sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: always on bottom, pin to bottom most
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

I'd like to pin some window (such as Microsoft To Do) always on the top of "Desktop" (instead of top), and won't be affected by "win+D". And the pinned windows will not cover other windows like it's on the bottom of other windows.

### Scenario when this would be used?

When people want some windows (such as to do list software) always on the desktop and won't minimize when pressing “win + D".

### Supporting information

_No response_
Repository: pytorch
Issue: ProcessGroupNCCL is relying on UB to support bool data type
Labels: oncall: distributed,module: nccl

In https://github.com/pytorch/pytorch/blob/a90bcd2066389595cd2d1302648dc9232dbc4fe8/torch/csrc/distributed/c10d/ProcessGroupNCCL.cpp#L79 we can see that ProcessGroupNCCL views a tensor of type `bool` as dtype `uint8_t`.

Unfortunately, the C++ standard does not specify any detail about how compilers implements `bool`:

https://stackoverflow.com/questions/4897844/is-sizeofbool-defined-in-the-c-language-standard
https://stackoverflow.com/questions/37418412/using-reinterpret-cast-with-bool

So we are actually relying on UB for this support.

Related discussion:
https://github.com/facebookresearch/torch_ucc/pull/64
https://github.com/pytorch/pytorch/pull/50250

cc: @kingchc @Sergei-Lebedev

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: pytorch
Issue: Libtorch Crash after Attempting to Evaluate Model after Opening an OpenGL Context
Labels: oncall: jit,NNC

### 🐛 Describe the bug

Error:
```/tmp/llvm/lib/Support/BranchProbability.cpp:41: llvm::BranchProbability::BranchProbability(uint32_t, uint32_t): Assertion `Numerator <= Denominator && "Probability cannot be bigger than 1!"' failed.```

The error above happens when attempting to evaluate a TorchScript model in C++ Libtorch while an OpenGL context (from Dear ImGUI) is already opened within the same process. Evaluating the same model with the same input while the GLFW context is not open works fine without causing any errors. This issue only occurs on a CPU only machine with version 1.10.2 (works fine on a CUDA compatible machine, see Versions below). 

The above error occurred when evaluating the model after executing one GLFW call, glfwCreateWindow in main_GL.cp:83. If the model evaluation were to take place before that GLFW call, the error would not happen.

Model evaluation with same OpenGL context open works on:
Libtorch 1.10.2 CUDA running on a CUDA compatible machine
Libtorch 1.8.2 CPU on machine without CUDA compatibility
There is currently no single libtorch version that works with both the CPU and CUDA when the OpenGL context is open. 

### Versions

PyTorch version: 1.10.1+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) 9.4.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.31

Python version: 3.9.5 (default, Jun  4 2021, 12:28:51)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.13.0-30-generic-x86_64-with-glibc2.31
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.21.4
[pip3] torch==1.10.2
[conda] numpy                     1.21.4                   pypi_0    pypi
[conda] torch                     1.10.1                   pypi_0    pypi

With the machine above (no CUDA compatible GPU):
Failure Libtorch Version:
Libtorch Version - 1.10.2 CPU

Success Libtorch Version:
Libtorch Version - 1.8.2 CPU

With a CUDA compatible machine:
Success Libtorch Version:
Libtorch Version - 1.10.2 CUDA 

Failure Libtorch Version:
Libtorch Version - 1.8.2 CUDA (CUDA evaluation does not work properly)
Repository: go
Issue: x/pkgsite: anchor links to specific constants
Labels: NeedsInvestigation,pkgsite,UX

### What is the URL of the page with the issue?

Any package with constants, but https://pkg.go.dev/time is a good example.

### What did you expect to see?

The ability to browse to an anchor link to a specific constant or `const` block.

pkgsite provides the ability to link to the section that contains package-level constants, e.g. https://pkg.go.dev/time#pkg-constants. But this section may be very large, and in this example, may contain important information that is required in order to use the package properly (specifically parsing and formatting).

It is not possible to easily link to the documentation for a specific constant. We see this limitation worked around in https://pkg.go.dev/time#Parse, where the reader is directed to "the documentation for the constant called Layout to see how to represent the format". The reader has to first navigate to the constants section, and then find the named constant, which in this case happens to be start of the section, but may not necessarily be.

This is perhaps part of a slightly bigger issue where pkgsite runs all package-level constant documentation into each other, producing a large section of text without sub-headings. In the case of https://pkg.go.dev/time#pkg-constants, the reader is presented with a single section covering both formatting layouts and `Duration`, without any separation between them at all.
Repository: flutter
Issue: [web] improve platform view semantics
Labels: engine,a: accessibility,platform-web,P2,team-web,triaged-web

Flutter communicates the semantics of platform views by providing a semantics node with a [platformViewId](https://api.flutter.dev/flutter/semantics/SemanticsNode/platformViewId.html). It then expects the engine to embed the semantics of the platform view into Flutter's semantics tree for proper presentation to the user.

On the web, there is no way to separate the semantics of HTML from its visual representation, and so it's not possible to render a platform view's pixels in the render tree, and its semantics into a separate semantics tree.

Currently, on the web we render semantics either on top of the render tree or below it[^1]. This works in simple cases, but it doesn't cover everything. For example, a video player covered by a pointer interceptor faces a dilemma:

- If the semantics tree is on top, it obscured the semantics of the video player.
- If the semantics tree is on the bottom, then it is obscured by the pointer interceptor.

A more correct implementation would segment the semantics tree such that Flutter semantics that must appear behind a platform view are rendered behind it, and those on top are rendered on top. [Scenelet design](flutter.dev/go/flutter-web-scenelets) touches on how this can be done if we prerolled the scene and semantics into a sequence of "scenelets", but we need a more details design.

[^1]: a developer-facing API this not yet available but is about to be implemented.
Repository: flutter
Issue: FilterQuality.high setting in Image.asset  makes image green
Labels: framework,engine,dependency: skia,a: assets,a: quality,a: images,c: rendering,P2,team-engine,triaged-engine

filterQuality: FilterQuality.high makes PNGs green...works fine with low and none.  Just updated flutter today.  Tried multiple PNGs. Can just drop Image.asset into new flutter app.


filterQuality: FilterQuality.low,   (works)
filterQuality: FilterQuality.none,  (works)
filterQuality: FilterQuality.high,  (adds green tint)

