sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Ctrl+click on `file:` link in Debug Console in devcontainer opens host filesystem instead
Labels: bug,help wanted,debug

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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.51.1
- OS Version: Windows 10.0.19042

Steps to Reproduce:

1. Open a project inside a devcontainer
2. Run a launch configuration that prints a file:///path/to/file.txt link to the debug console.
3. Ctrl+click on it

vscode will convert the path to C:\path\to\file.txt and open it on the host Windows filesystem. Expected: file is opened from the devcontainer filesystem. Works as expected in the Terminal tab.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Can't use devcontainers without extensions
Repository: PowerToys
Issue: [FancyZones] Allow the "Hold to Activate" button be something other than shift, or don't have drag zones active by default
Labels: Idea-Enhancement,Product-FancyZones,Area-App Compat

 Hello,
  I would like to request that when dragging a window to allow something other than the shift key to be the activation key. Either that, or when that setting is disabled, don't have the drag zones be active by default, I would be fine with simply using a non-primary mouse key as the only method of activation as I use StarDock Groupy, and when dragging a window to group them, I use Shift as the activation key for grouping the windows, and since FanzyZones drop area is above everything else, when I try to group my windows, they just end up getting placed in a FancyZones drop area instead.

Thanks,
-MH
Repository: godot
Issue: "CanvasShaderGLES2: Fragment shader compilation failed" on BlueStacks emulator
Labels: bug,platform:android,topic:rendering,confirmed

**Godot version:**
Godot 3.2.3 stable, Godot 3.2.4 beta2

**OS/device including version:**
Android 7.1.1 on gles2 (android emulator BlueStacks 4.240.30.1002) on Windows 7 64 bit


**Issue description:**
Hello,
I have a problem with my mobile game.
I Exported app from godot and installed it on android emulator (BlueStacks 4.240.30.1002) Android 7.1.1, on gles2 and only gray screen is showing, music working.
On gles3 everything working.

I have log for this error on gles2
```
E/godot: **ERROR**: CanvasShaderGLES2: Fragment shader compilation failed
2020-11-22 12:30:43.233 3968-4009/? E/godot: **ERROR**: CanvasShaderGLES2: Fragment shader compilation failed:
    0(83) : error C7614: OpenGL/ES doesn't allow use of reserved word texture2DLodEXT
    0(83) : error C7506: OpenGL does not define the global function texture2DLodEXT
    0(474) : warning C7555: 'varying' is deprecated, use 'in/out' instead
    0(475) : warning C7555: 'varying' is deprecated, use 'in/out' instead
    0(812) : warning C7533: global variable gl_FragColor is deprecated after version 120
2020-11-22 12:30:43.233 3968-4009/? E/godot:    At: drivers/gles2/shader_gles2.cpp:130:_display_error_with_code() - CanvasShaderGLES2: Fragment shader compilation failed:
    0(83) : error C7614: OpenGL/ES doesn't allow use of reserved word texture2DLodEXT
    0(83) : error C7506: OpenGL does not define the global function texture2DLodEXT
    0(474) : warning C7555: 'varying' is deprecated, use 'in/out' instead
    0(475) : warning C7555: 'varying' is deprecated, use 'in/out' instead
    0(812) : warning C7533: global variable gl_FragColor is deprecated after version 120
2020-11-22 12:30:43.233 3968-4009/? E/godot: **ERROR**: Method failed. Returning: __null
2020-11-22 12:30:43.233 3968-4009/? E/godot:    At: drivers/gles2/shader_gles2.cpp:377:get_current_version() - Method failed. Returning: __null
2020-11-22 12:30:43.233 3968-4009/? E/godot: **ERROR**: Condition "!version" is true. Returned: false
2020-11-22 12:30:43.233 3968-4009/? E/godot:    At: drivers/gles2/shader_gles2.cpp:89:bind() - Condition "!version" is true. Returned: false
2020-11-22 12:30:43.233 3968-4009/? E/godot: **ERROR**: Condition "!version" is true. Returned: -1
2020-11-22 12:30:43.233 3968-4009/? E/godot:    At: drivers/gles2/shader_gles2.h:267:_get_uniform() - Condition "!version" is true. Returned: -1
```

I use godot 3.2.3 stable
Old app from godot 2.1 stable working perfect on this emulator...


