sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: React not able to find localhost after Monterey 12.4
Labels: needs triage,issue: bug report

### Describe the bug

Fresh installs as well as my react 16.8 projects cannot find localhost on Monterey 12.4. I'm not having this problem on machines that did not upgrade (please be only 12.4!). Dev builds look fine, except for the Webpack Dev server warning that is known, but getting this "crbug/1173575, non-JS module files deprecated." in the browser console, too. 

Yet this does not happen with new angular apps, verified to see, as well as I use the serverless framework and no issues there for either, they are all able to find localhost. 

This is happening across browsers and I have been banging my head against the keyboard for about a day now. This feels like some sort of issue with Monterey 12.4, this started happening around the same time, so not sure what to do with this except run this up and see if others are having the same issue.

This does not appear to be related to vs code, either, from what I have tried, such as running everything directly from the terminal with no vs code open.

I'm just really lost as to what is going on here, any help is appreciated!

### Did you try recovering your dependencies?

Tried removing and re-installing node modules many times. This is happening with fresh installs of create-react-app 18, too. 

### Which terms did you search for in User Guide?

I tried all of the fixes for the "crbug/1173575, non-JS module files deprecated." issue, nothing has worked. 

### Environment

MacOS Monterey 12.4
Chrome and Safari
Chrome Version 102.0.5005.61 (Official Build) (x86_64)

### Steps to reproduce

1. npx create-react-app
2. yarn install
3. npm start

Failure to find localhost.

### Expected behavior

React project fires up in the browser.

### Actual behavior

Browser cannot find localhost.

### Reproducible demo
Repository: godot
Issue: Regression?, Project manager, New Project/New folder button focused, Enter opens the selected project
Labels: bug,topic:editor,confirmed,topic:input,topic:gui

### Godot version

v3.4.4.stable.official [419e713a2] and v3.5.rc2.official [5f9bc7ea5]

### System information

Windows 10

### Issue description

In the Project Manager.
The selected project opens, instead of creating a new folder.
When a project was selected before clicking on the `New Project` button.
Pressing `TAB` to focus the `Create Folder` button.
And pressing `Enter`.

This might be a regression.
Because a closed issue describes the same thing:
Creating a new project in a new folder actually opens an existing project if a selection was made
https://github.com/godotengine/godot/issues/41775

It was closed `as completed in #41870 on Sep 8, 2020`
which links to the PR:
Fix LineEdit not consuming enter events by pouleyKetchoupp
https://github.com/godotengine/godot/pull/41870

the PR's last comment ends with: `Cherry-picked for 3.2.3.`

It sounds like it might be a reoccurring regression, that might need a more thorough solution.
Because the closed issue has this comment:
https://github.com/godotengine/godot/issues/41775#issuecomment-687611213
>The problem is that the input event is somehow not handled by the popup and passed to the project manager, which then runs the currently selected project. Good old issue that has been worked around countless times but there are always some UI elements where it fails...

### Steps to reproduce


- Open the `Godot Project Manager`
- Left mouse click to select an existing project
- Left mouse click on the button `New Project`
The `Project Name` doesn't matter, it's fine to leave the default name unchanged: `New Game Project`
- Press `TAB` to highlight the button `Create Folder`
- Press `Enter`


### Observed
The selected project opens.


### Expected
The `Create New Project` window should remain open,
and either:
- A new folder named: `New Game Project` (or the name that was typed) should have been created, 
and a green circle checkmark should be shown to the right of the `Project Path`
- Or a dialog box should appear:
>Alert!
There is already a folder in this path with the specified name.


### Notes
The issue only occurs when pressing `Enter`, when the `New Project` button is focused,
and a project is selected in the project manager.

The expected behavior happens, when left mouse clicking on the `New Project` button.


### Minimal reproduction project

_No response_
Repository: excalidraw
Issue: Vietnamese translation (vi)
Labels: translation

Hi, can you open a Vietnamese section on Crowdiin? Would love to get Vietnamese on the project!
Repository: godot
Issue: [3.5] Mesh merging docs unclear; Doesn't properly restore materials
Labels: documentation,topic:3d

### Godot version

3.5rc2

### System information

Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2

### Issue description

These two meshes have the same number of material slots and the exact same materials in the same order.

![image](https://user-images.githubusercontent.com/632766/171234348-4beb6d8f-6369-4bca-8981-12b659a45aee.png)

**Issue 1**
Merging the right into the left does not merge. It overwrites the left. What is shown here are the "combined" mesh on the left, and the original second mesh on the right. I specified global position, so the merged mesh should look identical to the above except as one meshinstance instead of two. 

*And* the engine says they are mergable and that the merge was successful. 

