sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug]  Function Window.set_size does nothing on Linux
Labels: type: bug,status: upstream,status: needs triage

### Describe the bug

I am running a tauri 1.2.2 app on Pop!_OS 22.04 (Ubuntu derivative) and have the following tauri command in my rust code:

```rs
#[tauri::command]
fn set_window_size(apphandle: tauri::AppHandle<Wry>) {
    let mut window_opt = apphandle.get_window("main");
    match window_opt {
        Some(mut window)  => {
            println!("resizing window");
            window.set_resizable(true);
            window.set_size(Size::Physical(PhysicalSize{width: 1920, height: 1080})).expect("Could not resize!");
        } 
        None => {
            
        }
    }
}
```

Calling the command with the following typescript code:

```ts
export let onResize = async () => {
    invoke("set_window_size") ;
}

```

Which is called by a button's onClick event.

The function  ` window.set_size(Size::Physical(PhysicalSize{width: 1920, height: 1080})).expect("Could not resize!");` does not do anything when called on this platform.

In my tauri.conf.json I have 
```json
    "windows": [
      {
        "fullscreen": false,
        "height": 720,
        "resizable": true,
        "title": "myapp",
        "width": 1280
      }
    ]
```
Other functions such as window.set_fullscreen(true); work as intended so the issue has something to do with the set_size function on Linux platforms.

### Reproduction

1. Run the above code and settings in a tauri 1.2.2 app on Pop!_OS 22.04
2. Click a button with onClick set to onResize in order to attempt to resize the window from 1280x720 to 1920x1080
3. The window does not resize

### Expected behavior

The window should resize itself from 1280x720 to 1920x1080.

### Platform and versions

Note: Pop!_OS 22.04 comes with node 12 installed by default which does not appear to be able to run tauri. Node 19.3.0 was manually installed to 
/run/user/1000/fnm_multishells/11583_1671428736077/bin/node
using fnm on the development machine.
https://github.com/Schniz/fnm

```
> myapp@0.0.0 tauri
> tauri info


Environment
  › OS: Pop!_OS 22.04 X64
  › Node.js: 19.3.0
  › npm: 9.2.0
  › pnpm: Not installed!
  › yarn: Not installed!
  › rustup: 1.25.1
  › rustc: 1.66.0
  › cargo: 1.66.0
  › Rust toolchain: stable-x86_64-unknown-linux-gnu 

Packages
  › @tauri-apps/cli [NPM]: 1.2.2
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.2,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.7,
  › wry [RUST]: 0.23.3,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ public
  ├─ dist
  ├─ src-tauri
  ├─ VM
  ├─ .vscode
  ├─ src
  ├─ .idea
  └─ node_modules
```

### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: When unhiding a WindowDialog Node the game crashes.
Labels: bug,crash,topic:gui

### Godot version

3.5.1-stable

### System information

Windows 10

### Issue description

In my situation, I'm using instanced button and WindowDialog to do stuff. The button instanced would hide/show the window. When I attempt to hide it, it works, but when I try to show it, it crashes the game. It should print what's going on and it doesn't. it goes through my functions and reads through them (I used breakpoints to find that out). I need my code connections by connecting signals like I did otherwise my project won't work as I want it to.

### Steps to reproduce

1. instance a new Button and WindowDialog when you click another button.
2. using signals, connect them to each other and allow for the instanced button to hide/show the WindowDialog
3. click the button and successfully hide the window
4. click the button once more to attempt to show the window and crash the game.

### Minimal reproduction project

[Project.zip](https://github.com/godotengine/godot/files/10263576/Project.zip)
Repository: pytorch
Issue: [BE] Investigate FSDP test _zero_model 
Labels: oncall: distributed,triaged,module: fsdp

### 🐛 Describe the bug

We shouldn't technically need summon_full_params in `_zero_model` in FSDP test, but removing this fails some DDP parity tests in `test_fsdp_core`. We should investigate and fix.

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: pytorch
Issue: [Composable] Enable summon_full_params for fully_shard
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

FSDP.summon_full_params does not work if pass in a composable module as the API uses some class-based only FSDP paths. 

