sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [video_player][ios]: `mixWithOthers` not working on iOS as it stops the music in the background when video is mounted
Labels: platform-ios,p: video_player,package,P2,has partial patch,team-ios,triaged-ios

We are experiencing strange behavior with the `video_player` package in latest version 2.2.7:

**Expected Behavior:**

```dart
VideoPlayerController.file(
  file,
  videoPlayerOptions: VideoPlayerOptions(mixWithOthers: true),
);
```
Using this playing background music with music app or Spotify should continue playing in background while mounting and playing a video in a widget.

**Actual behavior:**
Music stops 💩 

**Reproduce:**
I was not able to fully reproduce by myself, but what we've got reported from our users was strange. We deployed 3 different versions to our production users:

_1)_
```dart
VideoPlayerController.file(file, videoPlayerOptions: VideoPlayerOptions(mixWithOthers: true))
```
This stopped music on iOS but worked fine on Android 🤖 

_2)_
```dart
VideoPlayerController.file(file)
```
Worked on iOS, stopped on Android 😬 

_3)_
```dart
VideoPlayerController.file(
    file,
    videoPlayerOptions: isAndroid
        ? VideoPlayerOptions(mixWithOthers: true)
        : null,
  )
```
Stopped on iOS, worked on Android 🦗 

In parallel we only further use [flutter_tts](https://pub.dev/packages/flutter_tts) package, so I am now debugging if there could be a an issue in combination.

<details>
<summary>Doctor</summary>

```
[✓] Flutter (Channel stable, 2.5.3, on macOS 12.0.1 21A559 darwin-x64, locale de-DE)
    • Flutter version 2.5.3 at /Users/oliver/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 18116933e7 (6 weeks ago), 2021-10-15 10:46:35 -0700
    • Engine revision d3ea636dc5
    • Dart version 2.14.4

[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from: https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK components.
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.


[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 13.1, Build version 13A1030d
    • CocoaPods version 1.11.2

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[!] Android Studio (not installed)
    • Android Studio not found; download from https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).

[✓] VS Code (version 1.62.3)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.28.0

[✓] Connected device (3 available)
xxx
! Doctor found issues in 2 categories.
```
</details>
Repository: PowerToys
Issue: [PowerRename] Lag on resizing: White space
Labels: Issue-Bug,Product-PowerRename,External Dependency,Area-User Interface,External Dependency-WinUI 3,Status-Blocked

### Microsoft PowerToys version

0.49.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

Resize window fast when dark mode is active.

### ✔️ Expected Behavior

Window keeps completely dark.

### ❌ Actual Behavior

Window is partial white while resizing. After resizing has finished the white space turn into black.

![image](https://user-images.githubusercontent.com/61519853/143832989-77d8de94-72e2-4dfc-83ba-9833a0b2e387.png)

### Other Software

_No response_
Repository: vscode
Issue: Show the vscode.DocumentSymbol.detail in the breadcrumb UI instead of just the Outline UI
Labels: feature-request,breadcrumbs

<!-- ⚠️⚠️ 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. -->
With the C/C++ extension, a class definitions like myClass::func() create a vscode.DocumentSymbol with "myClass" as the detail, which renders to the right of the UI in the Outline view, but it isn't shown in the breadcrumb UI in the document. We'd like for that detail info to be shown the right in the breadcrumb UI (which would match the Outline UI), and/or add some option so either the user or extension authors can opt-in to that.

See also the user request on the C/C++ extension at https://github.com/microsoft/vscode-cpptools/discussions/8457 .
Repository: pytorch
Issue: SequentialLR cannot be used with ReduceLROnPlateau due to .step() not allowing for optional arguments
Labels: module: optimizer,triaged,module: LrScheduler

## 🐛 Bug

Currently, SequentialLR can only be used with schedulers that inherit from _LRScheduler or in other words adhere to the way .step() is called, i.e. without any arguments. This is not the case for the built in ReduceLROnPlateau as it takes in a metric value. Therefore, when calling SequentialLR.step() without arguments, ReduceLROnPlateau will raise an error once its milestone is reached. However, when calling SequentialLR.step(metric), SequentialLR will raise an error due to too many arguments.

