sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Legacy sparse tensor constructor (e.g. torch.cuda.sparse.FloatTensor) silently ignores device kwarg
Labels: triaged,module: tensor creation

### 🐛 Describe the bug

```
>>> torch.cuda.sparse.FloatTensor(torch.tensor([[]], dtype=torch.int64, device='cuda:0'), torch.tensor([], device='cuda:0'), device='cuda:1')
tensor(indices=tensor([], size=(1, 0)),
       values=tensor([], size=(0,)),
       device='cuda:0', size=(0,), nnz=0, layout=torch.sparse_coo)
```

Ordinarily this would be low priority to fix because this is the legacy constructor but I notice that the code here is getting copy pasted a lot so I think we should somehow delete this functionality or tighten up the API, fix this problem and un-deprecate it.

### Versions

master

cc @gchanan @mruberry
Repository: terminal
Issue: Make sure caption controls "dim out" when window loses NC focus (WM_NCACTIVATE?)
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3,good first issue,Area-Theming

### Windows Terminal version

1.13.10395.0

### Windows build number

10.0.19044

### Other Software

_No response_

### Steps to reproduce

1. Open Windows Terminal
2. Click outside of window to lose focus and make the window inactive

### Expected Behavior

Current tab would go grey
Caption buttons would go grey

### Actual Behavior

Neither titlebar element go grey
Repository: terminal
Issue: Opening a new terminal window does not restore the previous window's size and position on the screen
Labels: Area-Settings,Product-Terminal,Issue-Task,Area-Windowing

### Windows Terminal version

1.13.10395.0

### Windows build number

10.0.19044

### Other Software

_No response_

### Steps to reproduce

1. Open Terminal
2. Resize and reposition window
3. Close window
4. Open Terminal again

### Expected Behavior

Terminal would open the window in the same position and size

### Actual Behavior

The position and size are reset.

Note: I am not referring to session restore on start-up like you'd find in a web browser that can be enabled optionally. I'm referring to regular behaviour that people expect on desktop operating systems. And in particular, this makes it easier to use on smaller screens such as laptops.
Repository: create-react-app
Issue: When creating projects,support use Pnpm 
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?


when i use 
```shell
pnpm create react-app my-app
```
It always uses npm for initialization

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->
When i use pnpm,It can uses pnpm for initialization


### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

I think it is ok to add the current environment judgment during installation, if possible, I would like to complete this function
Repository: godot
Issue: using OS.alert, while virtual keyboard is visible on Android Chrome , prevents it from working later
Labels: bug,platform:web,topic:porting,needs testing,topic:input

### Godot version

3.4.3

### System information

Android - Google Chrome 

### Issue description

When I use ```OS.alert("")``` while virtual keyboard is visible on chrome HTML5 , the virtual keyboard stops writing on other textboxes

### Steps to reproduce

Click on Line edit 
while Virtual keyboard is visible , click on a button that has ```OS.alert()``` 
confirm the Alert
Click on another Line edit
Type something (This wont work)

### Minimal reproduction project

_No response_
Repository: godot
Issue: Animation timeline shows wrong frame preview when `AnimationTree` is active
Labels: bug,topic:editor,topic:animation

### Godot version

3.4.3.stable / 3.x (cd19931) / master (b70a83a)

### System information

Arch Linux, GLES 2, Mesa Intel(R) UHD Graphics (CML GT2)

### Issue description

I use an `AnimationBlendTree` as the root of `AnimationTree`. It contains two `BlendSpace2D` for `idle` and `attack` state, they are connected to a `OneShot` node. The `OneShot` node has fade times set to zero.

![AnimationBlendTree](https://user-images.githubusercontent.com/372476/156916351-cf67b624-b3cf-4183-9ebf-2f808ccf66ca.png)

I noticed something weird about the Animation Player editor when the AnimationTree is active.

When I switch to the `attack-down` animation, it draws the correct key frames:

![ksnip_20220306-165146](https://user-images.githubusercontent.com/372476/156916600-a60469d1-1959-41ec-b4f0-14f656500fad.png)

But once I click on one frame, or do something else that updates the timeline like zooming, it draws the wrong key frames:

![ksnip_20220306-165204](https://user-images.githubusercontent.com/372476/156916636-341c99c7-eafe-4dbd-9827-b9a027b8bf52.png)

These frames are from the `walk-down` animation, but this animation is not referenced in the `AnimationTree`.