```
Scaffold(
      appBar: AppBar(
        // Here we take the value from the MyHomePage object that was created by
        // the App.build method, and use it to set our appbar title.
        title: Text(widget.title),
      ),
      body: Center(
        // Center is a layout widget. It takes a single child and positions it
        // in the middle of the parent.
        child: Image.asset(
          'assets/ukraine.png',
          filterQuality: FilterQuality.high,    *****
        ),
      ),
      floatingActionButton: FloatingActionButton(
        onPressed: _incrementCounter,
        tooltip: 'Increment',
        child: const Icon(Icons.add),
      ), // This trailing comma makes auto-formatting nicer for build methods.
    );
  }
```
<img width="403" alt="Screen Shot 2022-04-06 at 2 32 04 PM" src="https://user-images.githubusercontent.com/59663417/162054288-7556f39f-ca0e-4d8c-bedb-65722c553273.png">


<img width="393" alt="Screen Shot 2022-04-06 at 2 31 34 PM" src="https://user-images.githubusercontent.com/59663417/162054356-a3bdce99-c069-4623-8fce-bbe4f70bd6bd.png">



```
[✓] Flutter (Channel stable, 2.10.4, on macOS 11.6 20G165 darwin-x64, locale en-US)
    • Flutter version 2.10.4 at 
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision c860cba910 (13 days ago), 2022-03-25 00:23:12 -0500
    • Engine revision 57d3bac3dd
    • Dart version 2.16.2
    • DevTools version 2.9.2
```
Repository: flutter
Issue: [pigeon] Reduce duplication in generated Dart code.
Labels: package,team-ecosystem,p: pigeon,P2,triaged-ecosystem

The reply handling in generated Dart code is extremely repetitive; every method contains this logic, verbatim:
```
  if (replyMap == null) {
    throw PlatformException(
      code: 'channel-error',
      message: 'Unable to establish connection on channel.',
    );
  } else if (replyMap['error'] != null) {
    final Map<Object?, Object?> error =
        (replyMap['error'] as Map<Object?, Object?>?)!;
    throw PlatformException(
      code: (error['code'] as String?)!,
      message: error['message'] as String?,
      details: error['details'],
    );
  }
```

See https://github.com/flutter/plugins/blob/709b3a887e76d8851112a2c29d9407727c0db8f2/packages/webview_flutter/webview_flutter_wkwebview/lib/src/common/web_kit.pigeon.dart for an example; it's a 1500 line file and *a third* of those lines are copies of this logic.

It can be trivial extracted to a `void _validateReply(Map<Object?, Object>? reply)` helper (and the final `else { return ... }` just replaced with `return ...` since there's no need for an else when throwing), dramatically reducing the amount of generated code.

/cc @gaaclarke
Repository: nvm
Issue: nvm ls-remote should show "node" / "stable" alias
Labels: feature requests,pull request wanted

See https://github.com/nvm-sh/nvm/issues/2785#issuecomment-1090591341

`nvm ls-remote` command should show what the `node` / `stable` alias would install, just as it shows what the various `lts` aliases would install.
Repository: flutter
Issue: Engine's method of invoking callbacks in the same zone they were set from is unsound
Labels: engine,P2,team-engine,triaged-engine

See https://github.com/flutter/engine/pull/32078#discussion_r844203357

```
You should register the callback in the zone, using

  var currentZone = Zone.current;
  _onErrorZone = currentZone;
  _onError = (callback == null) ?  null : 
       currentZone.registerBinaryCallback(callback);
Notice that that makes the stored function not necessarily be the same as the argument to the setter.
It might be a case where there shouldn't be a getter.

