sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: The result of getpos called in CmdlineLeave is not appropriate
Labels: bug,events

### Neovim version (nvim -v)

NVIM v0.8.0-dev-nightly-471-gbb7853a62

### Vim (not Nvim) behaves the same?

no, VIM - Vi IMproved 9.0 (2022 Jun 28, compiled Jul 26 2022 00:06:14) Included patches: 1-66

### Operating system/version

Ubuntu 20.04.4(Windows 10 & WSL)

### Terminal name/version

wezterm 20220408-101518-b908e2dd

### $TERM environment variable

xterm-256color

### Installation

build from repo

### How to reproduce the issue

```vim
" minimal.vimrc
augroup test
  autocmd!
  autocmd CmdlineLeave / echomsg getpos('.')
augroup END
```

1. nvim --clean minimal.vimrc
1. :source minimal.vimrc\<CR>
1. /END\<CR>
1. :messages\<CR>

### Expected behavior

```
[0, 1, 1, 0] (This is vim behavior)
```
or
```
[0, 4, 9, 0] (If it's the first word of the next hit, I can understand it)
```

### Actual behavior
```
[0, 4, 12, 0]
```

### Other

related? https://github.com/neovim/neovim/issues/19500
Repository: vscode
Issue: [Bug] onDidAttemptReadOnlyEdit is not triggered by commands that edit
Labels: editor-core,under-discussion

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Initially reported in monaco-editor issues: https://github.com/microsoft/monaco-editor/issues/3159

- VS Code Version: 1.69.2
- OS Version: MacOS 12.4

Steps to Reproduce:

1. Open a file in read-only mode
2. Press tab to add indentation to a line
3. A message saying "this file is read-only" (or something like that) does not appear, even though an intent to edit the file was made.
Repository: excalidraw
Issue: feat: Show connection status in the UI if the websocket connection fails
Labels: enhancement,collaboration

I have noticed that there are no status indicators in the GUI to indicate when the websocket connection to the collab server has an error.  This is confusing sometimes.

**Steps to reproduce:**
1. Open excalidraw.com
2. Start collaboration
3. Open the link in another tab/browser
4. Disconnect your wifi

**Expectation:** I would expect to see some indication somewhere in the UI that the websocket connection has been dropped and that the client is attempting to reconnect.

**Current behavior:**  The green 'collaboration' indicator still stays lit, and the number of connected peers remains the same, while errors get printed in the console each time socket.io tries to reconnect:

```
Firefox can’t establish a connection to the server at wss://oss-collab-us2.excalidraw.com/socket.io/?EIO=3&transport=websocket. [56.74fb6229.chunk.js:2:75312](https://excalidraw.com/static/js/56.74fb6229.chunk.js)
The connection to wss://oss-collab-us2.excalidraw.com/socket.io/?EIO=3&transport=websocket was interrupted while the page was loading.
```

**Consequence:** It looks like you are still connected to the server, even when you aren't.

**Possible fix:**
Here is how we could track the connection status.
In `Collab.tsx`, the socket.io client is registered.  See https://github.com/excalidraw/excalidraw/blob/master/src/excalidraw-app/collab/Collab.tsx#L419
We could add listeners there for `connect_error`, `connect` and `disconnect`, according to the documentation here: https://socket.io/docs/v3/client-socket-instance/#events
Those listeners could perhaps call `this.excalidrawAPI.updateScene({ wsConnectionState: 'connected' | 'disconnected' | 'error' })` to inform the App about the connection state, storing it in a new field inside of `AppState`.

I haven't made a GUI mockup, but the `CollabButton` in `LayerUI` could maybe be re-styled to look different when the connection is dropped and the attempt to reconnect is in progress.  Either that and/or a discrete text message (e.g. "You are offline.  Attempting to re-connect...") could be shown in the corner next to the collab button.  I would be open for ideas here.

