sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: torch.hub.load local model
Labels: triaged,module: hub

### 🐛 Describe the bug

python code:
```
model_name = 'x3d_m'
# model = torch.hub.load('facebookresearch/pytorchvideo', model_name, pretrained=True)
model = torch.hub.load('/Users/kpinfo/.cache/torch/hub/pytorch_vision_master/', model_name, source='local')
```
error:
```
ImportError: cannot import name 'get_model_weights' from 'torchvision.models
```
 I have run "model = torch.hub.load('facebookresearch/pytorchvideo', model_name, pretrained=True)" well. But sometimes it will stuck and exit for timeout. I find x3d_m model have load in "/Users/kpinfo/.cache/torch/hub/checkpoints/X3D_M.pyth" , and I want load this local model when I need x3d model next time.


### Versions

Collecting environment information...
PyTorch version: 1.11.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 10.15.2 (x86_64)
GCC version: Could not collect
Clang version: 11.0.3 (clang-1103.0.32.62)
CMake version: Could not collect
Libc version: N/A

Python version: 3.7.11 (default, Jul 27 2021, 07:03:16)  [Clang 10.0.0 ] (64-bit runtime)
Python platform: Darwin-19.2.0-x86_64-i386-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] efficientnet-pytorch==0.7.1
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.21.6
[pip3] pytorchvideo==0.1.3
[pip3] torch==1.11.0
[pip3] torchaudio==0.11.0
[pip3] torchvision==0.12.0
[conda] efficientnet-pytorch      0.7.1                    pypi_0    pypi
[conda] numpy                     1.21.6                   pypi_0    pypi
[conda] pytorchvideo              0.1.3                    pypi_0    pypi
[conda] torch                     1.11.0                   pypi_0    pypi
[conda] torchaudio                0.11.0                   pypi_0    pypi
[conda] torchvision               0.12.0                   pypi_0    pypi

cc @nairbv @NicolasHug @vmoens @jdsgomes
Repository: ant-design
Issue: Menu horizontal popupClassName and popupOffset props for overflowed submenu
Labels: Inactive

### What problem does this feature solve?

It would allow to add custom design for overflowed submenu as well.  
We can add popupClassName and popupOffset for submenus, but not for overflowed submenu.   
There is already overflowedIndicatorPopupClassName prop, but it is for internal use only  
https://github.com/react-component/menu/blob/8ab1b6629574f390dc344b4d0533f0be9877dba7/src/Menu.tsx#L111  
For consistency it would also need popupOffset prop 

### What does the proposed API look like?

```jsx
<Menu
     overflowedPopupClassName="mySubMenu"
     overflowedPopupOffset={[0, 2]}
/>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: The VisualScriptEditor cannot correctly display the parameter names of the custom functions in the GDScript.
Labels: bug,topic:editor,topic:visualscript

### Godot version

v3.5.stable.custom_build [991bb6ac7]

### System information

Windows 11 & OpenGL ES 3.0 & Renderer: NVIDIA GeForce RTX 3060/PCIe/SSE2

### Issue description

The VisualScriptEditor cannot correctly display the parameter names of the custom functions in the GDScript.

![visual_script_editor_failed_1](https://user-images.githubusercontent.com/52756109/188829719-74faa85d-28e1-4091-93b8-6208b2914afb.png)
![visual_script_editor_failed_2](https://user-images.githubusercontent.com/52756109/188829750-046ef1eb-b70c-4552-9801-c112d1840dfa.png)

We attach a GDScript to Spatial (child), whose content is shown in picture 1, and inside it, we define a function named `test` with three parameters.
We attach a VisualScript to Spatial (parent), whose content is shown in picture 2, and we use the `test` function defined in picture 1 in it, but its parameter names are not displayed.

The parameter name should displayed. :)

### Steps to reproduce

Obviously, only the content of two pictures, or download the `Minimal reproduction project`.

### Minimal reproduction project

[visual_script_editor_failed.zip](https://github.com/godotengine/godot/files/9504314/visual_script_editor_failed.zip)
Repository: pytorch
Issue: Beta distribution behaves incorrectly for small parameters
Labels: module: distributions,triaged,module: edge cases

### 🐛 Describe the bug

The `Beta(alpha, alpha)` distribution should converge to `Bernoulli(0.5)` as `alpha -> 0`. However, we get a `Dirac(0.5)`, which is what we expect for `alpha -> infty` (last line, correct).