![image](https://user-images.githubusercontent.com/632766/171234433-fd1ee1aa-57e9-46c5-bcc2-2d2d17a3c23d.png)

To run the script, click the root node and click `start merge`.

**Issue 2**
The original meshes have their materials on the surface slots of the mesh, while the material slots (on the material, not the mesh) are blank and available for special use.
![image](https://user-images.githubusercontent.com/632766/171235149-4a2efe4d-d612-422d-9211-635827e97af5.png)

On the new, combined item, the materials are not on the mesh. They are on the meshInstance. No good. They need to be put back where they were found, on the mesh surfaces, leaving the material overrides alone. Or better, duplicating exactly from the originals: Mesh surfaces -> Mesh surfaces, MeshInstance Materials -> MeshInstance Materials.
![image](https://user-images.githubusercontent.com/632766/171235351-1f8b8ac7-9d04-4b8b-912f-4a69a197b77a.png)


Reference https://github.com/godotengine/godot/pull/57661#issuecomment-1142317558
@lawnjelly 

### Steps to reproduce

See MRP.

### Minimal reproduction project

[test_merge.zip](https://github.com/godotengine/godot/files/8807457/test_merge.zip)
Repository: go
Issue: x/build/cmd/relui: clone workflow
Labels: Builders,NeedsInvestigation,FeatureRequest

When viewing a workflow, it would be nice to be able to create a new workflow with the same parameters, or to at least pre-populate the creation form with the same parameters as another workflow.

One useful scenario with this is when a workflow fails and needs to be recreated from scratch, which is tedious.
Repository: flutter
Issue: Skia CanvasKit Severe Performance Issue on latest Chrome on macOS
Labels: engine,c: performance,platform-mac,dependency: skia,platform-web,c: rendering,perf: speed,e: web_canvaskit,has reproducible steps,P2,browser: chrome-desktop,found in release: 3.0,found in release: 3.1,team-web,triaged-web

This seems to only be an issue on the latest versions of Chrome on macOS.

Initially reported here: https://github.com/funwithflutter/flutter_confetti/issues/66

Additional example: https://funwithflutter.github.io/confetti/#/

The above example was compiled with version 2 of Flutter and did not have issues running on Chrome (macOS) previously. With that info, it seems to be a Chrome/Skia issue. 

Example source code to reproduce: https://github.com/funwithflutter/flutter_confetti/tree/master/example

This example heavily relies on Flutter's CustomPaint.

Also, eyeing the animations at https://skia.org/docs/user/modules/canvaskit/ it seems as if they run a lot slower on Chrome compared to Safari.

Another example with an alternative Flutter canvas animation showing a lot of jank: https://funvas.creativemaybeno.dev/#/29
Repository: pytorch
Issue: [JIT] autodiff implementation of rand_like function is outdated 
Labels: oncall: jit

### 🐛 Describe the bug

The autodiff implementation of rand)like in symbolic_script.cpp is outdated such that it doesn't match the updated function signature in the config file.

The function signature in symbolic_script.cpp is currently:
def rand_like(self, *, memory_format: Optional[int])

Which is incorrect

### Versions

N/A
Repository: youtube-dl
Issue: Cookies and Authentication not working on Brand Account (YouTube)
Labels: question

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## Checklist

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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
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## Question

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I am trying to download 1) Private and 2) Membership videos from a YouTube Brand Account that my Google account is a manager on. I am not the primary owner, but in my browser, I have access to YouTube Studio and can see all of the private and channel membership videos. 

Whether I use -username and -password authentication, or I use --cookies with the cookie downloader browser extension, it does not work. It gives me the same errors that I would get if I was not authenticated:
```
Private video
Sign in if you've been granted access to this video
```
```
This video is available to this channel's members on level: Level 3 (or any higher level). Join this channel to get access to members-only content and other exclusive perks.
```
What can I do to show youtube-dl that I am authorized?
Repository: vscode
Issue: Debug Glyph overlaid with a block cursor doesn't render correctly.
Labels: bug,debug

Issue Type: <b>Bug</b>
Debug Glyph overlaid with a block cursor doesn't render correctly.

Also see https://github.com/microsoft/vscode/issues/141631, which was closed without repro.


![Animation](https://user-images.githubusercontent.com/864376/171283362-13a315a0-b883-48cf-8405-3d61ea8355d7.gif)


Repro steps:

1. Clone [cursor-block-debug-glyph](https://github.com/kristof-mattei/cursor-block-debug-glyph)
2. Ensure `"editor.cursorStyle": "block"` (see `.vscode/settings.json`, should be applied automatically)
3. Set breakpoint on `index.js#2`
4. Hit F5 (or whatever your config makes the debugging start)
5. Observe cursor flickering over debug glyph changing into "?". (Surprisingly, there is no Unicode-symbol-not-found glyph!)