There is also a larger discussion around whether it is correct / right to use FSDP class methods in composable API, or if we should have a different interface.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: angular
Issue: Remove `$localize` export
Labels: area: i18n

### Which @angular/* package(s) are relevant/related to the feature request?

localize

### Description

In https://github.com/angular/angular-cli/issues/24145#issuecomment-1358687296, we discovered that the compiler expects `$localize` to be used as global, not imported from `@angular/localize/init`. This is confusing and leads to users misusing the function.

### Proposed solution

We should remove the exported `$localize` from this package and instead let users depend on it via the global declaration.

### Alternatives considered

N/A
Repository: flutter
Issue: OneSequenceGestureRecognizer.startTrackingPointer contains erroneous assert
Labels: c: crash,framework,f: gestures,P2,team-framework,triaged-framework

The assert in the following method is incorrect:

https://github.com/flutter/flutter/blob/1adc27503f086555fe4052f8396b64e99d215530/packages/flutter/lib/src/gestures/recognizer.dart#L427-L432

It must of course be `containsKey` instead of `containsValue`. The bug was introduced over half a decade ago in https://github.com/flutter/flutter/pull/3552. Correcting the assert now fails hundreds of tests. Having the correct assert there is definitely the right thing as we don't want to accidentally overwrite existing entries in `_entries`. However, it seems like that a lot of our existing recognizers are not properly cleaning up their entries when they don't need them anymore. We need to fix that first before we can enable the assert.

From an initial analysis, it appears that we only clean up the entries when a `OneSequenceGestureRecognizer` decides to accept or reject a gesture by calling `resolve` or `resolvePointer` on itself. However, if the recognizer is told by the GestureArena that it must accept or reject the gesture by calling `acceptGesture`/`rejectGesture` on the recognizer, we fail to properly clean up the entries in `_entries` for some recognizers. Subsequent gestures involving the same pointers then trigger the corrected assert mentioned above.

The problem can easily be reproduced by correcting the assert and then running the `test/gestures/tap_test.dart` tests, some of which will then fail with that assertion.
Repository: flutter
Issue: Flutter generates dependency aar with version of their parent instead of version of the dependency
Labels: platform-android,tool,t: gradle,a: existing-apps,a: build,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-android,triaged-android

## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

```
flutter create -t module --org com.example.a library_a
cd library_a
flutter pub add android_intent_plus
flutter build aar

cd ..

flutter create -t module --org com.example.b library_b
cd library_a
flutter pub add android_intent_plus
// Open pubspec.yaml and change android_intent_plus to 1.0.1
flutter build aar --build-number=2.0
```

Add library aars to an android project (I used a new android project)

You can find Gradle scan here https://scans.gradle.com/s/k2kgkmqjntcay

android_intent_plus versions are the same as the root library version. 1.0 and 2.0. 
Library_b overrides the library_a's android_intent_plus dependency because 2.0 is higher than 1.0. But in reality, library_b should have a lower version with 1.0.1 and library_a should have android_intent_plus with version 3.1.5. (or the latest version of android_intent_plus)

Previously reported issue.
https://github.com/flutter/flutter/issues/115732

Please find flutter projects here. 
[Archive.zip](https://github.com/flutter/flutter/files/10264072/Archive.zip)

- Open the zip, and build projects as described.
- library_a -> flutter build aar --build-number=1.0
- library_b -> flutter build aar --build-number=2.0
- Integrate libraries into a new android project


Build the project. The project will fail with the following error -> https://stackoverflow.com/questions/74857653/adding-multiple-flutter-library-modules-fails-build-with-duplicate-class. 

Build with multiple flutter projects should also compile without problem but the build fail is a different case. This issue is intended to manifest the library version issue.

