sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: nn.Batchnorm1d input shape notation inconsistency
Labels: module: docs,triaged,module: norms and normalization

### 📚 The doc issue

In the _Parameters_ section in the [nn.Batchnorm1d](https://pytorch.org/docs/stable/generated/torch.nn.BatchNorm1d.html) documentation it says:
`num_features – C from an expected input of size (N, C, L) or L from input of size (N, L)`

Then in the _Shape_ section, it says:
```
Input: (N, C) or (N, C, L)
Output: (N, C) or (N, C, L) (same shape as input)
```

The first description uses (N, L) whereas the second uses (N, C) for the 2D input shape.
Which one is the correct and what does the letters C and L stand for?

cc @brianjo @mruberry
Repository: scrcpy
Issue: Control all devices at the same time?
Labels: feature request

Is there a function to use one device to control all connected devices? Same as qtscrcpy did

![group-control](https://user-images.githubusercontent.com/43975116/149654926-e8335480-9d37-491e-ba2a-aaa8f81c0b7a.gif)
Repository: pytorch
Issue: F.cross_entropy do not have a deterministic implementation,  adding deterministic support for this operation.
Labels: module: loss,triaged

### 🚀 The feature, motivation and pitch

For reproducibility, I set torch.use_deterministic_algorithms(True).
But it seems F.cross_entropy do not have a deterministic implementation.

RuntimeError: SpatialClassNLLCriterion_updateOutput does not have a deterministic implementation, but you set 'torch.use_deterministic_algorithms(True)'. You can turn off determinism just for this operation if that's acceptable for your application. You can also file an issue at https://github.com/pytorch/pytorch/issues to help us prioritize adding deterministic support for this operation.


### Alternatives

_No response_

### Additional context

_No response_
Repository: storybook
Issue: Using multiple @use in SASS files results in duplicated styles
Labels: bug,needs triage

**Describe the bug**
When using multiple times the same `@use` rule is SASS files, Storybook outputs duplicated styles.

<img width="676" alt="Screenshot 2022-01-16 at 14 06 06" src="https://user-images.githubusercontent.com/17653648/149661241-7818a72d-8264-4815-9f3c-abe49ef60e87.png">

As you can see `example-style` class is duplicated because rule `@use '../sass-lib/lib'` is used in multiple stories.

**To Reproduce**
https://github.com/Mikilll94/storybook-duplicated-styles

**System**

```
Environment Info:

  System:
    OS: macOS 11.6.1
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
  Binaries:
    Node: 16.13.0 - /usr/local/bin/node
    Yarn: 3.1.1 - /usr/local/bin/yarn
    npm: 8.1.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 97.0.4692.71
    Firefox: 96.0
    Safari: 15.2
  npmPackages:
    @storybook/addon-actions: ^6.5.0-alpha.17 => 6.5.0-alpha.17 
    @storybook/addon-docs: ^6.5.0-alpha.17 => 6.5.0-alpha.17 
    @storybook/addon-essentials: ^6.5.0-alpha.17 => 6.5.0-alpha.17 
    @storybook/addon-links: ^6.5.0-alpha.17 => 6.5.0-alpha.17 
    @storybook/html: ^6.5.0-alpha.17 => 6.5.0-alpha.17
```

**Additional context**
When I create a standard Webpack project without Storybook, multiple uses of `@use` rule does not output duplicated styles.
Repository: TypeScript
Issue: Export Type { Interface } creates empty export
Labels: Suggestion,In Discussion

# Bug Report


### 🔎 Search Terms

export type
export type interface
export type creates empty export

### 🕗 Version & Regression Information

From version 4.0 till nightly

The issue that I'm discovering is that my JS output is being covered in files containting export {} where I've defined a interface that gets exported. It would be preferable if these files could not be created.