Issue happens in both NodeJS debugging and Rust debugging. 

This issue is especially apparent when using a VIM plugin (but can be reproduced without).

Reproduced with `--disable-extensions` in a Hyper-V Windows 11 Dev VM with only NodeJS + VSCode installed.




VS Code version: Code 1.67.2 (c3511e6c69bb39013c4a4b7b9566ec1ca73fc4d5, 2022-05-17T18:15:52.058Z)
OS version: Windows_NT x64 10.0.22000
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8809G CPU @ 3.10GHz (4 x 3096)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>opengl: disabled_off<br>rasterization: disabled_software<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software|
|Load (avg)|undefined|
|Memory (System)|5.68GB (1.84GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyl392:30443607
pythontb:30283811
pythonptprofiler:30281270
vsdfh931:30280409
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
vsc1dst:30438360
pythonvs932:30410667
wslgetstarted:30449410
vscscmwlcmt:30465135
cppdebug:30492333
vsclangdc:30486549

```

</details>

<!-- generated by issue reporter -->
Repository: node
Issue: Document legacyMainResolve in the esm loader
Labels: esm,loaders

### Version

website

### Platform

website

### Subsystem

modules

### What steps will reproduce the bug?

https://nodejs.org/api/esm.html#resolution-algorithm says `main` is resolved as
`Return the URL resolution of main in packageURL.`, but in reality [`legacyMainResolve`](https://github.com/nodejs/node/blob/d859e9e997a3de9bdd7e116b2878acc2a3cf4bd6/lib/internal/modules/esm/resolve.js#L280) is called when there are no exports and the subpath is `.` and executes a bunch of fallback fs-searching logic, none of which emits deprecation warnings when the target package is not `type: module`. These conditions and fallbacks should be documented.

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior?

Doc issue.

### What do you see instead?

See above.

### Additional information

_No response_
Repository: pytorch
Issue: RFC: Improve the performance and usability of linear algebra on CUDA devices
Labels: module: cuda,triaged,module: linear algebra,module: magma

### 🚀 The feature, motivation and pitch

Currently, the `torch.linalg` (https://pytorch.org/docs/stable/linalg.html) package provides linear algebra functionalities in pytorch. The CUDA backend is supported by cuSOLVER and MAGMA libraries.

For now, linear algebra operators in pytorch are implemented in either cuSOLVER or MAGMA, or both. Users can use 
```python
torch.backends.cuda.preferred_linalg_library(backend='cusolver')
```
to prefer one of the two backends. Available options (python `str`) are `default` (using heuristics), `cusolver`, or `magma`. See doc for details https://pytorch.org/docs/stable/backends.html#torch.backends.cuda.preferred_linalg_library.

However, libraries have limitations and heuristics can't be perfect on all devices, library versions, input batch sizes, and input shapes. We'd like to collect user feedbacks and feature requests on the performance and usability of pytorch linear algebra on CUDA devices. Please leave a comment if you have any suggestions. Thank you!

### Alternatives

_No response_

### Additional context

_No response_

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano @ptrblck @ngimel
Repository: flutter
Issue: Clarify scoped storage behavior in embedding
Labels: platform-android,engine,dependency: android,P2,c: tech-debt,team-android,triaged-android

In https://github.com/flutter/engine/blob/main/shell/platform/android/AndroidManifest.xml#L10, we used WRITE_EXTERNAL_STORAGE which is being caught in a lint as being ignored in android API 30+

We should figure out if we are using any legacy storage and migrate if needed. If not, we should remove this.
Repository: rust
Issue: Tracking Issue for map_many_mut
Labels: T-libs-api,final-comment-period,C-tracking-issue,disposition-merge

Feature gate: `#![feature(map_many_mut)]`

This is a tracking issue for the `HashMap::get_many{,_unchecked}_mut` functions.

Attempts to get mutable references to `N` values in the map at once.

### Public API

```rust
// in HashMap

pub fn get_many_mut<Q: ?Sized, const N: usize>(
    &mut self,
    ks: [&Q; N]
) -> [Option<&'_ mut V>; N]
where
    K: Borrow<Q>,
    Q: Hash + Eq;

pub unsafe fn get_many_unchecked_mut<Q: ?Sized, const N: usize>(
    &mut self,
    ks: [&Q; N],
) -> [Option<&'_ mut V>; N]
where
    K: Borrow<Q>,
    Q: Hash + Eq;
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/94647 and https://github.com/rust-lang/hashbrown/pull/562
- [ ] Final comment period (FCP) https://github.com/rust-lang/rust/issues/97601#issuecomment-2532710423
- [ ] Stabilization PR https://github.com/rust-lang/rust/pull/136152