These wrong frames will also be used by `AnimationTree` after the OneShot animation is finished if the `idle` animations are in discret update mode.

### Steps to reproduce

Open `Player.tscn` in the MRP and do things according to the descriptions above.

### Minimal reproduction project

`3.x` project: [OneShot.zip](https://github.com/godotengine/godot/files/8192231/OneShot.zip)
Repository: material-ui
Issue: Codemod preset-safe should be support ignore paths option
Labels: new feature,waiting for 👍,package: codemod

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Many developers will run code mod like this one: npx @mui/codemod v5.0.0/preset-safe src.
Of course in the src, we will have service/data-interface/bussiness logic or some project will have any folder generated from remote.
So I think we should have an option to ignore it. Maybe It can have code mod run faster.


### Examples 🌈

npx @mui/codemod v5.0.0/preset-safe src --ignore=paths 

### Motivation 🔦

_No response_
Repository: TypeScript
Issue: Problem with ConstructorParameters when it's use in callable parameter
Labels: Bug

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

ConstructorParameters Target requires 1 element(s) but source may have fewer.


### 🕗 Version & Regression Information

4.5.4
newest - 4.7.0-dev.20220305

### ⏯ Playground Link
https://www.typescriptlang.org/play#code/GYVwdgxgLglg9mABAJwKYGc4BsBuqA8A0gDSIAqiqAHlKmACbqJioDuiAFAHQ8CGyAc3QAuRLzABPANoBdAJSIAvAD5EhZRwCwAKER7EEBOijIQ0OMlFliO-QaMmzUCwAV+vALboAwryxZeACMsVFEOBRVEbwdTc2Q3ZE9UWmR0fDJlG205UUJEAG9bfTQoEGQkfIBfMSZCAG4dSp1m7QgA9CYAZTgPVG92pkLdfQAHEGCYCHswY1jnZC1huz0R5BgcXloUVF56BCwJRExegBFUEbp6OggJUVmYMAEsuwUhor0m7U+dNExcVA43V6-V4HVI4SUqikACIABKofxwRAAdQsWHoAEJofI6kA

### 💻 Code
```ts

function resolve<K, T extends new (...args: any[]) => K>(
    constructor: T,
    constructorParamsCallable: () => ConstructorParameters<T>,
): K {
    return {} as K;
}


class SomeClass {
    public constructor(
        private readonly someDependency: string,
    ) {

    }
}

resolve(SomeClass, () => ["Hello World!"]);

```

### 🙁 Actual behavior

Error "Target requires 1 element(s) but source may have fewer.".
<!-- What happened, and why it was wrong -->

### 🙂 Expected behavior

I think it just should working like it working, when ConstructorParameters is without callable method -> https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABAJwKYGc4BsBuqA8A0gDSIAqiqAHlKmACbqJioDuiAFAHQ8CGyAc3QAuRLzABPANoBdAJSIAvAD5EhZRwCwAKER7EEBOijIQ0OMlFliO-QaMmzUCwAV+vALboAwryxZeACMsVFFvB1NzZDdkT1RaZHR8MmUbbTlRQkQAb1t9NCgQZCRsgF8xJkIAbh1SnXrtCAD0JgBlOA9Ub2amXN19AAcQYJgIezBjSOdkLX67PQHkGBxeWhRUXnoELAlETE6AEVQBuno6CAlRSZgwATS7BT68vTrtV500TFxUDnbO7t4LVIUgARAAJVD+OCIADqFiw9AAhCD5FUgA
<!-- What you expected to happen instead, and why -->
Repository: go
Issue: flag: FlagSet should be marked as noCopy to prevent buggy behavior
Labels: NeedsInvestigation

I had a test that called `flag.NewFlagSet` followed by `FlagSet.SetOutput(io.Discard)`. Yet, in some cases, the flagset would print straight to stderr, ignoring my instructions.

I reduced the code into this reproducer: https://go.dev/play/p/KgDpqcSeR2c

When reduced, it's relatively straightforward to see what is going on in the non-pointer case:

1) The code calls `NewFlagSet`, which creates pointer P1, and sets `f.Usage = f.defaultUsage` with P1 as the method receiver parameter.
2) The code then dereferences `NewFlagSet`, resulting in a variable of non-pointer type `FlagSet`, making a shallow copy of the struct.
3) The code calls `SetOutput`, a method with a pointer receiver. It's equivalent to calling `(&f2).SetOutput`; note that this is a pointer to the stack, P2. P2's `output` field is updated, but not P1's.
4) When calling `f2.Parse`, we ultimately end up calling `f2.Usage` on P2, which is still to P1's `defaultUsage` method.
5) As such, we use P1's `output` field to print the usage, not P2's.