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.0.5#code/JYOwLgpgTgZghgYwgAgGIHt3IN4ChcC++EAHgA7pRjJgCeZK2amyBQA)

### 💻 Code

```ts
interface Foo {

}

export type { Foo }
```
or
```ts
export type Foo = string
```

### 🙁 Actual behavior
Generates a JS file with an empty export, IE
```js
export {}
```

### 🙂 Expected behavior
I would expect there to be no JS file generated as types are only used at compile time.

There really shouldn't be any imports for the interfaces left in the JS so having these loose exports tidied up shouldn't cause any unexpected side effects.
Repository: opencv
Issue: Bug in CV assertion
Labels: incomplete,needs reproducer

I've made a 11176*226776 matrix in CV_8UC1 type and when i use the warpaffine function an assertion arise in following line, this is because my matrix is bigger than int type.

` CV_DbgAssert(!std::numeric_limits<_Tp>::is_integer `
Repository: PowerToys
Issue: Exclude window from alt + Tab keyboard shortcut
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

adding support to mark window as excluded of `alt` + `Tab` keyboard shortcut

### Scenario when this would be used?

On browsing between windows with `alt` + `Tab` keyboard shortcut

### Supporting information

_No response_
Repository: godot
Issue: Move to, first create folder not shown, when res:// is the target
Labels: bug,topic:editor,confirmed,usability

### Godot version

v3.4.1.stable.official [aa1b95889]

### System information

Windows 10 21H1

### Issue description

The new folder doesn't appear in the `choose a directory` window or in the FileSystem panel,
when creating a new folder, with `res://` chosen as the target,
when moving a file in the FileSystem panel.

The new folder is created instantly in the project directory. (visible in the Windows File Explorer)

The new folder does appear in both the `choose a directory` window and in the FileSystem panel,
if one switches (`alt tab`) to another application and back to Godot.

And the new folder also appears instantly if the new folder target is an existing folder.

### Steps to reproduce

In the FileSystem panel:
- right-click on `icon.png`
- choose `move to...`, now a `choose a directory` window opens
- select `res://`
- click on the button `create folder`, at the bottom of the window
- type: `a`
- press `enter` or click `ok`

### Observed
The new folder `a` does not appear in the `choose a directory` window.

But it was created in the project folder. (it's visible in the Windows File Explorer)

Closing the `choose a directory` window,
doesn't show the new folder in the FileSystem panel either.

The new folder does appear in the FileSystem panel,
when switching (`Alt Tab`) to another application and back to Godot.


### Expected
The new folder should appear in the `choose a directory` window, when it's created.


### Notes
After the last reproduction step above,
if one creates a second new folder (for example `b`) with `res://` as the target,
now both of the new folders appear in both 
the `choose a directory` window and in the FileSystem panel.
```
res://
  a
  b
```
Any additional new folders (after the second one) keeps appearing instantly, when `res://` is the target.

The issue is related to when `res://` is selected.
Because the new folder appears the first time, when the target is an existing folder.

If one keeps creating new folders, in the same `choose a directory` window.
And creates one or more folders with `res://` or an existing folder as the target.
Then every time `res://` is selected, then the first folder doesn't appear.


### Minimal reproduction project

_No response_
Repository: rust
Issue: missing optimization: switching enum field order to deduplicate identical functions
Labels: I-heavy

````rust
pub enum A {
    True,
    False
}

pub fn af(a: bool) -> char {
    if a {
        'X'
    } else {
        'F'
    }
}

pub fn bf(a: A) -> char {
    match a {
        A::True => 'X',
        A::False => 'F',
    }
}
````
we generate two functions for this example:
````
example::af:
        test    edi, edi
        mov     ecx, 88
        mov     eax, 70
        cmovne  eax, ecx
        ret

example::bf:
        test    edi, edi
        mov     ecx, 70
        mov     eax, 88
        cmovne  eax, ecx
        ret

````
But if I reorder the enum fields in the declaration to 
````
Fale,
True
````
llvm manages to successfully deduplicate the functions:
````
example::af:
        test    edi, edi
        mov     ecx, 88
        mov     eax, 70
        cmovne  eax, ecx
        ret
````

https://rust.godbolt.org/z/dzj4KKP1h

I wonder if we could somehow dedupe unconditionally, maybe by reordering the enum fields or doing some sort of whole-program-optimization (at lto stage?).