Screen from error:
https://imgur.com/a/SOqAWJA


**Steps to reproduce:**
Export project from godot 3.2.3 or godot 3.2.4_beta2 to apk and install it on android emulator (Android 7.1.1) BlueStacks 4.240.30.1002



**Minimal reproduction project:**
Sample empty project to install
[test_android_gles2_godot3.2.3.zip](https://github.com/godotengine/godot/files/5580471/test_android_gles2_godot3.2.3.zip)
Repository: godot
Issue: Can't change editor shortcuts for next/previous script
Labels: bug,topic:editor

**Godot version:**
3.2.3 stable


**OS/device including version:**
Windows 10
OpenGL ES 3.0 Renderer: GeForce GTX 1080/PCIe/SSE2


**Issue description:**
I opened the "Shortcuts" tab in the editor settings and changed the "Next script" and "Previous script" shortcuts under the "Script Editor" section to <kbd>Ctrl</kbd>+<kbd>PageUp</kbd> / <kbd>Ctrl</kbd>+<kbd>PageDown</kbd>, respectively. Originally they are <kbd>Ctrl</kbd>+<kbd>Shift</kbd>+<kbd>,</kbd> and <kbd>Ctrl</kbd>+<kbd>Shift</kbd>+<kbd>.</kbd>. However, after settings these shortcuts and pressing them in the text edtior nothing happens, the current/selected script does not change.
Repository: pytorch
Issue: hangs indefinitely at os.waitpid()
Labels: high priority,module: docs,module: multiprocessing,module: error checking,triaged,module: deadlock

If you have a question or would like help and support, please ask at our
[forums](https://discuss.pytorch.org/).

If you are submitting a feature request, please preface the title with [feature request].
If you are submitting a bug report, please fill in the following details.

## Issue description

When using multiprocessing to create a network, the program hangs indefinitely. Interrupting the program will show that the program hangs at os.waitpid(). If either model's second parameter is changed to a smaller number than 512, the program will pass. The same thing will happen if the two models are both created by directly invoking the constructor, or by two child processes.

## Code example

```
import torch
from torch import nn
import torch.multiprocessing as mp

def normalized_columns_initializer(weights, std=1.0):
    out = torch.randn(weights.size())
    out *= std / torch.sqrt(out.pow(2).sum(1, keepdim=True))
    return out

class ACNet(nn.Module):
    def __init__(self, max_addrs, num_loc, hidden_dim = 64):
        super().__init__()
        self.loc_linear = nn.Linear(hidden_dim, num_loc)

        print('start init')
        self.loc_linear.weight.data = normalized_columns_initializer(
            self.loc_linear.weight.data, 0.01)    #todo: this line causes deadlock somehow
        self.loc_linear.bias.data.fill_(0)

        print("init done")

def create_model(dim):
    mdl = ACNet(100, dim)
    print('model is created')

if __name__ == '__main__':
    shared_model = ACNet(100, 512)
    p = mp.Process(target=create_model, args=(512,))
    p.start()
    p.join()

```
## System Info

PyTorch version: 1.7.0+cpu
Is debug build: True
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Linux Mint 19.1 Tessa (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: 7.0.0 (tags/RELEASE_700/final)
CMake version: version 3.12.3

Python version: 3.6 (64-bit runtime)
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

Versions of relevant libraries:
[pip3] numpy==1.19.4
[pip3] torch==1.7.0+cpu
[pip3] torchaudio==0.7.0
[pip3] torchvision==0.8.1+cpu
[conda] Could not collect


cc @ezyang @gchanan @zou3519 @bdhirsh @jlin27 @mruberry
Repository: create-react-app
Issue: Cannot read property ‘matches’ of undefined after upgrade from 4.0.0 to 4.0.1
Labels: stale,needs triage,issue: bug report

On windows after updating react-scripts from 4.0.0 to 4.0.1

npm install
npm ERR! Cannot read property 'matches' of undefined

npm ERR! A complete log of this run can be found in:

After downgrade to 4.0.0 it works again
Repository: scrcpy
Issue: Support for MacOS Big Sur (v11+)
Labels: homebrew

 - [x] I have checked that a similar [feature request](https://github.com/Genymobile/scrcpy/issues?q=is%3Aopen+is%3Aissue+label%3A%22feature+request%22) does not already exist.
Check! Confirmed.

