sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: MuiTouchRipple style overrides aren't applying
Labels: support: question,status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

With the following defined inside theme:
`{
    components: {
				
    MuiTouchRipple: {
        styleOverrides: {
            childLeaving: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            ripple: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            ripplePulsate: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            root: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            rippleVisible: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            child: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            },
            childPulsate: {
                backgroundColor: '#ff9900',
                color: '#00ff00'
            }
        }
    }
}`

I'm not seeing the ripple colour on buttons change and I odn't see where the colors specifieid above apply to Muitouchripple on any level

### Expected behavior 🤔

Colours defined in MuiTouchRipple override should apply to buttons.

### Steps to reproduce 🕹

Steps:

1. Use style override as provided
2. Attempt to add a button and ckick it 

or

View sandbox: https://codesandbox.io/s/material-ui-v5-theme-sandbox-forked-u228v?file=/src/Demo.tsx:0-1773


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: PowerToys
Issue: [Power Rename] Repeate latest by context menue or shortcut
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

Repeate latest by contextmenue or shortcut to actual selection

### Scenario when this would be used?

Use cases how i can not work all object in one step
Also each sequential work folder by folder or file by file.
And also a rename is last step of sequential work.  

### Supporting information

_No response_
Repository: flutter
Issue: FlutterViewController Does Not Show Up in Audio Unit Extension
Labels: platform-ios,t: xcode,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-ios,triaged-ios

I'm developing an Audio Unit Extension written in Flutter. Everything works so far: Flutter Engine is started, widget hierarchy is built. But finally, the widget does not show up as part of the Audio Unit Extension.

Please check out this running example reproducing the complete issue:
https://github.com/gatzsche/flutter-audio-unit-extension-experiments/blob/develop/README.md

This issue is related to this one:
https://github.com/flutter/flutter/issues/16092

I have also posted this issue on StackOverflow:
https://stackoverflow.com/questions/70590266/flutterviewcontroller-not-visible-in-audio-unit-extensions
Repository: flutter
Issue: Move some helper methods from tester to find
Labels: a: tests,framework,c: proposal,P3,team-framework,triaged-framework

@Hixie In [this PR](https://github.com/flutter/flutter/pull/3622) all the following methods have been moved to the `WidgetController` class:

any() - true if anything matches, c.f. Iterable.any
widget() - the one and only widget that matches the finder
firstWidget() - the first widget that matches the finder
element() - the one and only element that matches the finder
firstElement() - the first element that matches the finder
state() - the one and only state that matches the finder
firstState() - the first state that matches the finder
renderObject() - the one and only render object that matches the finder
firstRenderObject() - the first render object that matches the finder

I am curious why this decision was made, because none of the methods uses members from the `WidgetController` class.  Wouldn't have made it more sense to move those methods to `find`?

Instead of:
`tester.widget(find.text("Hallo"));`

You could have written the shorter and easier to read:
`find.text("Hallo").widget();`
Repository: godot
Issue: .gd files  changed unexpectedly on running a project
Labels: discussion,topic:editor,usability

### Godot version

3.4.2

### System information

Windows 10 GLES3

### Issue description

I'm learning Godot and I downloaded an example project from GitHub
[https://github.com/CadanoX/Godot-Slot-Machine](url)

After I run it it gives me the error: "mixed tabs and spacing in indentation." And it does not start.
I see that the original files from GitHub are indented using spaces only.
When I RUN the project it seems that Godot adds some tabs under the ifs autonomously.
I think that a program don't have the rights to change files autonomously but only to give errors if the file is not correct..



### Steps to reproduce

1)Download the Github project as a zip
[https://github.com/CadanoX/Godot-Slot-Machine](url)
2)Open SlotMachine.gd with notepad++ and enable "display Spaces and tabulations"
As you can see the file is paced indented only, leave it opened
3) Import the project in godot
4) Run it
5) Project don't start but gives "Mixed tabs and spacing in indentation" error
6) Notepad++ states that the files have been modified and ask to reload it
7) Reload the file and you can see that Godot modified the file..

According to me Godot should only tell the User that something is wrong but should not touch the files on loading.
I tried fixing the files but Godot keeps changing them. It only likes tabs indentation and in that case it leaves them untouched..