Arguably this is my mistake for dereferencing `NewFlagSet`, and I tend to agree. The buggy test was, in fact, in the standard library itself:

https://github.com/golang/go/blob/45f45444b307cea7c8330b100b30382e642e010f/src/flag/flag_test.go#L289

I think we should add a `noCopy` field to the `FlagSet` struct to make vet error when users make full copies of flagsets. In some cases that can be fine, such as when the user doesn't call `SetOutput`, but in general I think it's confusing and can easily lead to bugs. And, most importantly, I don't see why anyone would ever want to make a shallow copy of a `FlagSet` like this. If we wanted to support a full "clone" operation, it would have to be a new feature without the `output` field bug above.

Another option would be to remove the `f.Usage = f.defaultUsage` line from `NewFlagSet`, so that then P2's call to the `usage` method would go into `if f.Usage == nil { f.defaultUsage }`, calling P2's `defaultUsage` rather than P1's. However, I think this could be a backwards incompatible change, as `f := NewFlagSet(); f.Usage()` works today, and it would start panicking with such a change.

Yet another option is to document this pointer dereference gotcha in the `FlagSet` docs. Certainly better than nothing, but I reckon that a vet check is still a much better outcome.
Repository: PowerToys
Issue: FancyZone dose not work for float mode window in Android Studio
Labels: Issue-Bug,Product-FancyZones,Priority-3,Area-App Compat

### Microsoft PowerToys version

0.56.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

If set a tool window to float mode and press shift whie drag it I cannot see FancyZone, after I drop it it jus disapepar. With window mode it works ok.
![image](https://user-images.githubusercontent.com/1834837/156922038-70bd0835-4f1a-45f9-967b-8d0b2075c95e.png)

I tested in other JetBrains IDE, they have the same issues. Tried run PowerToy with/without admin dose not make any differences.

### ✔️ Expected Behavior

Can trigger FancyZone with float mode on tool windows in JetBrains IDEs.

### ❌ Actual Behavior

Cannot trigger FancyZone with float mode on tool windows in JetBrains IDEs.

### Other Software

_No response_
Repository: godot
Issue: Small speed scale retains one shot particles from the last emission
Labels: bug,topic:rendering,regression

### Godot version

v4.0.alpha.custom_build [c9d052330]

### System information

Windows 11, Vulkan

### Issue description

With a small `speed_scale`, emitting one shot particles shows particles from the last emission.

![particles1](https://user-images.githubusercontent.com/28705694/156923919-a164cf4b-9275-4700-be66-5d699bdec815.gif)

Doesn't happen to GPU ones.

![particles2](https://user-images.githubusercontent.com/28705694/156923941-0a77b19b-4335-4b77-b73f-e516f14ad40d.gif)


### Steps to reproduce

See above.

### Minimal reproduction project

[CPUParticles.zip](https://github.com/godotengine/godot/files/8192595/CPUParticles.zip)
Repository: godot
Issue: Poor mobile performance on HTML5 export
Labels: platform:web,platform:ios,platform:android,topic:porting,needs testing,performance

### Godot version

v3.4.2.stable.official.45eaa2daf

### System information

Windows 10, GLES2, NVIDIA GeForce 940M

Testing on recent Android and Iphones

### Issue description

Exporting a game with a couple of tiles and a camera results in renders of 30 FPS and lower

Seems like there's something wrong since I've tryed all optimizations recommended on the [latest tutorials](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html) and still weren't able to get decent performance.

### Steps to reproduce

Create a new project add some tiles and a camera, export to HTML5 and check the frame rate.

### Minimal reproduction project

https://github.com/rafaelcastrocouto/godot-web-fps

[godot-web-fps-main.zip](https://github.com/godotengine/godot/files/8192774/godot-web-fps-main.zip)
Repository: godot
Issue: Inconsistent audio with AudioStreamPlayer3D
Labels: bug,needs testing,topic:audio

### Godot version

Godot 4 Alpha 2

### System information

Windows 10 Intel 4690k GTX 1060

### Issue description

Audio in an audiostreamplayer3d does not play effectively when used directly behind a camera, or an audiolistener 3d.

