sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: [Accessibility] Improve Image.PreviewGroup full screen images accessibility
Labels: help wanted,Inactive,⌨️ Accessibility

- [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.

### What problem does this feature solve?
Guys, what do you think about some accessibility improvements of Image.PreviewGroup component? It would be a nice improvement if we could:
1. Navigate between photos by keyboard arrows #29323 
2. Navigate between photos on swipe
3. Set infinite carousel (images in a loop)

### What does the proposed API look like?
Ad 3:
Add option to `previewType`: 
``previewType: {
  ..., 
  infinite: boolean
}``


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: three.js
Issue: AR Option on the Threejs Online Editor
Labels: Editor

There is a VR option on the threejs.org/editor, can we have an AR option too?
Repository: flutter
Issue: [web] TextField doesn't accept input after it is submitted even though it retains focus
Labels: a: text input,c: regression,engine,platform-web,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-web,triaged-web

I haven't checked if this also occurs on other platforms as well.  
The same thing also happens with typing new characters and not only with selecting text.

## Steps to Reproduce

1. Execute `flutter run -d chrome` on the code sample
2. Type something into the text field.
3. Press ctrl+a to see that all the text in the field gets selected.
4. Click into the text field to de-select the text
5. Hit enter to submit the field.
6. Press ctrl+a again. 

**Expected results:** The text should be selected again.

**Actual results:** The text doesn't get selected, but the text field is still focused so it should just select the text. When clicking into the text field again and then pressing ctrl+a again, it works just fine.

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) => MaterialApp(
        home: HomePage(),
      );
}

class HomePage extends StatelessWidget {
  HomePage({Key? key}) : super(key: key);

  final _focusNode = FocusNode();

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: TextField(
        focusNode: _focusNode,
        onSubmitted: (_) {
          _focusNode.requestFocus();
        },
      ),
    );
  }
}
```

</details>
Repository: material-ui
Issue: [Tabs] How to change the indicator color and have the text be capitalized?
Labels: component: tabs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I need to change the indicator color on tabs

### Examples 🌈

<Tabs
									value={value}
									onChange={handleChange}
									indicatorColor="primary"
									className={classes.turnSmall}
									className={classes.tabsContainer}
									aria-label="example tabs">
									<Tab
										label="Sales"
										{...a11yProps(0)}
										className={classes.turnSmall}
									/>
									<Tab
										label="Inventory"
										{...a11yProps(1)}
										className={classes.turnSmall}
									/>
								</Tabs>

### Motivation 🔦

1.Need small casing as per business design
2. Need tab indicator to be of different color as per the business needs
Repository: godot
Issue: [Bullet] Large ConcavePolygonShape causes crashes upon collision
Labels: bug,confirmed,topic:physics,crash,topic:3d

### Godot version

3.4.1.stable

### System information

Windows 10

### Issue description

I'm writing a Minecraft map importer for Godot and although most things seem to work well, there's a weird issue I'm having with collision. Basically, it seems whenever anything touches the Minecraft world's StaticBody, there's a high chance of a crash occurring. It seems some triangles consistently cause crashes, but others don't.

The StaticBody contains a optimized ConcavePolygonShape, representing a 512x512x512 chunk of the Minecraft world, which contains about ~~6-7 million triangles~~ 2.3 million triangles. That sounds like a lot, and it is, but I think Godot should be able to handle it, since the game easily hits 144 FPS on my modest gaming PC (CPU is 4th gen Intel i5, GPU is GTX 1060) up to the point it crashes.

Additionally, I've noticed it only seems to happen with the Bullet physics engine, not GodotPhysics. I've done a little bit of debugging myself and the crash seems to be originating from the `processAllTriangles()` function in Bullet's internal code.

(Also, just noticed potentially other related bugs, which may need another bug report? Basically enabling "Smooth Trimesh Collision" in the options makes the project unable to be opened at all. It instantly crashes Godot when you try to open the project. Additionally, setting the mouse mode to "normal" and moving the mouse (which triggers a ray cast due to mouse picking being enabled) instantly crashes the game)

### Steps to reproduce

1. Download and extract both reproduction zip files into the same folder.
2. Open the sample project and run it. (NOTE: due to the high amount of triangles, this may take a while to load)
3. Press W to walk forward until you hit the river bank
4. Notice how it instantly crashes
![crash](https://user-images.githubusercontent.com/31383123/146760755-db41efb6-0111-4f16-919c-85b171512bae.gif)

(note: in the included project, the colors are missing due to Github's size limitations, but the collision mesh is identical)


### Minimal reproduction project

Note: the reproduction project is split into two parts, you need to extract both zip files into the same folder due to GitHub size limitations.

Part 1: [bugreport_trimesh1.zip](https://github.com/godotengine/godot/files/7745049/bugreport_trimesh1.zip)
Part 2: [bugreport_trimesh2.zip](https://github.com/godotengine/godot/files/7745051/bugreport_trimesh2.zip)
Repository: next.js
Issue: Next/Script Component won't server side render in-line scripts
Labels: Script (next/script)

### What version of Next.js are you using?

11.1.2

### What version of Node.js are you using?

17.2.0

### What browser are you using?

Chrome

### What operating system are you using?

macOS

### How are you deploying your application?

other

### Describe the Bug

The docs for the Next Script component state:
>Only the `afterInteractive` and `lazyOnload` strategies can be used. The `beforeInteractive` loading strategy injects the contents of an external script into the initial HTML response. Inline scripts already do this, which is why the `beforeInteractive` strategy cannot be used with inline scripts.

Yet when I use inline scripts they are not server side rendered. Only by using a script tag in the Head component and `dangerouslySetInnerHTML` do I get the script SSR

### Expected Behavior

The scripts should be in the initial HTML response, i.e. server side rendered

### To Reproduce

Add an in-line script component with some content you want in the initial HTML response and then try to access that data via a HTTP client (insomnia or postman or something). 

e.g. (doesn't work)
```
SOME COMPONENT