(Why is there a getter? What is the expected use?)
If you don't like having a setter without a getter, you can use the format used by StreamSubscription with .onData(callback) instead of .onData = callback.

Consider not storing a zone if here is no callback. But better yet, use bindBinaryCallback instead to store the zone inside the callback instead of on the side:

  _onError = callback == null ? null : 
        Zone.current.bindBinaryCallback(callback);
```

This comment was for adding a new callback, but the existing ones follow this pattern. We should go through and clean them up in one fell swoop.
Repository: terminal
Issue: globalSummon and multipleActions should be able to be used at the same time
Labels: Issue-Feature,Help Wanted,Area-UserInterface,Area-Settings,Product-Terminal

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I'm not sure if this is currently supported so apologies if I filed this incorrectly.

# Description of the new feature/enhancement
In settings.json, allow actions in "actions" list to be globalSummon and have multiple actions.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

It seems like both "globalSummon" and "multipleActions" go into the "action" field of the "command" object so you can't use both at the same time. But it seems natural to users (also I have a scenario where I would like this to work) that they would want to do globalSummon and then run some actions.

This would allow terminal to take market from autohotkey where users want to register global hotkeys as well but terminal can do something hotkey actions better because terminal can display the output and provide better user interface.

# Proposed technical implementation details (optional)
Make globalSummon its own field in "command" that changes how the action keybinding is bound and let multipleActions behave the as it used to.

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: go
Issue: all: announce end of support for old Windows releases
Labels: Documentation,Builders,NeedsFix,release-blocker,recurring

Microsoft continuously releases new version of Windows. We should announce end of support for Windows versions as we discover that they are either no longer supported by Microsoft or no longer have any use as a builder.

Relevant recent discussion: #47845

/cc @golang/release
Repository: TypeScript
Issue: Using `typeof this.#privateField` in declaration emit
Labels: Suggestion,Awaiting More Feedback

```ts
class StringHolder {
    #data = "hello";

    public getData(): typeof this.#data {
        return this.#data;
    }
}
```

```
error TS4055: Return type of public method from exported class has or is using private name 'this'.

8     public getData(): typeof this.#data {
                               ~~~~
```

Seems strange that we even have this feature if we can't use this in declaration emit.
Repository: pytorch
Issue: Pytorch test failure with CUDA 11.6
Labels: module: cuda,triaged

### 🐛 Describe the bug

We recently introduced CUDA 11.6 to pytorch CI/CD pipeline. We are observing following failure in both windows and linux instances:


Linux:
```
_______________ test_constraint[True-constraint_fn7-True-value7] _______________
Traceback (most recent call last):
  File "/var/lib/jenkins/workspace/test/distributions/test_constraints.py", line 71, in test_constraint
    assert constraint_fn.check(t(value)).all() == result
AssertionError: assert tensor(False, device='cuda:0') == True
 +  where tensor(False, device='cuda:0') = <built-in method all of Tensor object at 0x7f2260422950>()
 +    where <built-in method all of Tensor object at 0x7f2260422950> = tensor(False, device='cuda:0').all
 +      where tensor(False, device='cuda:0') = <bound method _PositiveSemidefinite.check of PositiveSemidefinite()>(tensor([[1., 2.],\n        [2., 4.]], device='cuda:0', dtype=torch.float64))
 +        where <bound method _PositiveSemidefinite.check of PositiveSemidefinite()> = PositiveSemidefinite().check
 +        and   tensor([[1., 2.],\n        [2., 4.]], device='cuda:0', dtype=torch.float64) = <class 'torch.cuda.DoubleTensor'>([[1.0, 2], [2.0, 4]])
=========================== short test summary info ============================
SKIPPED [2] distributions/test_constraints.py:83: `biject_to` not implemented.
FAILED distributions/test_constraints.py::test_constraint[True-constraint_fn7-True-value7]
```
[Link](https://github.com/pytorch/pytorch/runs/5858491614?check_suite_focus=true) to a failed job

Windows:
```
================================== FAILURES ===================================
______________ test_constraint[True-constraint_fn7-True-value7] _______________
Traceback (most recent call last):
  File "C:\actions-runner\_work\pytorch\pytorch\test\distributions\test_constraints.py", line 71, in test_constraint
    assert constraint_fn.check(t(value)).all() == result
AssertionError: assert tensor(False, device='cuda:0') == True
 +  where tensor(False, device='cuda:0') = <built-in method all of Tensor object at 0x000001D2BF8C2950>()
 +    where <built-in method all of Tensor object at 0x000001D2BF8C2950> = tensor(False, device='cuda:0').all
 +      where tensor(False, device='cuda:0') = <bound method _PositiveSemidefinite.check of PositiveSemidefinite()>(tensor([[1., 2.],\n        [2., 4.]], device='cuda:0', dtype=torch.float64))
 +        where <bound method _PositiveSemidefinite.check of PositiveSemidefinite()> = PositiveSemidefinite().check
 +        and   tensor([[1., 2.],\n        [2., 4.]], device='cuda:0', dtype=torch.float64) = <class 'torch.cuda.DoubleTensor'>([[1.0, 2], [2.0, 4]])
```
[Link](https://github.com/pytorch/pytorch/runs/5851046713?check_suite_focus=true) to a failed job

### Versions

Pytorch master
CUDA 11.6

cc @ngimel @ptrblck
Repository: material-ui
Issue: [Card] `CardContent` padding doesn't use spacing
Labels: component: card

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

`CardContentRoot` defines padding—and padding-bottom for the last child—with hardcoded values, without using the spacing from the theme.

See https://github.com/mui/material-ui/blob/585c4a3850936d7ddcd60ed4ad063996415e0f3a/packages/mui-material/src/CardContent/CardContent.js#L25-L27.

### Expected behavior 🤔

`CardContentRoot` defines padding—and padding-bottom for the last child—without hardcoded values, using the spacing from the theme.

### Steps to reproduce 🕹

See https://github.com/mui/material-ui/blob/585c4a3850936d7ddcd60ed4ad063996415e0f3a/packages/mui-material/src/CardContent/CardContent.js#L25-L27.

### Context 🔦

While using MUI, I was expecting that all paddings and margins set in the different components would respect the spacing set within the theme.

### Your environment 🌎

I'm using Chrome and Safari.

<details>
  <summary>`npx @mui/envinfo`</summary>