**Is your feature request related to a problem? Please describe.**
Yes, my request is for support for the latest MacOS, Big Sur (11.0.1+).

**Describe the solution you'd like**
For scrcpy to run on MacOS.

**Describe alternatives you've considered**
N/A.
**Additional context**
I am running a fresh install of MacOS Big Sur, which I installed scrcpy on. I've used scrcpy

 before, so am doing everything else correctly, including connecting my device in ADB mode. The device is available when I input "adb devices".

When I run "scrcpy", the output is "zsh: command not found: scrcpy".

This is not surprising given the warning in the installation process (terminal output attached to leave this comment lighter).

I'm sure this may take some time, but perhaps there are capable contributors out there on Mac that will want to upgrade to Big Sur in the foreseeable future.

[terminal_output_text.txt](https://github.com/Genymobile/scrcpy/files/5582022/terminal_output_text.txt)
Repository: TypeScript
Issue: Incorrect inference/autocompletion on generic arrays, when values can be inferred from a defined object.
Labels: Suggestion,Help Wanted,Effort: Moderate,Domain: Completion Lists,Experience Enhancement,Experimentation Needed

**TypeScript Version:**  4.1.2

**Search Terms:**
Autocompletion, incorrect, values, inference, generic, array, object, keys

**Summary:**
When an interface/a type has an object with generic keys, and an array of those keys, the array values cannot be infered from the object keys.

**Code**

```ts
interface Recipe<INGREDIENTS extends string> {
  quantities: Record<INGREDIENTS, number>
  allergens?: INGREDIENTS[]
}

function createRecipe<INGREDIENTS extends string>(recipe: Recipe<INGREDIENTS>) {}

createRecipe({
  quantities: {
    eggs: 1,
    flour: 2,
  },
  allergens: ['']
})
```

**Expected behavior:**
Here, when trying to give a value to `allergens`, the autocompletion should show `"eggs" | "flour"`.

**Actual behavior:**
The autocompletion doesn't find anything.
![image](https://user-images.githubusercontent.com/30944236/99950809-6bf03b80-2d7d-11eb-82c4-7636fda728a0.png)

**Notes:**
The other way is working: you can fill the array first, then the object keys will autocomplete - but this rarely make sense to write things that way.

**Failed workarounds:**
This bug is still present, even when:
- `allergens` is optionnal
- We switch from an interface to a type
- We use `keyof this['quantities']` instead of `INGREDIENTS[]`
Repository: ant-design
Issue: The filterOptions are not working in Select OptGroup
Labels: 💡 Feature Request,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/option-group-antd485-forked-p6wuq?file=/index.js)

### Steps to reproduce
The filterOption function in the select optgroup is not working properly as it used to in v3. The filter is not working on the sub section level and there is no example on how to do so 

### What is expected?
The filter on text should also be applicable on the children level

### What is actually happening?
Filter is not working at all

| Environment | Info |
|---|---|
| antd | 4.8.5 |
| React | 16.13 |
| System | MacOS |
| Browser | Chrome |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: Add parameter "half_pixel_center =False" to the Bilinear function
Labels: triaged,enhancement,module: interpolation

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
Add parameter "half_pixel =False" to the Bilinear function
## Motivation
For Tensorflow, onnx, Opencv, NNAPI and SNPE, the function with half_pixel_centers=false is all supported in these platform. Furthermore, 'half_pixel_centers=true' is not supported in both NNAPI and SNPE. Because of that, pytorch model trained with Bilinear with half_pixel_centers=true is not possible be converted into other models via other platforms without precision drop.
<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

## Pitch

<!-- A clear and concise description of what you want to happen. -->

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
Repository: flutter
Issue: RefreshIndicator behaviour doesn't match native and ability to specify a custom builder
Labels: framework,f: material design,c: proposal,P2,team-design,triaged-design

This issue relates to mismatches of `RefreshIndicator` with swipe to refresh [material specs](https://material.io/design/platform-guidance/android-swipe-to-refresh.html#behavior-placement) and native behaviour

