.js)

### Steps to reproduce

If you hover a submenu on Navigation One, the title does not work, other submenus work correctly
p.s. Navigation One submenu contains the icon property

### What is expected?

Work of the title property in the first submenu

### What is actually happening?

Title does not work when hovering over the first submenu

| Environment | Info |
| --- | --- |
| antd | 4.15.6 |
| React | 17.0.2 |
| System | Windows 10 Pro v.1909 |
| Browser | Chrome 100.0.4896.88 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: [web] hot reload/restart for javascript files
Labels: tool,t: hot reload,platform-web,has reproducible steps,P2,found in release: 2.10,found in release: 2.13,team-web,triaged-web

Hey guys,

Changes in a js file are not reflected in my app during development when using hot reload/restart. In order to see any change made in a js file, I have to stop the app and start it all over again (ie full restart). 

Is this the intended behaviour?