Also see https://github.com/PyTorchLightning/pytorch-lightning/issues/10759

## To Reproduce
```python
scheduler1 = ConstantLR(self.opt, factor=0.1, total_iters=2)
scheduler2 = ReduceLROnPlateau (self.opt, gamma=0.9)
scheduler = SequentialLR(self.opt, schedulers=[scheduler1, scheduler2], milestones=[2])
for epoch in range(100):
   train(...)
   validate(...)
   scheduler.step()  # raises error after epoch>=2
   scheduler.step(metric)  # raises error immediately
```

## Expected behavior
SequentialLR should at least be working with all internal pytorch LR schedulers, hence allow for a metric valued to be passed to ReduceLROnPlateau if it used (or ReduceLROnPlateau needs a rewrite). However, I think SequentialLR should allow for arbitrary arguments in step which allows for arbitrary schedulers (probably another issue in itself). 

Either the user takes care of passing the right argument at the right time or there is a built in mechanic (if that is even possible). 


cc @vincentqb @jbschlosser @albanD
Repository: pytorch
Issue: Support for arbitrary schedulers in SequentialLR
Labels: feature,module: optimizer,triaged,module: LrScheduler

## 🚀 Feature
SequentialLR should allow for optional arguments in step(). This is a follow-up to https://github.com/pytorch/pytorch/issues/68978 which only requests support for ReduceLROnPlateau while this issue requests for a broader support of arbitrary (custom) schedulers.


## Motivation
See https://github.com/pytorch/pytorch/issues/68978 or https://github.com/PyTorchLightning/pytorch-lightning/issues/10759 for one case why this is useful.

## Pitch

Add ability to pass arguments to SequentialLR.step() since the underlying scheduler might need additional arguments such as ReduceLROnPlateau or other custom schedulers.

## Alternatives

Keep as is and only allow scheduler that inherit from _LRScheduler. However then I propose to make this class public, see https://github.com/pytorch/pytorch/issues/67760


cc @vincentqb @jbschlosser @albanD
Repository: storybook
Issue: [Feature request] Allow set default control type for all types
Labels: feature request,addon: controls

**Is your feature request related to a problem? Please describe**

I cannot set the default control type for my props

**Describe the solution you'd like**

Control addon already has [Custom control type matchers](https://github.com/storybookjs/storybook/blob/next/docs/essentials/controls.md). But it allows you to configure only two types of controls.

**Are you able to assist to bring the feature to reality?**

I can do MVP. But I don't know much about the internal implementation of the project and may be missing something.
Repository: flutter
Issue: [Proposal] We should be able to control general material animations (splash) using global properties in ThemeData
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

<!-- Thank you for using Flutter!

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     or consider asking a question on Stack Overflow:
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     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case

I Wanted to remove the splash effect in `DataTable` widget when clicking on the rows.
![DataTableRowSplashEffect](https://user-images.githubusercontent.com/17777813/143857832-a9271857-0473-44b7-a5c9-f4de0e9d221d.gif)

I could remove the splash effect from ElevatedButton by setting _NoSplash_ to **splashFactory** of ButtonStyle/ButtonThemeData.
I checked the DataTableTheme and checked the possibility of changing splash behavior of row, I couldn't find.