### Minimal reproduction project

[https://github.com/CadanoX/Godot-Slot-Machine](url)
Repository: ant-design
Issue: Select showSearch={false} not working when mode is tags
Labels: Inactive

https://codesandbox.io/s/biao-qian-antd-4-18-2-forked-mbbic?file=/index.js

- 期待：搜索功能关闭
- 实际：搜索筛选能力还在
Repository: tensorflow
Issue: Switch build system
Labels: type:feature,type:build/install

**System information**
- TensorFlow version (you are using): 2.8
- Are you willing to contribute it (Yes/No): Only with a system change

**Describe the feature and the current behavior/state.**
Building TensorFlow on Windows is a nightmare. A big problem is that either TensorFlow's Bazel scripts or Bazel itself is quite buggy. Examples:
 - Visual Studio 2022 does not work
 - LLVM does not always work under Windows
 - Admin rights are needed to build

With Bazel, building TF is a gamble. For example, if you install VS2022 next to VS2019 it doesn't work anymore without workarounds. Another problem with Bazel is that the files are always stored in C:\Users\username\ _bazel\_username. You can't easily change the directory to e.g. move the build to a fast SSD or when C is running out of space.

TF has used CMake in the past. A switch back to CMake would be desirable.

**Who will benefit with this feature?**
Anyone who builds TensorFlow on Windows.
Repository: frp
Issue: [Feature Request] QPS limit for requests
Labels: future

### Describe the feature request

Hello.
I have a few servers that will connect to this proxy. Then proxy gonna connect to API. Api has limit to requests per second or it'll be baned.
I want to thresold it on proxy side, So if count of request more than some treshold It not gonna connect to API and of course I want to log  information what server got under restriction.

How I can do it using this proxy? Will be garateful for advice

### Describe alternatives you've considered

_No response_

### Affected area

- [X] Docs
- [ ] Installation
- [X] Performance and Scalability
- [ ] Security
- [ ] User Experience
- [ ] Test and Release
- [ ] Developer Infrastructure
- [ ] Client Plugin
- [ ] Server Plugin
- [ ] Extensions
- [ ] Others
Repository: neovim
Issue: run and discover tests in a project
Labels: enhancement,plugin,lsp

## Feature description

One of the features I'd love to see in NeoVim is a nice looking test runner that works with multiple languages/frameworks and is well integrated with the rest of the editor. I have done a cursory search in the repo to check if there is already any open issues in this arena and I can find none. Please feel free to point me towards any existing discussions that I've missed.

While I believe that the responsibility for some of this lies with the plugin community, I think the NVIM core could really benefit from an internal testing API (in the same way that [VSCode announced last year](https://code.visualstudio.com/api/extension-guides/testing) to help facilitate efforts in this area and avoid multiple plugins doing the same work.

The way I believe that this would work would be this

* NeoVIM would provide a Lua API that provided a mechanism to register test projects, tests and associated metadata (ideally a predefined standard set of metadata), and to update the state of projects and tests. 
* When updated, this API would fire events to indicate it had been updated, and provide a mechanism for plugins to retrieve the metadata
* This would act as an adapter layer, decoupling testing backends from test UX frontends, in the same spirit of the LSP
* Further work might actually go as far as to build a nice UI on top of this layer; but that could equally be left to plugin authors

Now I could probably (with enough time) write something like this as a plugin; but I believe that this should be included as part of the NeoVim core APIs to encourage it as a golden path for the community. I'm not entirely sure what it would look like yet (though I have some more specific ideas of my own), but I wanted to get a sense of whether there was an appetite for this, or if there has already been any work done.
Repository: material-ui
Issue: Performance rendering large form
Labels: performance,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

For the application we are building a form is needed which consists of multiple table rows containing 10 form element per row (some checkboxes, some textfields, a autocomplete and a select). Unfortunately we appear to be running into some limitations from the MUI framework, in some cases 60 or more rows need to be rendered which can take up to a couple of seconds. 

### Expected behavior 🤔

Rendering the form elements should not take seconds

### Steps to reproduce 🕹

I have created a sandbox simulating the issue we have, it consists of a MUI tabs component with 3 tabs. The first tab is empty, the second tab has plain html element which are rendered almost instantly and the third tab has been build using MUI form elements and takes a lot longer to render, freezing the UI during render.

https://codesandbox.io/s/mui-input-slow-render-w83j1?file=/src/App.js

### Context 🔦

Are there any tips or tricks we can try/implement to improve the render performance from the MUI form elements? 
Does MUI have an underlying performance issue which can be improved? 