<img width="590" alt="Screenshot 2022-12-20 at 02 51 18" src="https://user-images.githubusercontent.com/2559837/208563446-375572e3-c5d1-4c56-aacb-d165b325327b.png">

As seen in the screenshot, library_a and library_b brings android_intent_plus with their own versions instead of 1.0.1 and 3.1.5.

built aar files' pom have following dependencies.

library_a
```
<dependency>
      <groupId>io.flutter.plugins.androidintent</groupId>
      <artifactId>android_intent_plus</artifactId>
      <version>1.0</version>
      <scope>compile</scope>
    </dependency>
```

library_a
```
<dependency>
      <groupId>io.flutter.plugins.androidintent</groupId>
      <artifactId>android_intent_plus</artifactId>
      <version>2.0</version>
      <scope>compile</scope>
    </dependency>
```

# Expected behaviour

- library_a should request android_intent_plus with 3.1.5
- library_b should request android_intent_plus with 1.0.1

when they added to a grade build.
Repository: vscode
Issue: merge-conflict extension cannot handler '<<<<<<<<' conflict tag
Labels: bug,merge-conflict

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version:  latest
- OS Version: linux

<img width="519" alt="image" src="https://user-images.githubusercontent.com/13031838/208581485-19de6db4-1264-4460-ba3d-77da296c6fd1.png">

<img width="401" alt="image" src="https://user-images.githubusercontent.com/13031838/208581037-6787a41b-b59d-4b49-9940-ba56389fe0e6.png">

```
CONFLICT (rename/delete): Assets/Game/Arts/Objects/Instruments.meta renamed to Assets/AppHost/Scripts.meta in test_master_1220, but deleted in HEAD.
```


I don't know how to create this conflict, but does it exist
the tag is `<<<<<<<< HEAD:Assets/AppHost/Scripts.meta` and the `merge-conflict` extension just handle the tag [<<<<<<<](https://github.com/microsoft/vscode/blob/main/extensions/merge-conflict/src/mergeConflictParser.ts#L10), so It doesn't work on this file
Repository: tauri
Issue: open a new window in project, click the `esc`  before page rendered，then the window can't load anymore[bug] 
Labels: type: bug,status: needs triage

### Describe the bug

in release mode, the tauri window is empty white. and console log can see 
```
859.bb7e252ceb1980f60d32.min.js:257 
        
       ChunkLoadError: Loading chunk 304 failed.
(error: https://tauri.localhost/bundles/304.701caa4a04040202d99c.min.js)
    at z.f.j (main.a04e3fa6c3590586362d.min.js:4:984)
    at main.a04e3fa6c3590586362d.min.js:3:13914
    at Array.reduce (<anonymous>)
    at z.e (main.a04e3fa6c3590586362d.min.js:3:13893)
    at main.a04e3fa6c3590586362d.min.js:2:38328
    at U (859.bb7e252ceb1980f60d32.min.js:256:8175)
    at $d (859.bb7e252ceb1980f60d32.min.js:259:9062)
    at ph (859.bb7e252ceb1980f60d32.min.js:259:894)
    at Uy (859.bb7e252ceb1980f60d32.min.js:259:819)
    at vh (859.bb7e252ceb1980f60d32.min.js:257:87950)
```
in debug mode:
the page is red and error blew.


<img width="960" alt="微信图片_20221220120307" src="https://user-images.githubusercontent.com/8481586/208581088-d66d71fa-28e5-4fa8-90c9-941098577491.png">





### Reproduction

open a new window in project, click the `esc`  before page rendered

### Expected behavior

_No response_

### Platform and versions

  › OS: Windows 10.0.19045 X64
  › Webview2: 108.0.1462.54
  › MSVC:
      - Visual Studio ���ɹ��� 2022
  › Node.js: 18.12.1
  › npm: 8.19.2
  › pnpm: Not installed!
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.65.0
  › cargo: 1.65.0
  › Rust toolchain: stable-x86_64-pc-windows-msvc

Packages
  › @tauri-apps/cli [NPM]: 1.2.1
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.1,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.6,
  › wry [RUST]: 0.22.6,

App
  › build-type: bundle
  › CSP: unset        
  › distDir: ../dist  
  › devPath: http://localhost:8080/
  › framework: React
  › bundler: Webpack

App directory structure
  ├─ .git
  ├─ .husky
  ├─ .idea
  ├─ .vscode
  ├─ dist
  ├─ doc
  ├─ node_modules
  ├─ src
  ├─ src-tauri
  ├─ target
  └─ webpack

### Stack trace

_No response_

### Additional context

_No response_
Repository: gin
Issue: Status() not setting up status in response for unit test
Labels: bug

## Description
ctx.Status(http.StatusCreated) is not setting up status in response and I am always getting 200.
But If I add `ctx.Writer.WriteHeaderNow()` with ctx.Status() then it is working fine.