```python
import torch

print("Torch version:", torch.__version__)

torch.manual_seed(0)

beta = torch.distributions.Beta(1e-3, 1e-3)
print("Sample from Beta(1e-6, 1e-6):", beta.sample())

beta = torch.distributions.Beta(1e3, 1e+3)
print("Sample from Beta(1e+3, 1e+3):", beta.sample())
```

Gives:

```
Torch version: 1.12.1
Sample from Beta(1e-6, 1e-6): tensor(0.5000)
Sample from Beta(1e+3, 1e+3): tensor(0.4966)
```

### Versions

```
Collecting environment information...
PyTorch version: 1.12.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.5.1 (x86_64)
GCC version: Could not collect
Clang version: 13.1.6 (clang-1316.0.21.2.5)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.7 (default, Sep 16 2021, 08:50:36)  [Clang 10.0.0 ] (64-bit runtime)
Python platform: macOS-10.16-x86_64-i386-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.4
[pip3] numpydoc==1.1.0
[pip3] pytorch-ignite==0.4.9
[pip3] torch==1.12.1
[pip3] torchaudio==0.12.1
[pip3] torchmetrics==0.9.3
[pip3] torchvision==0.13.1
[conda] blas                      1.0                         mkl  
[conda] ffmpeg                    4.3                  h0a44026_0    pytorch
[conda] mkl                       2021.4.0           hecd8cb5_637  
[conda] mkl-service               2.4.0            py39h9ed2024_0  
[conda] mkl_fft                   1.3.1            py39h4ab4a9b_0  
[conda] mkl_random                1.2.2            py39hb2f4e1b_0  
[conda] numpy                     1.22.4                   pypi_0    pypi
[conda] numpydoc                  1.1.0              pyhd3eb1b0_1  
[conda] pytorch                   1.12.1                  py3.9_0    pytorch
[conda] pytorch-ignite            0.4.9                    pypi_0    pypi
[conda] torchaudio                0.12.1                 py39_cpu    pytorch
[conda] torchmetrics              0.9.3                    pypi_0    pypi
[conda] torchvision               0.13.1                 py39_cpu    pytorch
```

cc @fritzo @neerajprad @alicanb @nikitaved
Repository: TypeScript
Issue: Readonly optional properties break type-checking
Labels: Bug

# Bug Report

### 🕗 Version & Regression Information

Found in TS v4.8.2.
This is the behavior in every version I tried, and I reviewed the FAQ for entries about 

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.0.5#code/GYVwdgxgLglg9mABBBBnKAnE04YHICGAtgKYCMAFAB4BciA3ohiQQCYIA2AnsmptlFwB+OgTA8AvgEo66DDDABzBgChE6piSggMSKgDoUYOQOH6wxEgG4VElStCRYCXsf458lgEzU6jZmycPEYmHqLiiBKIAD4M0rKYCsr0ahrM2rqIBiHughhC5pY2dvaO0PBIOVgehKQAzL4MmoFg3K6heXRwAEYAViTQMYjgrCTACiSsQ2AgHByRMohySaoamhlI1IZ81XmIBKj74lKFpMX2VaaepJQA8n0DUFIqlzXeFPf90M+vebUkDU+jykQA)

### 💻 Code

```ts
// Original Case
declare function foo(obj: { readonly constructor?: any }): void

foo(Object) // Error!!!

declare function bar(obj: { readonly constructor: any }): void;