Related issue about `RefreshProgressIndicator` #71086

## Description
This is how `RefreshIndicator` behaves now in flutter

* https://youtu.be/DWODhzmkSLU

Native swipe to refresh examples

* [Material spec](https://kstatic.googleusercontent.com/files/327b57850a9283ed6ff7af86d242a34626e959e71fcc991fbcc15b360b527329e2f37a06e3d5a233ab15e7d8a998d1d9879393f3b6e29aca8d0f663210222d98)
* FastHub https://youtu.be/cXjU_BWrM1U
* Google Chrome https://youtu.be/9J_PE3OqI-0
* GitHub https://youtu.be/TbltPdKOIWo

Differences:
* In flutter `RefreshIndicator` is cancelled as soon as you drag up, whilst on native you have to drag it up all the way back to the top
* It's currently impossible to have something custom like the one from GitHub application, where's also a scale animation applied

## Proposal

* Switch the current behaviour to be native-like (not cancel it as soon as you change drag up) and provide a parameter to switch back to the current behaviour (which is to cancel immediately on dragging up)
* Add constructor, something like `RefreshIndicator.custom`, to replace the indicator with custom `builder`
Example:
```dart
RefreshIndicator.custom(
  builder: (BuildContext context, Animation<double> animation, bool showIndeterminateIndicator) {
    return ScaleTransition(
      scale: animation, // drag progress animation
      child: AnimatedContainer( // some custom child
        duration: const Duration(microseconds: 200),
        height: 70.0,
        width: 70.0,
        decoration: BoxDecoration(
          color: showIndeterminateIndicator ? Colors.black : Colors.red,
          borderRadius: const BorderRadius.all(Radius.circular(100.0)),
        ),
      ),
    );
  }
  // ...
);
```

For reference
https://github.com/flutter/flutter/blob/226532b1571c5d0fda22e6d050b85efa7bbbd069/packages/flutter/lib/src/material/refresh_indicator.dart#L466-L480
Repository: TypeScript
Issue: Flexibility of template literal types for enums
Labels: Suggestion,Awaiting More Feedback

## Search Terms

template literal type enum permutations

## Suggestion

Typescript 4.1 brought template literal types, which make it simple to express all the possibilities of permutations of unions of string types concatenated together. It would be cool if there was some equivalent syntax for expressing enum key/value pairs with the same level of expressivity that template literal types provide.

## Use Cases

However, my codebase right now uses `enum`s for these kinds of string types, so if I want to express a bunch of permutations of possible values with an enum, I can't really leverage template literal types in this case.

## Examples

this is just some syntax I'm making up, I don't know how this would work especially for dealing with keys and values separately:
```
enum Color {
  RED,
  BLUE
}
enum Shape {
  SQUARE,
  CIRCLE
}
enum ColoredShape {
  [`${keyof Color}_${keyof Shape}`]
}

console.log(ColoredShape.RED_SQUARE, ColoredShape.BLUE_CIRCLE)
```
## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
  - I think?
Repository: material-ui
Issue: [Select] menu breaks when container has CSS transform property
Labels: bug 🐛,component: select

<!-- Provide a general summary of the issue in the Title above -->
If I pass a container to the `MenuProps` of a Select component, and add `transform` to one of its parents , then the position and size of the menu  is set incorrectly.
I think this is happening because this creates a new stacking context? Although the issue isnt present when setting `position: absolute`, which also creates a new stacking context as far as I know...

See the screenshots and live example below.  

<!--
  Thank you very much for contributing to Material-UI by creating an issue! ❤️
  To avoid duplicate issues we ask you to check off the following list.
-->

<!-- Checked checkbox should look like this: [x] -->

- [x] The issue is present in the latest release.
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behavior 😯

<!-- Describe what happens instead of the expected behavior. -->
![image](https://user-images.githubusercontent.com/12518219/99972631-6d365e00-2da7-11eb-82a3-5a4b4738a3c4.png)

## Expected Behavior 🤔

<!-- Describe what should happen. -->

![image](https://user-images.githubusercontent.com/12518219/99972705-8939ff80-2da7-11eb-9050-2def6dac1f4b.png)


## Steps to Reproduce 🕹

<!--
  Provide a link to a live example (you can use codesandbox.io) and an unambiguous set of steps to reproduce this bug.
  Include code to reproduce, if relevant (which it most likely is).