## How to reproduce
```
// Sample Function
func PostCategory(ctx *gin.Context) {
	ctx.Status(http.StatusCreated)
}

// Sample Test Function
func TestPostCategory(t *testing.T) {
	r := httptest.NewRequest(http.MethodGet, "/", nil)
	w := httptest.NewRecorder()
	ctx, _ := gin.CreateTestContext(w)
	ctx.Request = r

	PostCategory(ctx)
	assert.Equal(t, http.StatusCreated, w.Code)
}
```

## Expectations
We must get 201 status code and test must be passed.

## Actual result
We are getting 200 status code in response and test are failing

## Environment
- go version:  go1.18.8 linux/amd64
- gin version: v1.8.1
- operating system: Ubuntu 18.04 LTS
Repository: pytorch
Issue: `quantile` fails for `float16`/`half` inputs
Labels: module: cpu,triaged,enhancement,module: half

### 🐛 Describe the bug

```python
import torch

a = torch.randn(10, 10, dtype=torch.float16)
a.quantile(0.25)
```

results in

```python
RuntimeError: quantile() input tensor must be either float or double dtype
```

Looking at the [relevant piece of code](https://github.com/pytorch/pytorch/blob/511fbad830543c703c0b78a18ed015a4333cdbc2/aten/src/ATen/native/Sorting.cpp#L215), the intention was probably to disallow integer dtypes.

*Edit: the following code produces the same error, so it's not a CPU-specific issue*
```python
a = torch.randn(10, 10, dtype=torch.float16).cuda()
a.quantile(0.25)
```

### Versions

PyTorch version: 1.13.0+cu117
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Manjaro Linux (x86_64)
GCC version: (GCC) 12.2.0
Clang version: 14.0.6
CMake version: version 3.24.3
Libc version: glibc-2.36

Python version: 3.10.8 (main, Nov  1 2022, 14:18:21) [GCC 12.2.0] (64-bit runtime)
Python platform: Linux-5.15.78-1-MANJARO-x86_64-with-glibc2.36
Is CUDA available: True
CUDA runtime version: 11.8.89
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 1050
Nvidia driver version: 520.56.06
cuDNN version: Probably one of the following:
/usr/lib/libcudnn.so.8.6.0
/usr/lib/libcudnn_adv_infer.so.8.6.0
/usr/lib/libcudnn_adv_train.so.8.6.0
/usr/lib/libcudnn_cnn_infer.so.8.6.0
/usr/lib/libcudnn_cnn_train.so.8.6.0
/usr/lib/libcudnn_ops_infer.so.8.6.0
/usr/lib/libcudnn_ops_train.so.8.6.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] lovely-numpy==0.2.1
[pip3] mypy==0.982
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.23.5
[pip3] pytorch-lightning==1.7.7
[pip3] torch==1.13.0
[pip3] torchmetrics==0.10.1
[pip3] torchvision==0.14.0
[conda] Could not collect

cc @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: godot
Issue: Texture used for filling Line2D gets strangely distorted when using Tile mode
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0.beta8 

### System information

MacOS Monterey 12.4 puce M1 Pro

### Issue description

when trying to do a dotted line i used a Line2D and used a small circle with blank spaces on both sides but when i tried to make it repeat the texture was distorted. This only happens when multiples line are drawn with the same line2D it seems to comes from the angle 

### Steps to reproduce

open the minimal reproduction project
 move around the lines 
enjoy the weirdness of it all

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/10266366/Archive.zip)
Repository: node
Issue: Lexical scoping of the `const` is not invalidated when use `await` in REPL
Labels: doc

### Affected URL(s)

https://github.com/nodejs/node/blob/main/doc/api/repl.md#await-keyword

### Description of the problem

In document, described as below.