const jsonLd = {
  '@context': 'http://schema.org',
  '@type': 'NewsArticle'
}

return (
  <Script id="article-jsonld" type="application/ld+json" key="jsonld-article">
    {JSON.stringify(jsonld)}
  </Script>
)
```

e.g. (does work)
```
SOME COMPONENT

const jsonLd = {
  '@context': 'http://schema.org',
  '@type': 'NewsArticle'
}

return (
  <Head>
    <script
      id="article-jsonld"
      type="application/ld+json"
      dangerouslySetInnerHTML={{ __html: JSON.stringify(jsonld) }}
      key="jsonld-article"
    />
  </Head>
)
```
Repository: godot
Issue: Scene Editor, rename node, selecting next/prev node, requires arrow key twice
Labels: bug,topic:editor,confirmed,usability

### Godot version

v3.4.1.stable.official [aa1b95889]

### System information

Windows 10 21H1

### Issue description

In the Scene Editor,
after renaming a node, by pressing `Space`
and confirming `enter` or canceling `esc`.

Now, an arrow key has to be pressed twice, to select the node above or below.

### Steps to reproduce

In a new project or scene.
- Add two nodes, for example:
```
Node2D
  Node2D
```
- select the bottom node
- press `space` to make the name editable
- press `enter` to confirm (or `esc` to cancel)
- press `arrow up`

### Observed
Nothing happens.
- press `arrow up` again

Now the top node become selected.

### Expected
The top node should have been selected after the first `arrow up` press.

### It works as expected with these renaming methods
Only one arrow key press is required, to select the node above or below.
After renaming a node with:
- `F2`
- `Enter`
- Mouse left clicking on the selected node

It does also work as expected when renaming with:
- `ctrl space`
- `alt space`

But `shift space` causes the same issue as `space` without a modifier.


### Project Settings > Input Map
The same issue is also observed in:
Project > Project Settings
on the tab: Input Map
when renaming a user created action.

#### Reproduction steps
- open: Project > Project Settings
- select the tab: Input Map
- in the Action input box at the top,
type a new action name: jump
- press `enter` to add the new action
- left click to select the new action (at the bottom of the list),
this makes the action name editable
- press `enter` to confirm
- press `space` to make the action name editable
- press `arrow up`

#### Observed
Nothing happens
- press `arrow up` again

Now the defined key for the action above, becomes selected.

#### Expected
The selection should move up, on the first arrow key press.

#### Notes
The selection moves up on the first key press,
when renaming a user action with:
- `enter`
- left mouse clicking

`f2` doesn't do anything when a input map action is selected.
It's also mentioned in this comment: https://github.com/godotengine/godot/issues/33206#issuecomment-548620945

A proposal to add `f2` has been opened:
Add F2 to rename a user action in the Input Map https://github.com/godotengine/godot-proposals/issues/3700

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Can you provide the torch.trt module to directly convert the pytorch weights to tensorrt?
Labels: triaged,enhancement,module: unknown

### 🚀 The feature, motivation and pitch

Can you provide the torch.trt module to directly convert the pytorch weights to tensorrt? Now if you convert to onnx and then convert to tensorrt, you will encounter many unsuccessful situations. Moreover, the operator is not streamlined enough, which affects the speed of reasoning.Some operators such as torch.nonzero, torch.vstack, batched_nms, roialign are not supported.


### Alternatives

_No response_

### Additional context

_No response_
Repository: create-react-app
Issue: Warnings not always shown
Labels: needs triage,issue: bug report

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    You can find webpack docs at https://webpack.js.org/.
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### Describe the bug

When running `npm start`, the output won't show all of the warnings in the project. After editing the files, the warnings start appearing.

(Write your answer here.)

### Did you try recovering your dependencies?

NPM Version 6.14.11

### Environment

Environment Info:

  current version of create-react-app: 5.0.0