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

## Proposal
Base ThemeData contains splashFactory property with which we should be able to set the splash behavior across widgets.
https://api.flutter.dev/flutter/material/ThemeData-class.html

```
 Color? splashColor, 
InteractiveInkFeatureFactory? splashFactory
```

We should be able to set properties like splashFactory for across material widgets using above properties at ThemeData level.
<!--
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     Consider attaching something showing what you are imagining:
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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Repository: godot
Issue: Symbol is used instead of Priority in AutoTiles when using Centerpiece bitmaps only
Labels: bug,topic:core,topic:2d

### Godot version

3.4

### System information

Windows

### Issue description

This is most likely related to 
https://github.com/godotengine/godot/issues/36972

I used the example Project also provided in this issue to show the bug.
I have 8 tiles with the same priority. I create an AutoTile set and add only center bitmasks:
![image](https://user-images.githubusercontent.com/47016402/76360279-f3476d00-631c-11ea-98dc-2b5cef55defd.gif)

I have the Simbol set to the first tile. I start drawing and this happens.

![preview](https://user-images.githubusercontent.com/1899013/143860549-83d244e0-edbe-4174-a026-24e9dbcfc432.gif)

I only get the same tile as mentioned in this issue: https://github.com/godotengine/godot/issues/36972

But if I then change the symbol:

![image](https://user-images.githubusercontent.com/1899013/143860919-30725de9-5e57-46d3-ab8e-fda17c63a92f.png)

The Symbol will be used to draw the tiles:
![preview2](https://user-images.githubusercontent.com/1899013/143860363-c486eacb-27c7-42dc-b391-9b950a6ace54.gif)



### Steps to reproduce

Create a Tileset. Create an autotile. Set the bitmask to 3x3 minimal and only use the center bitmask. 


### Minimal reproduction project

[Priority_Tileset_Issue.zip](https://github.com/godotengine/godot/files/7617799/Priority_Tileset_Issue.zip)
Repository: godot
Issue: Modifying tile atlas texture will sometimes reset the selected source
Labels: bug,topic:editor,usability,topic:2d

### Godot version

d6d20d0

### System information

W10

### Issue description

Normally when you have tiles editor opened, updating the used texture will refresh the view, but keep the currently selected source. But sometimes it will enter a weird state where any change to the texture will reset the selected source to 0.
![](https://chat.godotengine.org/file-upload/fBrkFTtEcpWqMbem2/JjK5uFr8Mp.gif)
This happens seemingly randomly and will get fixed permanently (until editor restart) when you switch to TileSet tab and then modify the texture.

### Steps to reproduce

1. Create a TileMap with multiple atlas sources
2. With TileMap tab open, modify its used texture externally
3. The editor will reset to the first source if you have another one selected
4. If it didn't happen, restart editor and try again

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: speed_benchmark_torch crashes when trying to run a model using Vulkan backend on Android
Labels: oncall: mobile,Stale

## 🐛 Bug

speed_benchmark_torch crashes when trying to run a model using Vulkan backend.
I want benchmark my model using this tool and the Vulkan backend. 

I followed these tutorials:
https://pytorch.org/tutorials/prototype/vulkan_workflow.html
https://pytorch.org/tutorials/recipes/mobile_perf.html#benchmarking

I compiled pytorch the same way they do in this tutorial https://pytorch.org/tutorials/prototype/vulkan_workflow.html (I run on mac).

Then I made my model use Vulkan backend and saved it this way:
`
model = torch.jit.load("model.pt")
model = optimize_for_mobile(model, backend="vulkan")
model._save_for_lite_interpreter("model_vulkan.ptl")
`

I compiled speed_benchmark_torch like they explained in [this tutorial ](https://pytorch.org/tutorials/recipes/mobile_perf.html#benchmarking), and used these flags:
`
ANDROID_NDK=/Users/nhasson/Library/Android/sdk/ndk/22.1.7171670/ USE_VULKAN=1 BUILD_PYTORCH_MOBILE=1 ANDROID_ABI=arm64-v8a ./scripts/build_android.sh -DBUILD_BINARY=ON
`

After all that, I pushed the model and the benchmarking tool to my device (Samsung S7), and ran:
`
adb shell /data/local/tmp/speed_benchmark_torch_vulkan --model=/data/local/tmp/model_vulkan.ptl --input_dims="1,3,256,256"  --input_type="float" --iter=10
`