Use the example project, for example. Play each scene by itself.

If a camera is faced at, or at an angle to a sound, the audio players realistically as expected.

If an audio is directly behind a camera, the audio drops off awkwardly.

This effect becomes pronounced in a game where, say a character is talking to you, and you face your back towards them; the audio immediately drops off, creating an unrealistic effect

This happens regardless of...
1. Unit db
2. Attenuation model
3. unit size
4. max db
5. max distance
6. using audio buses to increase the db further

Keep in mind that the audio can be heard from behind the camera, however, the drop off is VERY STRONG in relation to your distance, which creates this unrealistic effect. There currently is no way to affect this dropoff.

### Steps to reproduce

Create an audio stream player 3d
place a camera, with its back facing the audio stream player ( move the camera slightly in front of the audiostreamplayer)
load the scene, with the sound playing. It will be very inaudible/not audible at all.

### Minimal reproduction project

[SoundBug.zip](https://github.com/godotengine/godot/files/8192771/SoundBug.zip)
Repository: vscode
Issue: Remote extension fails to activate in web worker extension host 
Labels: bug,extension-host,remote

- VS Code Version: stable and insiders

For this release 1.65 work was done to make it possible to run an extension installed in the remote inside the web worker extension host https://github.com/microsoft/vscode/issues/141322

This works when running from sources because the web worker runs of the same origin, but the extension fails to activate both in gitpod and codespaces as the web worker runs on a different origin 

It fails when fetching the extension entry point [here](https://github.com/microsoft/vscode/blob/e80a0ca648fe9bef07070e4f7fb04e67f2243252/src/vs/workbench/api/worker/extHostExtensionService.ts#L68) due to a CORS error in the case of codespaces
```
webWorkerExtensionHostIframe.html:1 Access to fetch at 'https://jeanp413-gitpod-io-openvscode-server-5rvpx565c4qjx.github.dev/assets/0E16C542C4693E3A109F688CFA203819C5AE/38169/vscode-remote-resource?path=%2Fhome%2Fnode%2F.vscode-remote%2Fextensions%2Fvscodevim.vim-1.22.2%2Fout%2FextensionWeb.js&tkn=0804c611-3408-48a8-a35e-e48ca74f3288' from origin 'https://ef3f0b9f-43aa-4956-a381-e7dbd064af43.vscode-webview.net' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. If an opaque response serves your needs, set the request's mode to 'no-cors' to fetch the resource with CORS disabled.
```
Repository: youtube-dl
Issue: [tele5] Unable to extract jwplatform id
Labels: broken-IE,duplicate,fixed

Getting an error on the tele5 site.
ERROR: Unable to extract jwplatform id;

youtube_dl/extractor/common.py", line 1021, in _html_search_regex
    res = self._search_regex(pattern, string, name, default, fatal, flags, group)

youtube_dl/extractor/common.py", line 1012, in _search_regex
    raise RegexNotFoundError('Unable to extract %s' % _name)

URL: https://tele5.de/mediathek/predestination/
Repository: PowerToys
Issue: Lost Windows
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

It'd be great to fix the longstanding Windows problem of orphaned windows when changing monitors by adding features to FancyZones to snap offscreen windows into the zones.

### Scenario when this would be used?

Windows frequently leaves windows on monitors that are no longer present and there isn't a good consistent, and no obvious, way to move them to a current monitor. It's really a sore spot for a mature OS.

### Supporting information

_No response_
Repository: PowerToys
Issue: Fancy Zones Across Changing Environment
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Save settings according to configs in Display Settings control panel and move between multiple settings automatically as the control panel does.

### Scenario when this would be used?

When the connected monitors change, FancyZones oftne loses it's config and results to the default. Since many people often change between a regular set of configs (e.g., Office, Home Den, Home Couch), it'd be nice to save multiple Fancy Zones and switch between them to match what Display Settings does. Otherwise, FancyZone isn't available when going to use it and only gets set up if you anticipate using it a lot with the current config.