bar(Object) // OK
```

### 🙁 Actual behavior

`ObjectConstructor` is not a subtype of `{ readonly constructor?: any }`, at the same time it is a subtype of a type `{ readonly constructor: any }`

### 🙂 Expected behavior

In the code above, I expect that type `ObjectConstructor` will be a subtype of the object type `{ readonly constructor?: any }`, because the object use constructor in a covariant way (I can't delete the property inside the function.)
Repository: go
Issue: x/pkgsite: context that is scoped to http request lifecycle is passed to a goroutine
Labels: pkgsite

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
There's a context that is scoped to http request that has been passed to a gorutine
https://github.com/golang/pkgsite/blob/c2ebc4d393d3d50c7c0f39225304cbb44cb99d2c/internal/middleware/caching.go#L141-L160

### What did you expect to see?
Use of `pkgsite/internal/xcontext.Detach()`
https://github.com/golang/pkgsite/blob/2d3ade3c90634f9afed7aa772e53a62bb433447a/internal/xcontext/xcontext.go#L14-L16


Hat tip to Damian Gryski who raised it up in gophers-slack
Repository: PowerToys
Issue: Quick Accent Other Currency Keys
Labels: Idea-Enhancement,Help Wanted,Product-Quick Accent

### Description of the new feature / enhancement

For people with a US keyboard, it's hard to insert a symbol of a different currency like €. I would propose to add a quick Accent suggestion using the $ symbol key to show other currency symbols.

### Scenario when this would be used?

When someone needs needs to add a different currency symbol that their keyboard doesn't have.

### Supporting information

_No response_
Repository: opencv
Issue: Loading Image list error: cap_gstreamer.cpp (873), (616) & cap.cpp (164) & cap_images.cpp (253)
Labels: question (invalid tracker)

Hi, all

I am using OpenCV 4.5.4 version on Ubuntu 22.04.
This is my first time, so I am trying to practice the opencv by following this website:
https://docs.opencv.org/4.5.0/d4/d94/tutorial_camera_calibration.html

This example is about how to do camera calibration using XML ( I can tell )
So I copied camera_calibration.cpp file from https://github.com/opencv/opencv/blob/master/samples/cpp/tutorial_code/calib3d/camera_calibration/camera_calibration.cpp

I tried to use XML files, so 
https://github.com/opencv/opencv/blob/master/samples/cpp/tutorial_code/calib3d/camera_calibration/in_VID5.xml
https://github.com/opencv/opencv/blob/master/samples/cpp/tutorial_code/calib3d/camera_calibration/VID5.xml





**I guess my error is coming from here:**
**I am not sure how to put the right path in my case.** 
![image](https://user-images.githubusercontent.com/59643456/188863597-d87d3215-2bae-4d4a-872f-19518f3db063.png)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

From here, this is my working environment

![image](https://user-images.githubusercontent.com/59643456/188864935-141bfdcf-ffca-400c-9ddb-72a072ad0907.png)
Repository: angular
Issue: Nested angular localize calls produces invalid code
Labels: area: i18n,P3

### Which @angular/* package(s) are the source of the bug?

compiler, localize

### Is this a regression?

No

### Description

Nested localize calls production invalid i18n bundles. For example:

```
$localize`:@@login-form-components--lock-timeout-sec:Account locked. Try again in ${this.pluralizeTimeout(4, $localize`:@@login-form-components--lock-timeout-sec-single:second`,$localize`:@@login-form-components--lock-timeout-sec-plural:seconds`)}:accountLockTimeoutSec:.`
```

Will compile into:

```
"Account locked. Try again in " + this.pluralizeTimeout(4, $localize`:@@login-form-components--lock-timeout-sec-single:second`, $localize`:@@login-form-components--lock-timeout-sec-plural:seconds`) + ".""second""seconds";
```

Which will throw an error at runtime as `".""second""seconds";` isn't valid JS code.

To reproduce:

```
git clone https://github.com/mattlewis92/angular-localize-bug.git
cd angular-localize-bug
npm i
npm start
```

Then observe the browser console throwing a syntax error exception.

### Please provide a link to a minimal reproduction of the bug

https://github.com/mattlewis92/angular-localize-bug

### Please provide the exception or error you saw

```true
Uncaught SyntaxError: Unexpected string
```
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 14.2.1
Node: 16.16.0
Package Manager: npm 6.14.17 
OS: darwin arm64

Angular: 14.2.0
... animations, common, compiler, compiler-cli, core, forms
... localize, platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1402.1
@angular-devkit/build-angular   14.2.1
@angular-devkit/core            14.2.1
@angular-devkit/schematics      14.2.1
@angular/cli                    14.2.1
@schematics/angular             14.2.1
rxjs                            7.5.6
typescript                      4.7.4
```


### Anything else?

_No response_
Repository: pytorch
Issue: INTERNAL ASSERT when the type of argument is not considered in JIT
Labels: oncall: jit