Would this be something that you would consider adding to the core?  I will probably develop it in any event for my fork, and I would be happy to create a pull request if you're interested :)
Repository: vscode
Issue: Terminal: recent command fuzzy search not very fuzzy
Labels: feature-request,quick-pick

Testing #156002

It seems like the terminal recent command fuzzy search wants to find fuzzy matches in different words only, if the matches are in the same word it ignores them.
For example, have a bunch of git commands. Turn on fuzzy search.
Search for "gt" - does not get matched against all git commands - which I would expect


![Screenshot 2022-07-26 at 18 59 37](https://user-images.githubusercontent.com/1926584/181066345-6fc9657c-6632-4a26-9ad2-ff56989f2147.png)

![Screenshot 2022-07-26 at 18 59 50](https://user-images.githubusercontent.com/1926584/181066468-fb5b805f-db6f-4b47-a495-24679a300ff1.png)
Repository: axios
Issue: multipart/form-data fails to upload file when using FormData
Labels: state::triage

Hi,

I'm trying to use FormData to POST a file using `multipart/form-data`

I noticed for very small files this works no problem but as soon as the length gets above about 10KB I start to see errors `Error [ERR_UNHANDLED_ERROR]: Unhandled error. ('[AxiosError: maxContentLength size of -1 exceeded]`

After debugging the solution I have noticed that if I put a breakpoint just before the call to axios and wait a few seconds, then I don't see this failure. Is there some promise I am supposed to await that I am missing?

**Service class**
```
import axios from 'axios';
import FormData from 'form-data';

public postFile = async (
    filename: string,
    fileContent: Buffer
  ) => {
    const formData = new FormData();
    // filename seems to be required for the specific API I am posting to
    formData.append('file', fileContent, filename);
    formData.append('report_format', 'json');

    try {
      const result = await axios.post(
        'ENDPOINT',
        formData,
        {
          headers: {
            ...formData.getHeaders(),
            'Authorization': 'Bearer xxx',
          },
        }
      );
      return result.data;
    } catch (e) {
      logger.error('failed');
      throw e;
    }
  };
```

**Usage**
```
const staticfileAnalysis = await postFile(
  'abcd.txt',
  Buffer.from('abcd')
);
```

Only issue I could find with the same error is https://github.com/axios/axios/issues/4806
Repository: material-ui
Issue: [Divider] not printing with Firefox
Labels: component: divider,status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

While printing with Firefox, Divider is not showing. It works with Chrome. I am using react-to-print package for printing.

Follow up: Here is the code that produces the issue.

<Box sx={{ display: 'none', displayPrint: 'block' }}>
<Divider / >
< /Box>


### Expected behavior 🤔

_No response_

### Steps to reproduce 🕹




### 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: Enabling fullscreen via code shows window border at screen edges (DisplayServer regression)
Labels: bug,platform:windows,discussion,topic:porting,confirmed,regression

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

4.0.dev (835da447)

### System information

Windows 10, Vulkan Clustered, 3 monitor setup

### Issue description

When changing fullscreen mode **via code**, the window's border is visible at the edges of the screen. This does **not** happen when enabling the fullscreen project setting instead.

Launching the MRP with a high contrast theme (where window borders are white) with x10 zoom on the top left corner of my screen: 
![image](https://user-images.githubusercontent.com/5117197/181068555-edf9bb32-e5bf-4345-9b3d-880d127fb9f7.png)

When using the default Windows 10 theme: 
![image](https://user-images.githubusercontent.com/5117197/181068793-7ee457cf-4c06-42d0-83ca-2048f7d8cd80.png)

This confirms that you see the window's borders.

### Steps to reproduce

Create a fresh project. Then either in `_ready`, or when pressing a key, run:
```
get_tree().root.mode = Window.MODE_FULLSCREEN
# This does not help:
#get_tree().root.borderless = true
```

### Minimal reproduction project

[win_fullscreen_border.zip](https://github.com/godotengine/godot/files/9191946/win_fullscreen_border.zip)
Repository: pytorch
Issue: logspace and linspace off by one on cuda for integer dtypes for some inputs
Labels: triaged,module: tensor creation

As expected,
```python
>>> torch.logspace(1., 2., 2, dtype=torch.int32, device="cpu")
tensor([ 10, 100], dtype=torch.int32)
>>> torch.logspace(1., 2., 2, dtype=torch.float32, device="cuda")
tensor([ 10.0000, 100.0000], device='cuda:0')
```
But when output dtype is specified to be int:
```python
>>> torch.logspace(1., 2., 2, dtype=torch.int32, device="cuda")
tensor([10, 99], device='cuda:0', dtype=torch.int32)
```