This crashed with the following error:
`
terminating with uncaught exception of type c10::Error: Vulkan: Failed to initialize context! Error: Vulkan: Could not find a device with Vulkan support!
Exception raised from acquire_physical_devices at /Users/nhasson/third-party/pytorch/aten/src/ATen/native/vulkan/api/Runtime.cpp:190 (most recent call first):
(no backtrace available) ()
Exception raised from operator() at /Users/nhasson/third-party/pytorch/aten/src/ATen/native/vulkan/api/Context.cpp:188 (most recent call first):
(no backtrace available)
Aborted
`

I looked at the source code, and it seems that the function vkEnumeratePhysicalDevices returns 0 for some reason.

I then tested a [different app](https://github.com/googlesamples/android-vulkan-tutorials/tree/master/tutorial05_triangle) that also uses this Vulkan API and  there, the vkEnumeratePhysicalDevices returns 1.

I suspect it has something to do with the way VkInstance is initialized.


## Expected behavior

Not crash

## Environment

 - PyTorch Version (e.g., 1.0): 1.11.0a0+git148f323
 - OS (e.g., Linux): compiled model on Mac, running benchmarks on Android 10
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source): USE_VULKAN=1 USE_VULKAN_SHADERC_RUNTIME=1 USE_VULKAN_WRAPPER=0 MACOSX_DEPLOYMENT_TARGET=10.9 CC=clang CXX=clang++ python setup.py install
 - Python version: 3.8.8
 - GPU models and configuration: ARM Mali-G76
Repository: go
Issue: go/format: Modified AST is formatted weirdly
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.2 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### 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="arm64"
GOBIN=""
GOCACHE="/Users/andreas.linz/Library/Caches/go-build"
GOENV="/Users/andreas.linz/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/andreas.linz/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/andreas.linz/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/homebrew/Cellar/go/1.17.2/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/homebrew/Cellar/go/1.17.2/libexec/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.17.2"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/andreas.linz/work/code/<redacted>/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/qw/jbp3zpr56t14wdsc394hlhdr0000gq/T/go-build3434274700=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

I implemented a small refactoring tool that modifies the AST of a Go source file and writes the modified AST back to the file using `go/format`.   The problem is that the formatting of the modified part looks off, i.e. `format.Node` seems to randomly add indentation and linebreaks.  This playground demonstrates the issue: <https://go.dev/play/p/je4wZaGRZjq>.

### What did you expect to see?

In the playground linked above I expected this to be the output of `format.Node`:

```go
package main

import "fmt"

func main() {
	s := struct{ A string }{
		A: strings.Join([]string{"Hello", " World!"}, ","),
	}

	fmt.Println(s.A)
}
```

### What did you see instead?

This is what was rendered instead:

```go
package main

import "fmt"

func main() {
	s := struct{ A string }{
		A: strings.Join(
			[]string{"Hello",

				" World!"},
			","),
	}

	fmt.Println(s.A)
}
```
Repository: create-react-app
Issue: Current "create-react-app" main branch not working (react-scripts)
Labels: needs triage,issue: bug report

I followed the recommended way of extending "react-scripts" build procedure: 
https://create-react-app.dev/docs/alternatives-to-ejecting/

It turns out that there is something wrong in the main branch, because I can't build my project. I receive an error about wrong babel plugin import. **No code changes are made** by side.

**Steps to reproduce:**
1. Fork create-react-app repository
2. Go to: packages/react-scripts
3. publish this as an NPM package
4. Install this package as your "react-scripts" module in your CRA project
5. Try to build the project
Repository: pytorch
Issue: Operator is not supported in mobile module.
Labels: oncall: mobile

## 🐛 Bug

When converting a TorchScript model to mobile, if the model contains unsupported mobile ops, a vague error is returned. It'd be nice if there was a more clear description of the exact op code error.