https://rust-lang.zulipchat.com/#narrow/stream/131828-t-compiler/topic/reordering.20enum.20fields.20to.20merge.20functions
Repository: create-react-app
Issue: When npm start, show "Plugin "react" was conflicted between "package.json » eslint-config-react-app..."bug
Labels: needs triage,issue: bug report

	Plugin "react" was conflicted between "package.json » eslint-config-react-app » D:\d\react\test_react\node_modules\eslint-config-react-app\base.js" and "BaseConfig » D:\d\react\test_react\node_modules\eslint-config-react-app\base.js".
Repository: godot
Issue: Vulkan: Screen-space reflections have artifacts not present in `3.x` when Fade In is set to exactly 0.0
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (ce6de717f)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

When the first SSR step is made visible by setting **Fade In** to *exactly* 0.0, artifacts in screen-space reflections become noticeable:

https://user-images.githubusercontent.com/180032/149670788-ba0f3fa7-2f22-4c91-a9a7-74fce098979b.mp4

https://user-images.githubusercontent.com/180032/149670784-f0f71fc4-26fd-40e5-80aa-b7c543149ac0.mp4

This seems to occur only on materials facing the right or the bottom (relative to the camera):

https://user-images.githubusercontent.com/180032/149670779-d8aea406-a3cf-498f-a21c-9882953f5435.mp4

These artifacts do not occur in `3.x` (look at the metal bricks material on the left):

### `master` (broken)

![2022-01-16_17 31 40](https://user-images.githubusercontent.com/180032/149670278-4fd6e6bc-4a50-4aaa-81f8-70a68934ce0f.png)

### `3.x` (working)

![2022-01-16_17 55 35](https://user-images.githubusercontent.com/180032/149669956-5e48ae0b-c040-412b-aa74-c34d62868464.png)

This is not caused by the SSIL merge; it's been happening for a while now (perhaps since SSR was remade for `master`).

### Steps to reproduce

- Add a WorldEnvironment node with an Environment resource. Enable **Ss Reflections** in the Environment resource.
- Set **Ss Reflections > Fade In** in Environment to 0.0 by right-clicking the curve and choosing the **Zero** preset. (Dragging the value manually will not work!)

### Minimal reproduction project

`master`: [test_ssr_performance_1.zip](https://github.com/godotengine/godot/files/7877498/test_ssr_performance_1.zip)
`3.x`:[test_ssr_performance-3.x_1.zip](https://github.com/godotengine/godot/files/7877504/test_ssr_performance-3.x_1.zip)
Repository: rust
Issue: Rustbuild compiles proc macros with -Ztls-model=inital-exec when cross-compiling
Labels: A-linkage,E-needs-test,T-bootstrap,A-thread-locals,C-bug,E-needs-mcve

Proc macros are dlopen'ed. `-Ztls-model=initial-exec` is not allowed for dlopen'ed dynamic libraries. Only for dynamic libraries declared directly or indirectly as `DT_NEEDED` of the main executable. While at least glibc reserves a bit of space just in case someone tries to dlopen a dynamic library compiled with the initial-exec tls model, this space is limited and running out of it will cause a failure to load.

cc https://rust-lang.zulipchat.com/#narrow/stream/182449-t-compiler.2Fhelp/topic/bypassing.20llvm-libunwind.20build.20on.20musl/near/268196922
Repository: godot
Issue: Exported properties can look identical in the inspector if using different variable casing
Labels: enhancement,topic:editor,usability

*Related to https://github.com/godotengine/godot/issues/56840.*

### Godot version

4.0.dev (ce6de717f), 3.4.2.stable

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

When Capitalize Properties is enabled in the Editor Settings (the default), exported properties can look identical in the inspector if using different variable casing:

![image](https://user-images.githubusercontent.com/180032/149671261-d6cc64af-0fe1-4b2c-8bcd-8ba63642d55b.png)

This does not occur if Capitalize Properties is disabled in the Editor Settings:

![image](https://user-images.githubusercontent.com/180032/149671302-362baee7-9fce-4b3e-8b0e-ebb976e7188a.png)

To avoid confusion, we should see if we can detect such ambiguity and avoid capitalizing variables that have an ambiguity. This is an edge case, so we should only do this if it doesn't come at a significant performance cost or too much complexity.