Off-by-one also appears when casting is performed after - but only happens on float32.
```python
>>> torch.logspace(1., 2., 2, 10, dtype=torch.float16, device="cuda").to(dtype=torch.int32)
tensor([ 10, 100], device='cuda:0', dtype=torch.int32)
>>> torch.logspace(1., 2., 2, dtype=torch.float32, device="cuda").to(dtype=torch.int32)
tensor([10, 99], device='cuda:0', dtype=torch.int32)
>>> torch.logspace(1., 2., 2, dtype=torch.float64, device="cuda").to(dtype=torch.int32)
tensor([ 10, 100], device='cuda:0', dtype=torch.int32)
```
Does not happen consistently on all inputs
```python
tensor([ 9, 81], device='cuda:0', dtype=torch.int32)
>>> torch.logspace(1., 2., 2, 10, dtype=torch.float32, device="cuda").to(dtype=torch.int32)
tensor([10, 99], device='cuda:0', dtype=torch.int32)
>>> torch.logspace(1., 2., 2, 11, dtype=torch.float32, device="cuda").to(dtype=torch.int32)
tensor([ 11, 121], device='cuda:0', dtype=torch.int32)
```
I would expect the produced binary representation of the output to be greater than the integral value so that when casted it does not produce a large discrepancy with the before-casted value.

cc @gchanan @mruberry
Repository: tensorflow
Issue: Differentiate a tuple with `tape.jacobian`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.9

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Source

binary

### Tensorflow Version

tf 2.9.1

### Custom Code

Yes

### OS Platform and Distribution

MacOs

### Mobile device

-

### Python version

3.9

### Bazel version

-

### GCC/Compiler version

-

### CUDA/cuDNN version

-

### GPU model and memory

-

### Current Behaviour?

```shell
I expect to able to differentiate a function returning a tuple of TensorFlow tensors, but unfortunately it is not possible because tuples have no shape. Could you provide me a work around for this? Maybe something with ragged tensors is possible here?
```


### Standalone code to reproduce the issue

```shell
import tensorflow as tf

def circuit(params):
    return params[0] ** 2, params[1::] ** 3

x = tf.Variable([0.1, 0.2, 0.3])

with tf.GradientTape() as tape:
    out = circuit(x)

jac = tape.jacobian(out, x)
```


### Relevant log output

```shell
Traceback (most recent call last):
  File "/Users/.../test.py", line 14, in <module>
    jac = tape.jacobian(out, x)
  File "/Users/.../lib/python3.9/site-packages/tensorflow/python/eager/backprop.py", line 1183, in jacobian
    target_static_shape = target.shape
AttributeError: 'tuple' object has no attribute 'shape'
```
</details>
Repository: flutter
Issue: Track the total amount of RAM on the users machine in Flutter Tools analytics
Labels: tool,c: proposal,P3,team-tool,triaged-tool

## Use case

Need to know what % of users have low amounts of memory to understand how to prioritize work to optimize for <= 8GB of memory. Would also like to track metrics like P95 hot reload time just for users with enough memory that we are confident the users aren't being slowed down by paging.
Repository: TypeScript
Issue: "moduleResolution": "NodeNext" throws ESM related errors
Labels: Needs Investigation,Rescheduled

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.69.2
- OS Version: macOS 12.4
- TypeScript Version: 4.7.4

Steps to Reproduce:

- Create an `npm` package. Install `typescript@4.7.4` and `pretty-ms`.
- Set `tsconfig.json` as:
```
{
  "compilerOptions": {
    "target": "esnext",
    "lib": ["dom", "esnext"],
    "skipLibCheck": true,
    "esModuleInterop": true,
    "allowSyntheticDefaultImports": true,
    "module": "NodeNext",
    "moduleResolution": "NodeNext"
  },
  "include": ["./src/**/*"]
}
```
- Add `"type": "module"` in `package.json`
- Following error messages are displayed by VSCode in a file with `.ts` extension under `src/`:
```
// Cannot find module 'pretty-ms' or its corresponding type declarations. ts(2307)
import ms from "pretty-ms";

// The 'import.meta' meta-property is not allowed in files which will build into CommonJS output. ts(1470)
console.log(import.meta.url);
```
- `tsc` throws no errors.
- Change below values in`tsconfig.json` 
```
{
  "module": "esnext",
  "moduleResolution": "node"
}
```
- VSCode no longer throws any errors.
Repository: godot
Issue: Having a combination of non-exclusive and exclusive popup makes rest of UI unresponsive 
Labels: documentation,topic:gui

### Godot version

Godot Engine v3.4.4.stable.official.419e713a2

### System information

Windows 10 GLES 2 and 3 

### Issue description

When you have many popups on screen and last one of them is an exclusive one, then you cannot interact with rest of the popups or any other UI elements. You cannot interact with other buttons and non-exclusive popups do not disappear when clicked out of bounds.