### Supporting information

_No response_
Repository: node
Issue: async generators do not capture async context
Labels: confirmed-bug,async_hooks

tested on v17 but i don't suspect that matters much.

```js
'use strict';

const { AsyncLocalStorage } = require('async_hooks');

const s = new AsyncLocalStorage();

async function normal() {
  console.log('async fn', s.getStore());
}

async function* gen() {
  console.log('async gen', s.getStore());
}

s.run('hello', normal);

s.run('hello', gen).next();
```

output:

```
async fn hello
async gen undefined
```

/cc @nodejs/async_hooks 

i'm assuming this probably will need some sort of effort on the v8 side?
Repository: vscode
Issue: JavaScript Debug Console mangles output that includes both CSS and Object specifiers
Labels: bug,debug


Issue Type: <b>Bug</b>

1. Launch VS Code with extensions disabled.
2. Create and save a new JavaScript file with the following content:
    ```js
    console.log('%cTest: %o', 'color: red', { Test : 'object' });
    debugger;
    ```
3. Run > Start Debugging with Node.js environment.
4. See that the output in the debug console mangled:

        ▼ [0m[38;5;196mTest: {test: 'object'}[0m
         ▼ arg2:{test: 'object'}
            test:'object'
            ▶[[Prototype]]:Object

Combining other specifiers works as expected. With the following file, only the last two are mangled:

```js
const obj = { test : 'object' };

// %c combined with other specifiers
console.log('Red string: %c%s', 'color: red', obj.test);
console.log('Red number: %c%d', 'color: red', 100);
console.log('%cA test object: %s', 'color: red', JSON.stringify(obj));

// %o combined with other specifiers
console.log(obj);
console.log('A test object: %o', obj);
console.log('%d test object: %o', 1, obj);
console.log('%f test object: %o', 1.0, obj);

// %c and %o, but %o is actually a string
console.log('%cA test object: %o', 'color: red', JSON.stringify(obj));

// %c and %o, output mangled
console.log('%cA test object: %o', 'color: red', obj);
console.log('%cA test object%c: %o', 'color: red', 'color: inherit', obj);
debugger;
```

VS Code version: Code - Insiders 1.66.0-insider (6dca4c1a1f7bb3529074601eb32938526fa9ecc7, 2022-03-04T05:15:52.197Z)
OS version: Windows_NT x64 10.0.19042
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen Threadripper 2950X 16-Core Processor  (32 x 3493)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|63.90GB (29.54GB free)|
|Process Argv|--disable-extensions|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyl392:30422396
pythontb:30258533
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805cf:30301675
pythonvspyt200:30323110
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30404738
wslgetstartedc:30421358
vsclayoutctrc:30405799
dsvsc009:30440021
pythonvspyt640:30438691
vsbas813:30436447
vscscmwlcmt:30428973
azactmsalcf:30432849
vscgsvidc:30433759
dockersurvey3:30438168
pynewfile477cf:30443520

```

</details>

<!-- generated by issue reporter -->
Repository: deno
Issue: Consider doing response body compression off main thread
Labels: suggestion,ext/http

Currently it is done on the main thread. It should probably be done in a block thread.
Repository: TypeScript
Issue: es2022 transpiles class fields to static init blocks
Labels: Suggestion,Awaiting More Feedback

When `useDefineForClassFields` is false, `es2022` transforms simple static class fields into class static init blocks. This is a problem for users that need `useDefineForClassFields` ([lit](https://lit.dev) requires this). As well, class fields and class private members are widely supported, where class static init blocks are not. Class fields have smaller bytecounts than transformed output, and are easier to read. I understand that the code is equivalent on an engine which supports static class blocks, but this presents a serious problem for some users, and I think TSC should provide an escape hatch. 

Don't get me wrong, I think static blocks are super cool, and I'm looking forward to using them, but many users will want to use `es2022` to get native [private class members, which are widely supported](https://caniuse.com/mdn-javascript_classes_private_class_fields), but they'll get stuck with static init blocks that they didn't write in source - [a syntax error in most toolchains and on apple's monopoly engine webkit](https://caniuse.com/mdn-javascript_classes_static_initialization_blocks)

https://www.typescriptlang.org/play?target=9#code/MYGwhgzhAECC0G8BQ1XQgFzBglsaY0AvNAORikDcSAvkA

input: 
```ts
class A {
  static a = 'a';
}
```

output:
```js
"use strict";
class A {
    static { this.a = 'a'; }
}
```

In my case, I have library sources that use decorators and need to be compiled with set semantics, but I also want them to have untranspiled private fields, which are widely supported.

Thank you for considering this case.

_Originally posted by @bennypowers in https://github.com/microsoft/TypeScript/issues/46291#issuecomment-1060054758_