sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: ability to open vscode from `code` command line that focuses integrated terminal
Labels: feature-request,workbench-cli

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
i see some open issues on checking if the terminal is focused. apologies if there's overlap.

i often run the shell command `code ...` to open up files and folders. i write in julia, and julia has a nice function called `edit` that allows me to open the specific method that will be called based on type information. 

there is another tool (Chthulhu.jl) facilitates traversing the call tree and uses this `edit` function to allow users to open the code of the current method. 
one slight annoyance is that vscode focuses the text editor by default when `code myfile.jl` is called. 

this makes a lot of sense in many cases, but when traversing the call tree, I typically just want to see the code, and less often want to edit it. 

focusing the editor means having to do (ctrl+~) each time you traverse the tree, which takes me out of "the flow" 
i realize that expanding the scope of what the `code` cli command could do could very well be a slippery slope.

so i don't know anything about vscode internals nor how feasible implementing it would be, but it would make the debugging experience in julia magical!

here is a little video that demonstrates needing to refocus the terminal each time i descend/ascend the call tree

https://user-images.githubusercontent.com/33790004/207106379-f20f510a-0b18-400f-ad7f-7dc989b86352.mp4

thank you for vscode! i love it
Repository: flutter
Issue: [Impeller] Ensure optimized out uniforms don't alter offsets
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Basically if we optimize out a uniform, the existing mappings need to work even if we never set the value in runtime_effect.cc
Repository: transformers
Issue: Flaky feature extraction tests for Donut
Labels: WIP

### System Info

Note: I have observed with my own setup, but most recently this was seen in a CI environment  

- `transformers` version: 4.26.0.dev0
- Platform: macOS-13.0.1-arm64-arm-64bit
- Python version: 3.9.15
- Huggingface_hub version: 0.11.0
- PyTorch version (GPU?): 1.14.0.dev20221118 (False)
- Tensorflow version (GPU?): 2.10.0 (True)
- Flax version (CPU?/GPU?/TPU?): 0.5.3 (cpu)
- Jax version: 0.3.6
- JaxLib version: 0.3.5
- Using GPU in script?: Noe
- Using distributed or parallel set-up in script?: No

### Who can help?

@amyeroberts 

### Information

- [X] The official example scripts
- [ ] My own modified scripts

### Tasks

- [X] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

pytest tests/models/donut/test_feature_extraction_donut.py::DonutFeatureExtractionTest

### Expected behavior

Tests don't randomly fail e.g. like in [this CI run](https://app.circleci.com/pipelines/github/huggingface/transformers/53575/workflows/40f5b896-c941-4a9f-8946-26f54bb14505/jobs/644204).

There is an issue occurring when the amount to pad is being calculated - some dimensions are having negative padding found.
Repository: rust
Issue: Consider adding a copyright notice
Labels: T-core,A-meta,A-licensing

In #43498, the copyright notice reading "Copyright (c) 2015 The Rust Project
Developers" was stripped from the MIT license. This was done because there is no legal entity named "The Rust Project Developers" holding the copyright. However, this implies that groups who aren't legal entities don't deserve attribution, which I don't think is true. Also, this might be a license violation, since most rust developers never agreed to the removal. Therefore, I'd like to propose adding the following copyright notice:

Copyright \<year\> various Rust Project
Developers

This could also be interpreted as a violation of the license of pre-2015 code, as it's not exactly the copyright notice required, but that would also mean that changing the year is a license violation, yet most projects keep the year up-to-date.
Repository: angular
Issue: Component (self) not injected when accessing through the #xxxRef in ng-template
Labels: area: core,core: di

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

common

### Is this a regression?

No

### Description

I'm unable to get reference to the parent component when the children are generated dynamically;

as you can see there: https://stackblitz.com/edit/angular-ivy-ts-strict-enabled-tqchwu?file=src%2Fapp%2Fitem%2Fitem.component.ts,src%2Fapp%2Fitem%2Fitem.component.html,src%2Fapp%2Fapp.component.html,src%2Fapp%2Fapp.component.ts