### Steps to reproduce

Add the following exported variable declarations to a script:

### `master`

```gdscript
@export var foobar = 0
@export var fooBar = 1
@export var foo_bar = 2
@export var FooBar = 3
@export var f_o_o_b_a_r = 4
@export var F_O_O_B_A_R = 5
```

### `3.x`

```gdscript
export var foobar = 0
export var fooBar = 1
export var foo_bar = 2
export var FooBar = 3
export var f_o_o_b_a_r = 4
export var F_O_O_B_A_R = 5
```

### Minimal reproduction project

N/A
Repository: flutter
Issue: [Android] Certificate pinning doesn't work as expected
Labels: platform-android,has reproducible steps,P2,found in release: 2.8,found in release: 2.10,team-android,triaged-android

I want to set up certificate pinning, which would work on both Android and iOS, but it would be handled by the native platforms (if I would use pinning in Dart, it could be evaded when making calls from native code).
On iOS there `NSAppTransportSecurity` and on Android, there is `network-security-config` for such task. 

On iOS everything works as expected, when the fingerprint is correct, calls go through and if it isn't, it's blocked.
However on Android when I'm trying to use `network-security-config` it doesn't block any calls. (dart calls, this whole issue deals only with dart calls)

## Steps to Reproduce

I've created a small POC app, where is just one button which makes HTTPS GET request on `reddit.com` and I've added the `network-security-config.xml` (and into AndroidManifest reference to it) and `NSAppTransportSecurity` to `Info.plist`, with intentionally wrong fingerprint so the app shouldn't let make the call.

https://gitlab.com/bindworks/pocs/pinning_example
Repository: rust
Issue: Filter adapter for `LendingIterator` requires Polonius
Labels: GATs-triaged,fixed-by-polonius,A-GATs

Currently, you can't write a safe `filter` adapter for a `LendingIterator` with GATs without polonius.

```rust
#![feature(generic_associated_types)]

trait LendingIterator {
    type Item<'a> where Self: 'a;
    fn next(&mut self) -> Option<Self::Item<'_>>;

    fn filter<P>(self, predicate: P) -> Filter<Self, P>
    where
        Self: Sized,
        P: FnMut(&Self::Item<'_>) -> bool,
    {
        Filter {
            iter: self,
            predicate,
        }
    }
}

pub struct Filter<I, P> {
    iter: I,
    predicate: P,
}
impl<I: LendingIterator, P> LendingIterator for Filter<I, P>
where
    P: FnMut(&I::Item<'_>) -> bool,
{
    type Item<'a> where Self: 'a = I::Item<'a>;

    fn next(&mut self) -> Option<I::Item<'_>> {
        while let Some(item) = self.iter.next() {
            if (self.predicate)(&item) {
                return Some(item);
            }
        }
        return None;
    }
}

fn main() {}
```

[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=75c25bf84bc7bbe62b1b3a977c6c44e1)
[Minimal `Iterator` equivalent](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=2d5efa48fa75e43dc87b55a392724683)
Repository: rust
Issue: Tracking Issue for PanicInfo::can_unwind
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(panic_can_unwind)]`

This is a tracking issue for `PanicInfo::can_unwind`.

This function returns whether the panic handler is allowed to unwind the stack from the point where the panic occurred.

This is true for most kinds of panics with the exception of panics caused by trying to unwind out of a `Drop` implementation or a function whose ABI does not support unwinding.