  running from C:\Users\eluch\AppData\Roaming\npm-cache\_npx\3452\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.19043
    CPU: (6) x64 Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz   
  Binaries:
    Node: 14.16.0 - D:\Program Files\nodejs\node.EXE        
    Yarn: Not Found
    npm: 6.14.11 - D:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.1266.0), Chromium (96.0.1054.62)
    Internet Explorer: 11.0.19041.1202
  npmPackages:
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    react-scripts: 5.0.0 => 5.0.0
  npmGlobalPackages:
    create-react-app: Not Found
### Steps to reproduce

<!--
  How would you describe your issue to someone who doesn’t know you or your project?
  Try to write a sequence of steps that anybody can repeat to see the issue.
-->

(Write your steps here:)

1. Run `npm start`
2. See the console output, doesn't show all of the warnings.
3. Edit and save a file where you know there should be a warning (e.g. `React Hook useEffect has missing dependencies`)

### Expected behavior

I would expect the warnings (and errors) of the project to be shown.

### Actual behavior

Not all of the warnings are shown in the console output.

### Reproducible demo

I will try to add a reproducible demo if this is really not a **known** bug that everyone can reproduce.
Repository: pytorch
Issue: Optimization: convolution_backward doesn't always need to call .contiguous on certain inputs
Labels: module: performance,module: convolution,triaged

## Issue description

convolution_backward unnecessarily calls .contiguous() on certain inputs. This is probably not a regression from before (but we should check)

See https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/Convolution.cpp#L1552-L1556 for example. It always changes the input to be contiguous.

However, if we do not need to compute gradients for the weight tensor (as specified by the output_mask bitmask), then we shouldn't need need to make the input contiguous. In this case, we only need to compute the gradients for the input tensor and the gradients of the input is usually computed via a conv_transpose between the grad_output and the weight tensor.

## Alternatives

It would be nice to not require saving the input if we don't need to compute gradients for the weight at all, and it would be nice if we didn't require saving the weight if we don't need to compute gradients for the input. One way to accomplish this would be to save a meta-tensor version of the input or weight if it isn't required for the backward pass.





cc @VitalyFedyunin @ngimel
Repository: material-ui
Issue: Autocomplete custom styles get overwritten by MUI styles (v5)
Labels: support: question,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

After upgrading to MUI5, the autocomplete options custom styles are loaded after the MUI styles which makes me use !important to override the styles.

![image](https://user-images.githubusercontent.com/10156878/146793606-4b2d74ef-9f40-442d-9213-c46b749bd067.png)

### Expected behavior 🤔

My styles should be loaded first like in other components in order to avoid the use of !important.

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  System:
    OS: macOS 11.6.2
  Binaries:
    Node: 14.16.0 - ~/.nvm/versions/node/v14.16.0/bin/node
    Yarn: 1.22.10 - /usr/local/bin/yarn
    npm: 6.14.11 - ~/.nvm/versions/node/v14.16.0/bin/npm
  Browsers:
    Chrome: 96.0.4664.110
    Edge: Not Found
    Firefox: 93.0
    Safari: 15.2
  npmPackages:
    @emotion/react: ^11.5.0 => 11.5.0 
    @emotion/styled: ^11.3.0 => 11.3.0 
    @mui/core:  5.0.0-alpha.54 
    @mui/lab: ^5.0.0-alpha.54 => 5.0.0-alpha.54 
    @mui/material: ^5.1.0 => 5.1.0 
    @mui/private-theming:  5.1.0 
    @mui/styled-engine:  5.1.0 
    @mui/styles: ^5.1.0 => 5.1.0 
    @mui/system:  5.1.0 
    @mui/types:  7.1.0 
    @mui/utils:  5.1.0 
    @types/react: ^17.0.22 => 17.0.24 
    react: 17.0.2 => 17.0.2 
    react-dom: 17.0.2 => 17.0.2 
    typescript: ^4.4.3 => 4.4.3 
```
</details>
Repository: TypeScript
Issue: Specify complaint as return type for function return assignability failures
Labels: Suggestion,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

return assignability error label:"Domain: Error Messages" 