### Your environment 🌎

  System:
    OS: macOS 12.0.1
  Binaries:
    Node: 16.0.0 - ~/.nvm/versions/node/v16.0.0/bin/node
    Yarn: 1.22.15 - ~/.yarn/bin/yarn
    npm: 7.10.0 - ~/.nvm/versions/node/v16.0.0/bin/npm
  Browsers:
    Chrome: 97.0.4692.71
    Edge: Not Found
    Firefox: Not Found
    Safari: 15.1
  npmPackages:
    @emotion/react: ^11.4.1 => 11.5.0 
    @emotion/styled: ^11.3.0 => 11.3.0 
    @mui/core:  5.0.0-alpha.54 
    @mui/icons-material: ^5.0.3 => 5.1.0 
    @mui/lab: ^5.0.0-alpha.50 => 5.0.0-alpha.54 
    @mui/material: ^5.0.3 => 5.1.0 
    @mui/private-theming:  5.1.0 
    @mui/styled-engine:  5.1.0 
    @mui/system:  5.1.0 
    @mui/types:  7.1.0 
    @mui/utils:  5.1.0 
    @types/react: ^17.0.27 => 17.0.34 
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    typescript: ^4.3.5 => 4.4.4
Repository: godot
Issue: RendererSceneCull is referencing invalid scenario when assigning new World3D to Viewport
Labels: bug,topic:rendering,topic:3d

### Godot version

master (2c7fcdd7f94307a8dbf9436edc3294aaa6f87a88)

### System information

Windows 10, GTX1080Ti (497.09), Vulkan

### Issue description

Re-assigning the `World3D` instance on `Viewport` (or `SubViewport`) results in error:

```
ERROR: Condition "!scenario" is true.
   at: RendererSceneCull::scenario_remove_viewport_visibility_mask (servers\rendering\renderer_scene_cull.cpp:411)
```

The error will be repeated each time the new `World3D` instance is assigned.
I guess that `RendererSceneCull` is accessing the old `scenario` (which is perhaps the already freed one) while cleaning up the previous `World3D` assigned for viewport.

### Steps to reproduce

Scene tree:
- `SubViewportContainer`
  - `SubViewport`

Steps:
1. Create the scene like above
2. For SubViewport, do the either step:
    a. Assign a new `World3D` instance for own world 3d
      or
    b. Enable/disable the "Own World 3d" flag.

In case of 2b, the error will be output when the flag is changed to `false`. (no error on `true`)

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Decouple `TensorIteratorBase` output from structured kernel outputs.
Labels: triaged,module: structured kernels

`TensorIteratorBase` (TIB) runs many checks internally, such as type and shape checking. Since they are not trivial, it wouldn't be desirable to reimplement them everywhere we need only those checks. In the context of structured kernels, the usual way around this issue was inheriting from TIB, but there are some kernels that can't do that. The reason being because TIB's output may not correspond to the kernel's output:

- [`torch.abs(t, out=out)`](https://github.com/pytorch/pytorch/blob/45f5a3ceb8dffab4e0afc2fcb462434246fb9db7/aten/src/ATen/native/UnaryOps.cpp#L246-L248): if `t` is complex, but `out` is not. `abs` has to be computed first as complex (TIB's output), and then cast to `float` (actual output)
- [`torch.index_fill(t, 0, index, scalar, out=out)`](https://github.com/pytorch/pytorch/blob/45f5a3ceb8dffab4e0afc2fcb462434246fb9db7/aten/src/ATen/native/TensorAdvancedIndexing.cpp#L1143-L1152): restrided views with different shape and strides of `t` are used for computing the result (TIB's output). However, the `out` is expected to have the same shape as `t`.
- Loss functions: These functions perform a coordinatewise operation followed by a reduction (unless `reduction=None`). In this case the given `out=` tensor may or may not be used as the output of TensorIterator. 

Here are a couple of possible solutions:

1. **Build TIB twice:** one in the `META` and another in the `IMPL` function
2. **Precompute TIB:** use the "precompute" built in the codegen for sharing the built TIB with the `IMPL` function
3. **Decouple the outputs:** make TIB and the kernel outputs not related
         - Then, we would be able to pass whatever tensors (as output) we want to TIB

In my opinion, (1) is not desirable for obvious reasons. (2) seems easier than (3), but I'm not sure about what performance issues we would have.