  You should use the official codesandbox template as a starting point: https://material-ui.com/r/issue-template

  If you have an issue concerning TypeScript please start from this TypeScript playground: https://material-ui.com/r/ts-issue-template

  Issues without some form of live example have a longer response time.
-->
Live example: https://codesandbox.io/s/material-ui-issue-forked-fsq9p

Steps:

1. Import Select component
2. Pass a ref to container prop in `MenuProps`
3. Apply `transform` to one of the parents of the Select component
4. Open select dropdown

## Context 🔦

<!--
  What are you trying to accomplish? How has this issue affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->

We are developing an image editor in React using [react-rnd](https://github.com/bokuweb/react-rnd) library for resizing and dragging capabilities. This library uses the `transform: translate(x, y)` property to position its components, and that seems to break the Select components we have.

## Your Environment 🌎

<!--
  Include as many relevant details about the environment with which you experienced the bug.
  If you encounter issues with TypeScript please include version and tsconfig.
-->

| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.11.0  |
| React       |      v16.13.1   |
| Browser     |    Chrome v87.0.4280.66    |
Repository: flutter
Issue: TextFormField (and TextField) widgets do not wrap text correctly
Labels: a: text input,framework,f: material design,dependency: skia,a: typography,P2,team-design,triaged-design

Similar to the issues reported in #18761, the input fields in Flutter suffer from the same disfunction.

Currently, the text input fields in Flutter do not wrap their input correctly. Instead of breaking a word in the middle and wrapping the remainder to the next line, Flutter is breaking the string at the word boundary closest to the end of the line, which is non buono.

#### Flutter
<img width="240" alt="Screen Shot 2020-11-23 at 16 37 05" src="https://user-images.githubusercontent.com/921173/99974945-44fc2e80-2daa-11eb-9599-691eed55a0c6.png">

#### Chrome
Web browsers correctly split the string at the character that would otherwise overflow.
<img width="343" alt="Screen Shot 2020-11-23 at 16 44 58" src="https://user-images.githubusercontent.com/921173/99975781-5265e880-2dab-11eb-9d40-81ee07b07921.png">


#### Code snippet
```dart
TextFormField(
  decoration: InputDecoration(border: OutlineInputBorder()),
  minLines: null,
  maxLines: null,
  initialValue: 'https://www.example.com/some/thingweirdisgoingon.here',
)
```
Repository: godot
Issue: Mouse pointer disappears when switching to a 3D scene with a Camera node in it
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
v3.2.3.stable.official, through Scoop.


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 19041.610, NVIDIA GeForce RTX 2070 Super, GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
Whenever I switch between tabs on 3D scenes which have a `Camera` and `PhysicsBody` descendent (`Rigidbody`, `KinematicBody`), the mouse pointer is captured and disappears, and can only be brought back by switching to 3D Viewing Mode and right-clicking.

Youtube video of the problem (click on image or [here](https://youtu.be/zv25CQL9vFg)):
[![Alt text](https://img.youtube.com/vi/zv25CQL9vFg/0.jpg)](https://youtu.be/zv25CQL9vFg).


**Steps to reproduce:**
~~1. Make a few 3D scenes.~~
~~1. Add a camera to some screens.~~
~~1. Attempt to switch between scene tabs.~~
Unable to replicate trivially yet.


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Not minimally reproducible yet. Till then, I've updated the projects and the commits where I started facing this issue:
https://gitlab.com/Vivraan/HelloFoodFight/-/commit/83ae9847bad90f15a3dc0d2539ea453a5acb56f7
https://gitlab.com/Vivraan/HelloCubeDudeKickabout/-/commit/b890cbfd059263d85385468838e5103d81091f41
Repository: create-react-app
Issue: css build error
Labels: needs triage,issue: bug report

in App.css, i append follow code to it.

```css
:root {
  --distance: 44px;
}

div {margin-top: calc(var(--distance)*-1/2);}
```

after, run ``` npm run build ``` 

![image](https://user-images.githubusercontent.com/30104912/99982630-c624e700-2de5-11eb-8d00-e40bd6d478f8.png)