### Steps to reproduce

Create a control scene. Add 2 acceptDialogs and position them around. Set `exclusive mode` on the second popup. Add a script to the scene and call popup on these accept Dialogs in `_ready()` (Make sure to call popup on the exclusive mode popup after the first one.). Run the project 

### Minimal reproduction project

[Demo.zip](https://github.com/godotengine/godot/files/9192593/Demo.zip)
Repository: flutter
Issue: First frame timeline events come in strange order
Labels: framework,d: devtools,P2,team-framework,triaged-framework

DevTools looks for the `Animator::BeginFrame` timeline event to mark the parent event for a flutter frame (this event contains the "frame_number" argument that allows us to match it to a 'Flutter.Frame' event).

In the common case, this event is the parent of all other frame related timeline events (BUILD, LAYOUT, PAINT, etc.).
![Screen Shot 2022-07-26 at 12 10 58 PM](https://user-images.githubusercontent.com/43759233/181092366-db1b3205-bc0a-47c6-8e57-71ac54c8d4d3.png)

For the first frame, the `Animator::BeginFrame` event does not have any children and is actually separated completely from the other Flutter frame related events (see here the DartIsolate::HandleMessage is the parent of all the other flutter frame related events): 
![Screen Shot 2022-07-26 at 12 11 35 PM](https://user-images.githubusercontent.com/43759233/181092378-aec3468a-bd0a-4f07-a805-79415bd36126.png)

@dnfield @iskakaushik 

Sample trace attached (remove .txt extension to load into DevTools)
[dart_devtools_2022-07-26_11:59:08.937.json.txt](https://github.com/flutter/flutter/files/9192697/dart_devtools_2022-07-26_11.59.08.937.json.txt)
Repository: vscode
Issue: Confusing dialog for contributed launch configs when errors occur
Labels: bug,debug

Testing https://github.com/microsoft/vscode-python/issues/19547

Steps:
1. Create a basic python script file in a new folder
2. Have the python extension installed
3. Go to the debug view container and select the "Show all automatic configurations" option
4. Choose Python... and File
5. Open the settings editor
6. Run the dynamic launch config

🐛 get a dialog about the ${file} variable and a button to open the launch.json

Neither of these apply since you didn't create the launch configuration nor does it exist in the launch.json
Repository: pytorch
Issue: primtorch refs should be composite compliant
Labels: triaged,module: __torch_dispatch__,tensor subclass,module: primTorch

## Issue description

Primtorch refs should be composite compliant. That is, given a ref for an operator like `new_empty`, if the input to new_empty is a Tensor subclass, then the output should also be a Tensor subclass. Otherwise, the ref doesn't capture the semantics of the operation and cannot be used as a "decomposition" for a Tensor Subclass.

We should add explicit tests that refs are composite compliant.

## Code example

E.g. https://github.com/pytorch/pytorch/pull/82237




cc @Chillee @ezyang @zou3519 @albanD @samdow @mruberry @ngimel @kshitij12345
Repository: pytorch
Issue: logspace inconsistently casts inputs to int before performing computation
Labels: triaged,module: tensor creation

When `steps = 1`, the inputs are not casted to integers before performing the pow:
```python
>>> torch.logspace(4.3, 5, 2, dtype=torch.int32)
tensor([ 10000, 100000], dtype=torch.int32)
>>> torch.logspace(4.3, 5, 1, dtype=torch.int32)
tensor([19952], dtype=torch.int32)
>>> torch.logspace(4.3, 5, 1, dtype=torch.int32, device="cuda")
tensor([19952], device='cuda:0', dtype=torch.int32)
>>> torch.logspace(4.3, 5, 2, dtype=torch.int32, device="cuda")
tensor([ 10000, 100000], device='cuda:0', dtype=torch.int32)
```

cc @gchanan @mruberry
Repository: pytorch
Issue: [Reproducibility] Make tests say when unusual environment variables are set that change behavior of the test
Labels: module: ci,triaged

### 🐛 Describe the bug

E.g. as seen in https://github.com/pytorch/pytorch/pull/81999 developers don't necessarily know how to apply environment variables in unconventional test configurations to reproduce CI failures. The test error messages should detect and report when an envvar is necessary to reproduce the behavior.