See also: #70242 #70433 #65993

@ezyang @bdhirsh @Lezcano
Repository: PowerToys
Issue: Option to have Newlines in markdown are treated as single
Labels: Idea-Enhancement,Product-File Explorer

### Microsoft PowerToys version

0.51.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

MD Preview

### Steps to reproduce

1. Create a markdown file with these contents:

```
this
should be
on one line
```

2. Preview the file


Note: I realize there is not a single specification for MarkDown, but 'most' (I should probably say 'some') software, such as VS Code, The Visual Studio MarkDown extensions by Mads Kristensen and some (but not all) online markdown editors I tried, seem to ignore newlines, unless there are two consecutive ones, or if the line before the newline ends with two spaces.


### ✔️ Expected Behavior

I expect the preview to show just one line

### ❌ Actual Behavior

The preview shows three lines

### Other Software

_No response_

**crutkas:**
testing
what
github
does
Repository: godot
Issue: Project setting gui/theme/custom has no effect on Dialogs
Labels: bug,topic:gui

### Godot version

3.3.4.stable

### System information

Ubuntu

### Issue description

Changing `gui/theme/custom` in the project settings, **has** effect on the theme of most Controls, but **has no** effect on Dialogs.

Other problems with this setting option:
#33902
#36614

### Steps to reproduce

* Add a _theme resource_ to your poject
* Set the theme in the project settings (_General_ → _GUI_ → _Theme_ → _Custom_)
* Make a script that popups a _Dialog_
* Notice no difference in the theme
* Manually add the theme in the _theme_ property of the main control in the scene or in the dialog itself
* Notice immediate change

### Minimal reproduction project

[DialogsProjectThemeBug.zip](https://github.com/godotengine/godot/files/7815315/DialogsProjectThemeBug.zip)
Repository: material-ui
Issue: [Select] Top label on the Select Box is not needed
Labels: support: question,component: select

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Don't need top label on MUI select box
( in this case 'Age' )

https://codesandbox.io/s/basicselect-material-demo-forked-ki4o2

### Examples 🌈

https://codesandbox.io/s/basicselect-material-demo-forked-ki4o2

### Motivation 🔦

Business requirement
Repository: godot
Issue: Lossless WebP import does not make use of grayscale (L8/LA8) formats when possible
Labels: enhancement,topic:import

### Godot version

4.0.dev (1032c2c43), `3.x` (08ce24a3c), 3.4.2.stable

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

Unlike PNG compression, lossless WebP compression (enabled by default since Godot 3.4) will not use the L8/LA8 formats (referred to as Lum8 and LumAlpha8 in the inspector preview). Instead, RGB8 or RGBA8 will always be used, which wastes memory.

This can be worked around by enabling **Force Png** in the Project Settings then reimporting all textures that are imported with lossless compression.

See my complete investigation here: https://github.com/godotengine/godot-proposals/issues/2107#issuecomment-1005752219

cc @mortarroad

### Steps to reproduce

- Create an image in GIMP with grayscale colors (use **Image > Mode > Grayscale** before exporting it).
- Export the image as lossless WebP using GIMP.
- Import the texture in a Godot project.
- Double-click the texture in the FileSystem dock and look at the inspector preview on the right.
- Notice the texture is using RGB8 format instead of the expected Lum8.
- Enable **Force Png** in the Project Settings. Select the texture in the FileSystem dock and click **Reimport**.
- Double-click the texture in the FileSystem dock again and look at the inspector preview on the right.
- Notice the texture is using the Lum8 format.

### Minimal reproduction project

`master`: [test_image_formats.zip](https://github.com/godotengine/godot-proposals/files/7815684/test_image_formats.zip)

`3.x`: [test_image_formats_3.x.zip](https://github.com/godotengine/godot/files/7815773/test_image_formats_3.x.zip)
Repository: pytorch
Issue: AdaptiveAvgPool1d - RuntimeError: shmem_size <= sharedMemPerBlockINTERNAL ASSERT FAILED
Labels: module: cuda,triaged