One known limitation of using the await keyword in the REPL is that it will invalidate the lexical scoping of the const and let keywords.

For example:
```
> const m = await Promise.resolve(123)
undefined
> m
123
> const m = await Promise.resolve(234)
undefined
> m
234
```

But actual result is different like below.
(1) const
```
Welcome to Node.js v20.0.0-pre.
Type ".help" for more information.
> const m = await Promise.resolve(123)
undefined
> m
123
> const m = await Promise.resolve(234)
Uncaught SyntaxError: Identifier 'm' has already been declared
>
```
(2) let
```
Welcome to Node.js v20.0.0-pre.
Type ".help" for more information.
> let m = await Promise.resolve(123)
undefined
> m
123
> let m = await Promise.resolve(234)
Uncaught SyntaxError: Identifier 'm' has already been declared
>
```

I guess limitation is fixed. So how about removing these lines(`One known blabla`, including example) from document?
Repository: flutter
Issue: Canvas instrumentation (recording)
Labels: framework,c: proposal,P3,team-framework,triaged-framework

## Use case

I'm looking into instrumenting canvas calls to be able to record all paint operations for future replay outside Flutter. 

## Proposal

I've experimented with this and it seems I can achieve much of the goal by providing a custom `PaintingContext` that provides a **proxy** Canvas which records & forwards all calls to the standard canvas. 

There's a single place where a new PaintingContext is constructed: https://github.com/flutter/flutter/blob/50a23d962c887154e56d47ffa0bae6efa2b9e21b/packages/flutter/lib/src/rendering/object.dart#L169
Providing a way to provide a factory for this place would enable providing a custom PaintingContext as well as a custom Canvas.

This could be achieved, for example, by exposing an overridable static factory callback 
```dart
  static PaintingContext Function(ContainerLayer, Rect) repaintCompositedChildFactory = PaintingContext.new;
```

I can provide a PR, just wanted to discuss first which way to do this would be most desirable.

---- 

Additionally, to achieve the overall goal, that is to record canvas paint operations, there two non-trivial objects that currently cannot be reflected (and recorded), i.e. `ui.Path` and `ui.Paragraph`. I'm not yet sure what the best approach would be. They're constructed with their respective builders so one approach would be to hook into the builders. Another yet could be to provide a way to serialize those objects on demand.
Repository: rust
Issue: Enforce `.mailmap` correctness in tidy
Labels: A-meta

@Mark-Simulacrum said, in https://github.com/rust-lang/thanks/issues/2#issue-440672175:

> We would at least like to validate the mailmap in rust-lang/rust.

Then, at https://github.com/rust-lang/thanks/issues/2#issuecomment-605939736:

> Ah, I would still like to eventually add the validation to tidy, but that doesn't need to be tracked here.

I did not see any issue corresponding to that, so here it is.
Repository: stable-diffusion-webui
Issue: [Feature Request]:  I need script paths or names handed through kwargs, some script ID, anything after/before componnt
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

I made a preset utility tool. 
https://github.com/Gerschel/sd_web_ui_preset_utils

It works with custom scripts, all components on txt2img and img2img.  

The problem, if two components come in with the same label and no element id's, I can't distinguish between them or save a reference that would be a constant.  

I could try running up the component parent tree and down the children to find a component that has the same signature (default value and kwargs) and try to determine the script it was from, but this would increase load time.

### Proposed workflow

I would access the information through before and after components kwargs.
```python
def after_component(self, component, **kwargs):
    kwargs.file_path
    # maybe title
     kwargs.title

def before_component(...):
    kwargs.file_path
```

With that information, I can grab that specific component that matches the custom script name.  
This way, when a user saves their settings, it could be saved under the script name, and when it's loaded, I could match back up for them applying their setting.

### Additional information

From what I can piece together, the information comes through IOComponent_init. I just can't figure out where the kwargs come in that get to that point.