### Unresolved Questions

- ~~Should the return type be instead `Result<[Option<&mut V>; N], DuplicateKeys>`? https://github.com/rust-lang/rust/issues/97601#issuecomment-1146872856 and https://github.com/rust-lang/rust/issues/97601#issuecomment-1158233416~~
  https://github.com/rust-lang/rust/issues/97601#issuecomment-2372109119
- ~~Having instead a entry-like API? https://github.com/rust-lang/rust/issues/97601#issuecomment-1553012637~~
  https://github.com/rust-lang/rust/issues/97601#issuecomment-2372109119
Repository: flutter
Issue: Improve android embedding Kotlin compatibility
Labels: platform-android,engine,c: proposal,P3,c: tech-debt,team-android,triaged-android

New java lints enforce `UnknownNulness` and `LambdaLast` which enforces that lambda parameters be at the end of parameter lists. These lints are for better interop with kotlin.

Since many of these changes would be breaking, we are holding off of implementing it. However, we should in the long run improve compatibility with kotlin.
Repository: godot
Issue: gdscript: global plugin node class created with class_name does not appear in the create dialog when extending another class using it's path
Labels: bug,topic:gdscript,topic:editor

### Godot version

3.5-rc2

### System information

NA

### Issue description

It is not possible to create a node using the create dialog in the scene editor if you extend a class using the script file path instead of the global class name in godot 3. This is not documented and seems like a bug?

![image](https://user-images.githubusercontent.com/682658/171298749-e8aaefac-9464-47e7-a4d8-60228f6667bf.png)

Works in godot 4, but not in 3.x

### Steps to reproduce

Create a global class that inherits from `Node` inside the addons/MyPlugin directory (with plugin.cfg and plugin.gd etc so you can enable the plugin).

`addons/MyPlugin/MyNode.gd`
```Python
class_name MyNode
extend Node
...

Create another class that inherits from the first class.
This does not work. (in 3.4 it prints an error when creating the node, in 3.5 it is hidden in the create dialog)
`addons/MyPlugin/MyOtherNode.gd`
```
class_name MyOtherNode
extend './MyNode.gd'
...

If you use the class_name when extending it works fine.
`addons/MyPlugin/MyOtherNode2.gd`
```
class_name MyOtherNode2
extend MyNode
```

### Minimal reproduction project

[extend_path_create_dialog_repro.zip](https://github.com/godotengine/godot/files/8809925/extend_path_create_dialog_repro.zip)
Repository: material-ui
Issue: [ButtonGroup] diableRipple not working
Labels: bug 🐛,component: ButtonGroup

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

see https://codesandbox.io/s/splitbutton-demo-material-ui-forked-uvbgo3 for an example.

The guidance (https://mui.com/material-ui/getting-started/faq/#how-can-i-disable-the-ripple-effect-globally) for disabling ripple globally does not affect the ButtonGroup.

### Expected behavior 🤔

The ButtonGroup component in the example does not have a ripple.

### Steps to reproduce 🕹

Steps:

1. Follow the guidance in https://mui.com/material-ui/getting-started/faq/#how-can-i-disable-the-ripple-effect-globally
2. Create a ButtonGroup component.

### Context 🔦

Trying to accomplish disabling the ripple effect globally.

### Your environment 🌎

<details>
  <summary>no env</summary>
</details>
Repository: vscode
Issue: status and diagnostic information could not be printed for remote-ssh coinnection
Labels: bug,remote,workbench-diagnostics,workbench-cli

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Does this issue occur when all extensions are disabled?: Yes (only enable "Remote-SSH" and "Remote-SSH: Editing Configuration Files" extensions

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- VS Code Version: 1.67.2
- Local OS Version: Windows 10 Enterprise 20H2 19042.1083
- Remote OS Version: Ubuntu 18.04.5 LTS
- Remote Extension/Connection Type: SSH

Steps to Reproduce:

1. Remote-ssh to a remote Ubuntu server
2. Add two folders on the remote Linux server into an untitled workspace
3. Run `code -s` in the Windows CMD to get status of the local and remote VS Code processes
4. The "Connecting to 'SSH: linux_terminal_server' could not be established stdout maxBuffer length exceeded" is showed in the bottom of the status report.
(The status of local VS Code processes report seems to work fine. All the hardware, local processes, and local workspace information is printed correctly.)
Repository: vscode
Issue: Add nvm support
Labels: feature-request,tasks

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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

We use [`nvm`](https://github.com/nvm-sh/nvm#readme) to manage versions of node, and `.nvmrc` files in our project to ensure we use the right version in each project. When VS Code launches `npm` scripts, it doesn't respect our `.nvmrc` files, instead preferring the `node` binary on the `PATH` when VS Code was launched.

#142607 is a related issue, but did not result in support for `.nvmrc` files.

(PR incoming)