### 🐛 Describe the bug

INTERNAL ASSERT when the type of argument is not considered in JIT. For example, some argument may be fed with boolean, but `torch.jit.trace` doesn't consider such cases and output INTERNAL ASSERT directly

```py
import torch

def fn(input):
    return torch.add(input, other=True)
input = torch.tensor([1.])

fn(input) # tensor([2.])
jit_fn = torch.jit.trace(fn, input)
```

```
RuntimeError: 0INTERNAL ASSERT FAILED at "/opt/conda/conda-bld/pytorch_1646756402876/work/torch/csrc/jit/ir/alias_analysis.cpp":607, please report a bug to PyTorch. We don't have an op for aten::add but it isn't a special case.  Argument types: Tensor, bool, int, 

Candidates:
	aten::add.Tensor(Tensor self, Tensor other, *, Scalar alpha=1) -> (Tensor)
	aten::add.Scalar(Tensor self, Scalar other, Scalar alpha=1) -> (Tensor)
	aten::add.out(Tensor self, Tensor other, *, Scalar alpha=1, Tensor(a!) out) -> (Tensor(a!))
	aten::add.t(t[] a, t[] b) -> (t[])
	aten::add.str(str a, str b) -> (str)
	aten::add.int(int a, int b) -> (int)
	aten::add.complex(complex a, complex b) -> (complex)
	aten::add.float(float a, float b) -> (float)
	aten::add.int_complex(int a, complex b) -> (complex)
	aten::add.complex_int(complex a, int b) -> (complex)
	aten::add.float_complex(float a, complex b) -> (complex)
	aten::add.complex_float(complex a, float b) -> (complex)
	aten::add.int_float(int a, float b) -> (float)
	aten::add.float_int(float a, int b) -> (float)
	aten::add(Scalar a, Scalar b) -> (Scalar)
...
		aten::add.complex_float(complex a, float b) -> (complex)
		aten::add.int_float(int a, float b) -> (float)
		aten::add.float_int(float a, int b) -> (float)
		aten::add(Scalar a, Scalar b) -> (Scalar)
```

It seems that many APIs suffer from this issue, such as `ne, le, ge, div, mul, ...`

### Versions

pytorch: 1.12.1
Repository: pytorch
Issue: torch.nn.functional.interpolate fails on some degenerate shapes, but passes on others
Labels: triaged,module: interpolation

Not sure if this can be counted as bug or not. If you have an input with an empty batch dimension, everything works fine

```py
>>> t = torch.rand(0, 3, 16, 16)
>>> interpolate(t, (15, 17))
tensor([], size=(0, 3, 15, 17))
```

If any other dimension is zero, it will throw an error:

```py
>>> t = torch.rand(4, 0, 16, 16)
>>> interpolate(t, (15, 17))
RuntimeError: Non-empty 4D data tensor expected but got a tensor with sizes [4, 0, 16, 16]
>>> t = torch.rand(4, 3, 0, 16)
>>> interpolate(t, (15, 17))
RuntimeError: Input and output sizes should be greater than 0, but got input (H: 0, W: 16) output (H: 15, W: 17)
>>> t = torch.rand(4, 3, 16, 0)
>>> interpolate(t, (15, 17))
RuntimeError: Input and output sizes should be greater than 0, but got input (H: 16, W: 0) output (H: 15, W: 17)
```

The latter two are somewhat understandable. Still, since no interpolation will happen in either case, shouldn't we align the behavior?
Repository: deno
Issue: Linking with mold
Labels: build,needs investigation


## M1

mold:
  - Incremental release build: 4m 50s
  - fresh release build: 6m 23s
  - incremental debug build: 5s
  - fresh debug build: 1m 57s

lld:
 - incremental release build: 5m 59s
 - fresh release build: 6m 52s
 - incremental debug build: 17s
 - fresh debug build: 3m 02s
Repository: godot
Issue: SpinBox's LineEdit value is incorrectly shown when step is set to certain values
Labels: bug,topic:editor

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 10 Home, AMD A10-9620P RADEON R5

### Issue description

When a SpinBox's `step` value is set to certain values (like 0.261, or especialy numbers which are not a power of 10), the value shown by the control is incorrect. Rather than being the actual value, it's the value rounded by a power of 10.
Here is an image showing the real value vs the value shown in-game

![Cattura (2)](https://user-images.githubusercontent.com/107559799/188889842-5de10360-50b9-4bc2-ae4a-56c7e42b0bfe.PNG)

After looking a bit the code, the problem seems to be in the conversion from float to string: https://github.com/godotengine/godot/blob/019253512d75eb5e012772921ace6c092d8f5380/scene/gui/spin_box.cpp#L43
It seems to consider only the step's decimals from the `step_decimal` function

Note: The bug still persist on v4.0.alpha15.official [432b25d36]

### Steps to reproduce

1. Create a SpinBox and set its step to certain values, try especially values which are not a power of 10 and have two or more digits in the decimal part (some values that cause bug: 0.261, 2.55, and 0.45)
2. Change the SpinBox's value
3. Notice how the real value and the shown value do not match

### Minimal reproduction project

[SpinBox_bug.zip](https://github.com/godotengine/godot/files/9506745/SpinBox_bug.zip)
Repository: vscode
Issue: Vertical mode not discoverable
Labels: under-discussion,merge-editor

I read numerous feedback that people can not find the vertical mode in merge editor. For example: https://twitter.com/ACSoko/status/1566814542646185986?s=20&t=GtES_eoS52ESMCCOADr3AQ

Opening this issue so we consider if this deserves to be a primary action and not behind `...`. The problem with the `...` menu is that there are multiple of those and they are not very discoverable.