Currently relevant envvars:

```
PYTORCH_TEST_WITH_SLOW
PYTORCH_TEST_WITH_CROSSREF
PYTORCH_TEST_WITH_DYNAMO
```

### Versions

master

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: vscode
Issue: Progressive behavior of the title bar elements
Labels: under-discussion,command-center

Testing #156220

I like the progressive behavior of the menu bar. What I'm missing is that the command center and the layout controls adapt. They should hide when they run out of space to show themselves.

<img width="607" alt="image" src="https://user-images.githubusercontent.com/4674940/181122880-1546e1a8-0941-4e37-990e-98e85d95a487.png">
Repository: vscode
Issue: Investigate to use the burger menu in the titlebar whenever possible
Labels: under-discussion,titlebar,menus

Testing #156220

The menu bar collapses to the burger menu *in the titlebar* when it runs out of space.

<img width="215" alt="image" src="https://user-images.githubusercontent.com/4674940/181123253-fbb823f4-59ca-4ec6-8ae3-e2ce5c40b6a9.png">

When I hide the menu it becomes a burger menu entry in the activity bar. 

<img width="249" alt="image" src="https://user-images.githubusercontent.com/4674940/181123362-8d6a0877-5837-4d57-abb2-9b100ab4a8c7.png">


In the second case we should explore whether collapsing it to the burger menu in the titlebar would be a better solution (at least when there is a titlebar).
Repository: storybook
Issue: The ability to customize IconItem in IconGallery
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I want to show bigger SVG assets in iconGallery and am not able to do this, for example instead of showing 5 icons in each row, I want to show only 3

**Describe the solution you'd like**
Make IconItem accept style prop so it can be easily customized

**Are you able to assist to bring the feature to reality?**
no

**Additional context**
As shown [here](https://github.com/storybookjs/storybook/blob/7035ea7389393da041985ebc491ee58dedb50d06/code/lib/blocks/src/components/IconGallery.tsx#L35) 
```
flex: '0 1 calc(20% - 10px)',
```
cannot be customized, also [here](https://github.com/storybookjs/storybook/blob/7035ea7389393da041985ebc491ee58dedb50d06/code/lib/blocks/src/components/IconGallery.tsx#L18)
cannot be customized like if I want to show bigger assets with 
```
 height: 80,
  width: 80,
```
Repository: pytorch
Issue: DEBUG=1 env var doesn't actually set DEBUG preprocessor macro
Labels: module: build,triaged,enhancement

### 🐛 Describe the bug

What it says on the tin. There are a lot of uses of this dead macro.

```
aten/src/ATen/BatchedTensorImpl.cpp:#ifdef DEBUG
aten/src/ATen/BatchedTensorImpl.h:#ifdef DEBUG
aten/src/ATen/OpaqueTensorImpl.h:#ifdef DEBUG
aten/src/ATen/SparseTensorImpl.cpp:#ifdef DEBUG
aten/src/ATen/SparseTensorImpl.h:#ifdef DEBUG
aten/src/ATen/core/dispatch/Dispatcher.h:#ifdef DEBUG
aten/src/ATen/core/dispatch/Dispatcher.h:#ifdef DEBUG
aten/src/ATen/core/dispatch/Dispatcher.h:#ifdef DEBUG
aten/src/ATen/core/dispatch/Dispatcher.h:#ifdef DEBUG
aten/src/ATen/native/Resize.h:#ifdef DEBUG
aten/src/ATen/native/vulkan/api/Allocator.h:#ifdef DEBUG
c10/core/TensorImpl.h:#ifdef DEBUG
c10/core/TensorImpl.h:#ifdef DEBUG
c10/core/TensorImpl.h:#ifdef DEBUG
c10/core/TensorImpl.h:#ifdef DEBUG
c10/core/UndefinedTensorImpl.cpp:#ifdef DEBUG
c10/core/UndefinedTensorImpl.h:#ifdef DEBUG
c10/util/Registry.h:#ifdef DEBUG
functorch/functorch/csrc/BatchedTensorImpl.cpp:#ifdef DEBUG
functorch/functorch/csrc/BatchedTensorImpl.h:#ifdef DEBUG
```

cc @malfet @seemethere @zou3519 @bdhirsh 

### Versions

master