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

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For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

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- This is the behavior in every version I tried, and I reviewed the FAQ for entries about assignability

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.5.4&ssl=3&ssc=40&pln=1&pc=1#code/C4TwDgpgBAsiBiBXAdgY2ASwPbKgXigAoBKfAPimUQFsAjCAJwG4AoF1HAZ2CmoRXTZkALlj80mHPiKk8FAOTygA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
type MyFunction = () => number;

const myFunction: MyFunction = () => ''
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
Complaint does not specify that it is specifically that the _return_ type that is incorrect (as opposed to the argument or parameter types, etc). 

```ts
// Type 'string' is not assignable to type 'number'.
```

This may seem innocuous in the above example, but is more of a problem with more complex return types. For example: 

```ts
(property) fix: {fixer: RuleFixer} => RuleFix } | undefined 
   Type '(fixer: RuleFixer) => RuleFix | undefined' is not assignable to type 'ReportFixFunction.'
     Type 'RuleFix | undefined' is not assignable to type 'RuleFix | readonly RuleFix[] | IterableIterator<RuleFix> | null'.
       Type 'undefined' id not assignable to type 'RuleFix | readonly RuleFix[] | IterableIterator<RuleFix> | null'.
```

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
Complaint does specify that it is specifically that the _return_ type that is incorrect (as opposed to the argument or parameter types, etc).  

```ts
// Return type 'string' is not assignable to type 'number'.
```
Repository: terminal
Issue: [MEGATHREAD]: Future improvements to the Win32 Console API / Command line north star
Labels: Product-Conhost,Area-Server,Issue-Scenario

_⚠️ work in progress 🏗️_

This thread makes no commitments to actually changing the console API. The party line remains that we're not making any changes to the API any time soon. Rather, we do need a place to aggregate changes we might want to make, should the opportunity present itself. 

### The Console should support new APIs
* [ ] #12143 
* [ ] #292
* [ ] ...


### "CLI apps need feature detection"
* [ ] #11057
* [ ] #7434



### Assorted

* A conclnt nuget package might let CLI apps use new APIs or new versions of the APIs. That's a thought.
Repository: pytorch
Issue: [libtorch] Loading in Java two differente libtorch_cpu.so from different versions fails
Labels: module: binaries,feature,triaged,oncall: java

### 🐛 Describe the bug

Hello, I am creating an application in Java that allows loading different Pytorch versions to make inference. For that I have to dynamically load different versions of libtorch_cpu.so. However, it is not possible as the program crashes with different error messages depending on the version. I am loading the  native libraries using JNIs loaded on dynamically created classloaders but even after being garbage collected, the native library is not unloaded. Some of the errors produced when trying to dynamically laod a different libtorch_cpu.so are:
`Exception in thread "main" Unknown device: 51. If you have recently updated the caffe2.proto file to add a new device type, did you forget to update the DeviceTypeName() function to reflect such recent changes?
`

The following JVM fatal error

```
A fatal error has been detected by the Java Runtime Environment:

  SIGSEGV (0xb) at pc=0x00007f5712723ad1, pid=22628, tid=0x00007f5794d1f700

 JRE version: OpenJDK Runtime Environment (8.0_292-b10) (build 1.8.0_292-8u292-b10-0ubuntu1~18.04-b10)
 Java VM: OpenJDK 64-Bit Server VM (25.292-b10 mixed mode linux-amd64 compressed oops)
 Problematic frame:
 C  [libtorch_cpu.so+0xbd4ad1]  c10::impl::OperatorEntry::updateDispatchTableEntry_(c10::Dispatcher const&, c10::DispatchKey)+0x51

 Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again
```

or 

`Caused by: java.lang.UnsatisfiedLinkError: /home/carlos/.djl.ai/pytorch/1.8.1-cpu-linux-x86_64/libtorch_cpu.so: /home/carlos/.djl.ai/pytorch/1.8.1-cpu-linux-x86_64/libtorch_cpu.so: undefined symbol: _ZNK3c1010TensorImpl23shallow_copy_and_detachERKNS_15VariableVersionEb`

Looking at the already existing issues I have found something similar in:
https://github.com/pytorch/pytorch/issues/60341
https://github.com/pytorch/pytorch/issues/13541


### Versions

For every version I have tried: 1.7.0, 1.7.1, 1.8.1, 1.9.0 and 1.9.1

cc @ezyang @seemethere @malfet