I would also suggest we remove the "Split Editor Right" action. I think it just takes up space and it could be used by a merge editor specific action. I know @bpasero is against this. Would it help if I find numbers how many users click on this?

I am not sure if putting it in the primary action is the way to go, but would like to hear your thoughts.

fyi @daviddossett
Repository: storybook
Issue: [Controls][Bug] conditional controls break with mapped options
Labels: bug,needs triage

**Describe the bug**
When using the conditional-controls feature in connection with a mapped `options`-controlled `arg`, control display and value assignment are often out of sync.

**To Reproduce**
Checkout and run https://github.com/c-vetter/repro_storybook_conditional-controls-with-mapped-options

**System**
  Binaries:
    Node: 16.15.0
    npm: 8.5.5
  npmPackages:
    @storybook/addon-a11y: ^6.5.9 => 6.5.9
    @storybook/addon-actions: ^6.5.9 => 6.5.9
    @storybook/addon-essentials: ^6.5.9 => 6.5.9
    @storybook/addon-interactions: ^6.5.9 => 6.5.9
    @storybook/addon-links: ^6.5.9 => 6.5.9
    @storybook/react: ^6.5.9 => 6.5.9
    @storybook/testing-library: ^0.0.13 => 0.0.13

**Additional information**
In the repro, I stripped down the Button component to only its original `size` prop and added a `children` prop that gets a control with mapped options.

Then, I worked through all the combinations I could think of and came out to this table (generated in the repro based on the actual behavior):
![image](https://user-images.githubusercontent.com/445565/188909643-abf3c37f-ec4f-4a20-8d53-057e1079750d.png)

The table correlates the possible conditions with the control table's state for the `children` and `size` props of the Button component. It shows these findings:
+ falsy values are handled wrong when mapping is used
+ `eq`/`neq` yields bad results across the board when mapping is used
+ when `children` is set to `undefined` (the default), all conditions yield out-of-sync results

The main issue seems to be that the conditional checks use different data for args and controls.
The controls seem to be checked against the mapping keys, i.e. the values in the `options` key of the `argTypes` setting.
The arguments seem to be checked against the mapping values, i.e. the values that the component would actually receive.

I think all the checks should use the mapping keys (= control values), because they will always be strings and therefore easy to check, whereas checking equality with the mapping values requires writing non-primitive values into variables.
Repository: storybook
Issue: [Bug] `npx sb@next repro` produces bad .gitignore
Labels: bug,needs triage

**Describe the bug**
`npx sb@next repro` generates `.gitignore` with this content for react:
```
"node_modules" 
```
That leads to `node_modules` being put in git.

**To Reproduce**
Checkout https://github.com/c-vetter/repro_storybook_conditional-controls-with-mapped-options
and see the initial commit, fully automated.

**System**
  Binaries:
    Node: 16.15.0
    npm: 8.5.5
  npmPackages:
    @storybook/addon-a11y: ^6.5.9 => 6.5.9
    @storybook/addon-actions: ^6.5.9 => 6.5.9
    @storybook/addon-essentials: ^6.5.9 => 6.5.9
    @storybook/addon-interactions: ^6.5.9 => 6.5.9
    @storybook/addon-links: ^6.5.9 => 6.5.9
    @storybook/react: ^6.5.9 => 6.5.9
    @storybook/testing-library: ^0.0.13 => 0.0.13
Repository: godot
Issue: 3.x to 4.0 converter does not convert rotation_degrees property of animations
Labels: bug,topic:editor,confirmed,topic:animation

### Godot version

4.0 Alpha 16

### System information

Windows 10

### Issue description

The rotation_degrees property has been removed from spatial nodes, however the 3.x -> 4.0 converter does not update animations from 3.x projects that used the rotation_degrees property and convert them into rotation (radians)

### Steps to reproduce

Open the attached project in 4.0 and once it's been converted, check the animation player in TestScene.tscn You'll see that the rotation_degrees property is still present on the timeline, and is an invalid property

### Minimal reproduction project

[animation_rotation_degrees.zip](https://github.com/godotengine/godot/files/9507441/animation_rotation_degrees.zip)