### 🐛 Describe the bug

```RuntimeError: shmem_size <= sharedMemPerBlockINTERNAL ASSERT FAILED at "/pytorch/aten/src/ATen/native/cuda/AdaptiveAveragePooling.cu":679```
Error occurs when computing backward loss of a model with AdaptiveAvgPool1d layer.

Code:
```
import torch
from torch import nn

if __name__ == "__main__":
    h_d = 768
    pool_dim = 256
    
    dim_reduce = nn.Linear(h_d, pool_dim).cuda()
    avg_pool = nn.Sequential()
    avg_pool.add_module('drop', nn.Dropout(p=0.5))
    avg_pool.add_module('adaptive_avg_pool_1d', nn.AdaptiveAvgPool1d(pool_dim))

    loss_fn = nn.NLLLoss()

    x = torch.randn([1, 5000, h_d]).cuda()
    y = torch.Tensor([1]).long().cuda()

    x_1 = dim_reduce(x)
    x_2 = avg_pool(x_1.permute(0, 2, 1))
    output = x_2.reshape(1, -1)

    loss = loss_fn(output, y)
    loss.backward()
```

If I change the operations order (first average pool, then dimension reduce), there is no error.
```
x_1 = avg_pool(x.permute(0, 2, 1))
x_2 = dim_reduce(x_1.permute(0, 2, 1))
output = x_2.reshape(1, -1)
```


### Versions

torch 1.10.1
gpu geforce rtx 3060 ti
cuda 11.3
python 3.6.9
ubuntu 18.04

cc @ngimel
Repository: youtube-dl
Issue: Unable to download from TikTok
Labels: duplicate

If that may help you with updating youtube-dl
Thank you so much !!!
[OnTikTok.txt](https://github.com/ytdl-org/youtube-dl/files/7815903/OnTikTok.txt)
Repository: opencv
Issue: python: opencv 4.5.3 ,cv2.error: OpenCV(4.5.3) C:\Users\runneradmin\AppData\Local\Temp\pip-req-build-q3d_8t8e\opencv\modules\dnn\src\model.cpp:1216: error: (-215:Assertion failed) length > FLT_EPSILON in function 'cv::dnn::TextDetectionModel_DB_Impl::unclip'
Labels: question (invalid tracker)

##### System information (version)

- OpenCV => 4.5.3
- Operating System / Platform => Windows 10 64 Bit
- Compiler => pycharm

##### Detailed description
when i use TextDetectionModel_DB in Multithreading， The exceptions are as follows
```
cv2.error: OpenCV(4.5.3) C:\Users\runneradmin\AppData\Local\Temp\pip-req-build-q3d_8t8e\opencv\modules\dnn\src\model.cpp:1216: error: (-215:Assertion failed) length > FLT_EPSILON in function 'cv::dnn::TextDetectionModel_DB_Impl::unclip'
```
when i set threadMaxNum = 1， it ok。

Is this a bug？
Please reply me. Thank you

my codes are as follows:
```
# !/usr/bin/python3

import threading
import os
import traceback
import cv2
import time

modelPath = "D:\\Dev_dan\\Dev_dan\\src\\main\\resources\\opencvDnnFiles\\DB_IC15_resnet18.onnx"
textModel = cv2.dnn_TextDetectionModel_DB(modelPath)
textModel.setBinaryThreshold(0.3)
textModel.setPolygonThreshold(0.5)
textModel.setMaxCandidates(200)
textModel.setUnclipRatio(2)
textModel.setInputParams(1.0/255.0, size=(736, 736), mean=(122.67891434, 116.66876762, 104.00698793))

path ="D:\\dataSet\\testfiles\\"
threadMaxNum = 2

class myThread(threading.Thread):
    def __init__(self, threadID,):
        threading.Thread.__init__(self)
        self.threadID = threadID

    def run(self):
        print("start：" + self.name)
        autoAdd(self.threadID)
        print("exit：" + self.name)

def autoAdd(threadID):
    num = 0
    files = os.listdir(path + threadID)
    while True:
        try:
            image_path = os.path.join(path+ threadID, files[num % len(files)])
            num+=1
            image = cv2.imread(image_path)
            if image is not None:
                start1 = time.time()
                result = textModel.detect(image)
                print("nums", len(result[0]))
                end1 = time.time()
                print((end1 - start1)*1000)
        except Exception as e:
            traceback.print_exc()
# create threads
threadingList = []
for i in range(0, threadMaxNum):
    thread = myThread(str(i))
    thread.start()
    threadingList.append(thread)
# start threads
for t in threadingList:
    t.join()
```