## To Reproduce

Steps to reproduce the behavior:

Run the following code with an optimized_scripted_module containing a non-supported mobile operator.
```
optimized_scripted_module._save_for_lite_interpreter("<output_name>.ptl")
```

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

The RuntimeError is not exactly clear. It would be helpful to either include a link to the [FORALL_OPCODES](https://github.com/pytorch/pytorch/blob/master/torch/csrc/jit/runtime/instruction.h#L22) or return the specific OPCODE information. Maybe something like: 
```
RuntimeError: ENTER (enter scope of a contextmanager) is not supported in mobile module.
```

Instead of what's currently returned:
```
RuntimeError: ENTER is not supported in mobile module.
```

## Environment
* PyTorch version: 1.9.1+cu111
* OS: Ubuntu 18.04.6 LTS (x86_64)
* Python version: 3.8.0, pip
* CUDA: 11.1
Repository: material-ui
Issue: [ListItemSecondaryAction] visibility on hover does not work
Labels: bug 🐛,component: list

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

`ListItemSecondaryAction` visibility does not change from `hidden` to `visible` on hover when implemented using CSS.

Other CSS rules like background color work perfectly fine and change on hover. But `visibility` does not switch from hidden to visible.

In case of switching from visible to hidden on hover, the `ListItemSecondaryAction` blinks on hover.

### Expected behavior 🤔

`ListItemSecondaryAction` should be able to be `hidden` by default, then `visible` on hover. Or `visible` by default and `hidden` on hover.

### Steps to reproduce 🕹

Here is a CodeSandbox that showcases this bug.

https://codesandbox.io/s/styledcustomization-material-demo-forked-wbnku?file=/demo.tsx

### Context 🔦

A similar bug was reported in 2018, https://github.com/mui-org/material-ui/issues/10285. We used the [suggested solution](https://github.com/mui-org/material-ui/issues/10285#issuecomment-365423917) in our app and were happy with it. But the recent upgrade to V5 brought back this bug.

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

I used Chrome Version 96.0.4664.55 (Official Build) (x86_64) on macOS 11.6.1.

I reproduced the issue in the CodeSandbox successfully and have shared the link above.
</details>
Repository: rust
Issue: const-features can be both stable and unstable at the same time
Labels: A-stability,T-compiler,C-bug,A-const-eval

Since https://github.com/rust-lang/rust/pull/90896, the `const_maybe_uninit_assume_init` feature is in a strange limbo state: there are both stable and unstable methods with that feature gate. For regular stability we prevent that, but it seems for const-stability that check is missing.

Cc @rust-lang/wg-const-eval
Repository: godot
Issue: Missing mapping for PS4 touchpad button and possibly others like XboxOne elite paddles
Labels: bug,topic:input

### Godot version

3.4.stable

### System information

Windows 10

### Issue description

Mapping for some extra buttons like PS4 touchpad are missing on Windows. The touchpad field is missing from the SDL_GameControllerDB entries. After reporting the issue https://github.com/gabomdq/SDL_GameControllerDB/issues/520 I was informed that the SDL are adding those fields on its own. 
Proposed solution was to add missing entry on per-GUID basis, however that leads to a problem: with the SDL controller map program omitting binding for the touchpad field entirely and some other fields missing from DB like paddles for XboxOne Elite those will be constantly overwritten. So more permament solution needs to be adapted, like creating Godot specific mapping.

### Steps to reproduce

1. Run Godot 3.4
2. Download and run official Joypad demo https://godotengine.org/asset-library/asset/140
3. Connect PS4 controller using USB (my PS4 pad has a GUID: 030000004c050000cc09000000000000)
4. Press the touchpad button, notice nothing happened
5. Press the "Set Raw Mapping" and press touchpad again
6. Notice button 13 is being marked as pressed

### Minimal reproduction project

Official joypad demo: https://godotengine.org/asset-library/asset/140