```
System:
    OS: macOS 11.6.4
  Binaries:
    Node: 14.17.3 - ~/.nvm/versions/node/v14.17.3/bin/node
    Yarn: 1.22.11 - ~/.nvm/versions/node/v14.17.3/bin/yarn
    npm: 6.14.13 - ~/.nvm/versions/node/v14.17.3/bin/npm
  Browsers:
    Chrome: 100.0.4896.75
    Edge: Not Found
    Firefox: 67.0.2
    Safari: 15.1
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1
    @emotion/styled: ^11.6.0 => 11.6.0
    @mui/base:  5.0.0-alpha.68
    @mui/icons-material: ^5.4.4 => 5.4.4
    @mui/material: ^5.4.1 => 5.4.1
    @mui/private-theming:  5.4.1
    @mui/styled-engine:  5.4.1
    @mui/system:  5.4.1
    @mui/types:  7.1.1
    @mui/utils:  5.4.1
    @types/react: ^17.0.24 => 17.0.39
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    typescript: ^4.1.2 => 4.5.5
```

</details>
Repository: godot
Issue: Antialiasing with HDR light values produces incorrect result
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.0.alpha6.official [e4f0fc50f]

### System information

any hardware, any backend

### Issue description

### Issue:
With HDR lighting values with intensity over 1, 3D antialiasing stops working. I believe this is because antialiasing is performed before tonemapping / clamping of values (it is performed scene-referred, rather than display-referred). Because this happens, very high values (>1) are averaged with lower ones (0-1), resulting in a value that is still very high and gets clipped. 
This issue happens in both Godot 3.x and the 4.0 alpha.

### Examples:
The only difference between these two scenes is the intensity of the directional light. They both use ACES tonemapping. Both scenes have 8x MSAA enabled, although the issue occurs with all types of antialiasing.

Light intensity 1:
Since all values in this image are within 0-1, all of the edges appear properly antialiased.
![image](https://user-images.githubusercontent.com/39716203/162090636-130b226f-6b50-4173-b2bb-599a4fb2c594.png)

Light intensity 10:
Note the correct antialiasing where the shadowed part of the cube touches the sky, since both parts were already within the 0-1 range. However, on the lit parts of the cube and the plane, the edges appear to have very little antialiasing due to the >1 values.
![image](https://user-images.githubusercontent.com/39716203/162090573-7079777a-5312-457e-8094-935a4d58f677.png)



### Steps to reproduce

1. Create a scene with some geometry and a light.
2. In the project settings, enable advanced settings and then turn on MSAA or FXAA.
3. Observe the edges of the geometry with the light at its default settings. 
4. Set the light's energy value to something greater than 1.
5. Observe the edges of the geometry. They appear pixelated, as if there was no antialiasing.

### Minimal reproduction project

_No response_