### Public API

```rust
// core::panic

impl PanicInfo {
    pub fn can_unwind(&self) -> bool;
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [ ] Implementation: #92828 
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilzation PR can be opened by anyone.
-->

### Unresolved Questions

<!--
Include any open questions that need to be answered before the feature can be
stabilised. If multiple (unrelated) big questions come up, it can be a good idea
to open a separate issue for each, to make it easier to keep track of the
discussions.

It's useful to link any relevant discussions and conclusions (whether on GitHub,
Zulip, or the internals forum) here.
-->

- None yet.
Repository: rust
Issue: memcpy-style copies of small fixed length arrays become memcpy, unless done via a loop with ops::Index
Labels: I-slow,A-codegen,A-array

[godbolt demo](https://godbolt.org/z/7s6K6E6hz)

I have a `[u8; 4]` and I want to copy an unknown number of bytes from it into a `&mut [u8]`. Based on benchmarking, on x86_64 at least it is much slower to call `memcpy` than it is to do a byte-by-byte copy. The fastest implementation of this pattern in Rust is this:
```rust
if len > 4 {
    core::hint::unreachable_unchecked();
}
for i in 0..len {
    *dst.get_unchecked_mut(i) = src[i];
}
```
That just doesn't seem right to me.
Repository: godot
Issue: Crash on moving assets
Labels: bug,topic:rendering,crash

### Godot version

4.0 (20220105)

### System information

Windows 11 RX5700

### Issue description

After a while, importing some test assets and moving them arround/hiding them will crash Godot and produce a timeout in my drivers. 
Error output: 

ERROR: Vulkan: Did not create swapchain successfully.
   at: (drivers/vulkan/vulkan_context.cpp:1802)
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:1878)
ERROR: vmaMapMemory failed with error -5.
   at: (drivers/vulkan/rendering_device_vulkan.cpp:1605)

### Steps to reproduce

Import and hide the sphere sky from this model https://sketchfab.com/3d-models/lakeside-exterior-scene-07dfe01fb78c441db081646ff4c1d9e0 (downloaded as autoconverted gltf)

### Minimal reproduction project

_No response_
Repository: godot
Issue: Vulkan mobile: Nesting a new inherited scene from an imported gltf and saving the nested scene makes the gltf mesh fail to render 
Labels: bug,topic:rendering,regression,topic:3d

### Godot version

v4.0.dev.20220105.official [8f6cba3a4]

### System information

Pop_OS 21.10, Kernel 5.15, Vulkan API 1.2.162 - Using Vulkan Device #2: AMD - AMD RADV NAVY_FLOUNDER, Navi 22 [Radeon RX 6700/6700 XT / 6800M] 

### Issue description

I was using the mobile Vulkan on Godot 4.0 and trying to build a simple scene for some prototyping.
the issue causes nested scenes using a gltf to stop rendering the gltf if you save the nested scene.


### Steps to reproduce

make a 3d node scene
make a OmniLight3D
make a static body and nest:
box mesh instance 3d 
box collision shape 3d

Make a Character Body 3d and nest:
camera3D
Cylindrical Collision shape 3D
Mesh Instance 3D with a further nested:
imported gltf character model with its own scene

Save the gltf character's scene

>>> the gltf fails to render


### Minimal reproduction project

https://drive.google.com/file/d/10drKLE-3JfQPTNt-DG1Pm5O78Dvcqo-g/view?usp=sharing
Repository: pytorch
Issue: is_alias_of support for storageless tensors
Labels: triaged,module: partial aliasing,module: ddp,module: lazy

### 🚀 The feature, motivation and pitch

Motivation:
------------
Torch DDP code uses is_alias_of() for two tensors to check if they share the same storage. The current is_alias_of() API on the tensor checks if the underlying Storage class for both the tensors has a common storage_impl_. This is also not a virtual method, so not an overridable API for the tensor currently.
For backends like HPU, that use lazy storageless tensors and uses DDP for distributed training, the is_alias_of() API doesn't work. 

Pitch:
------
The is_alias_of() API by default should check if the tensor has storage, before comparing the storage_impl_. This should ensure for storageless tensors, the default API doesn't fail with no storage error.
Also, the is_alias_of() API needs to be virtual, so that a backend can override it and provide its own implementation for  is_alias_of(). The backend can provide a result by using its own mechanism to detect alias tensors that are storageless. For HPU lazy storageless tensors, the backend would determine if they tensors are sharing storage internally on the device and return a result accordingly.

### Alternatives

_No response_

### Additional context

_No response_