But I was able to get it working when I manually injected the component inside Injector and used it in ngTemplateOutletInjector

as you can see there: https://stackblitz.com/edit/angular-ivy-ts-strict-enabled-jw61q2?file=src%2Fapp%2Fitem%2Fitem.component.ts

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

_No response_

### Please provide the exception or error you saw

_No response_

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

_No response_

### Anything else?

_No response_
Repository: pytorch
Issue: PixelShuffle/Unshuffle Channels Last Support on GPU
Labels: triaged,module: memory format

### 🚀 The feature, motivation and pitch

According to https://github.com/pytorch/pytorch/wiki/Operators-with-Channels-Last-support pixel_shuffle & pixel_unshuffle have channels last support on CPU, but not GPU. 

This appears to be the case based on anecdotal training performance for networks using PixelShuffle/Unshuffle & channels last (sorry no hard numbers on hand right now). 

It is a very useful op that can really make a difference in high-fidelity pixel-level reconstruction / segmentation / salient object detection type tasks, and would be greatly appreciated! 

### Alternatives

One could probably write a hand-crafted python nn.Module to detect if the incoming tensor is channels last & then do the reshuffling "manually"? 

### Additional context

@bdhirsh in https://github.com/pytorch/pytorch/pull/86608 "Is pixel_shuffle/unshuffle commonly used with cuda? Maybe we should just add a fast cuda kernel for it if that's the case." - yes please! 

cc @jamesr66a
Repository: godot
Issue: Android TV Remote Buttons Send Wrong Keycode
Labels: bug,platform:android,topic:input

### Godot version

4.0.beta8.official.c6e40e1c0

### System information

Fire OS 7.6.1.4 (Android TV 9), Fire TV Stick 4k Max

### Issue description

Most remote buttons send the wrong event keycode. The only buttons I found that work are the directional buttons. The select (center dpad,) back, menu, reverse, play/pause, and forward buttons all send the same keycode of "16777215" as reported by both event.keycode and event.physical_keycode. 

I confirmed on the amazon developer portal that the buttons should be sending different keycodes to godot. I also verified that no other events (such as joypad events) were being received.

amazon developer page about the remote: [https://developer.amazon.com/docs/fire-tv/remote-input.html](https://developer.amazon.com/docs/fire-tv/remote-input.html)

### Steps to reproduce

Create a new project. Build it for a Fire TV and view the keycodes reported.

### Minimal reproduction project

N/A
Repository: godot
Issue: Node::move_child doesn't update Control-draw-order in Viewport
Labels: bug,topic:gui

### Godot version

v4.0.beta.custom_build [bc5d67c61]

### System information

Llinux X11

### Issue description

Considering the following two SceneTrees:

![image](https://user-images.githubusercontent.com/6299227/207122161-3afba46b-ad1b-4f2f-a3c0-24176b2b713c.png) ![image](https://user-images.githubusercontent.com/6299227/207137255-bd363c60-02e4-44e0-ba15-67c85fa16481.png)
When running the project with the SceneTree in each variant:
- with the configuration of the left picture `Button2` is drawn over `Button`
- with the configuration of the right picture `Button` is drawn over `Button2`

However modifying the SceneTree while the project is running with the following command between the two configurations:
``` GDScript
func _on_button_pressed():
	$"/root/Control".move_child(get_parent(), 0)
```
results in no display-change.
I would expect, that the draw order of `Control`-nodes get updated, when their position in the SceneTree changes.

A simple
``` diff
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 680c4cd7e4..b6254abdd9 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -396,6 +396,10 @@ void Node::_move_child(Node *p_child, int p_index, bool p_ignore_end) {
        p_child->_propagate_groups_dirty();
 
        data.blocked--;
+       if (get_viewport()) {
+               get_viewport()->gui_set_root_order_dirty();
+               get_viewport()->update_canvas_items();
+       }
 }
 
 void Node::_propagate_groups_dirty() {
```
did not solve the problem.


### Steps to reproduce

1. Load and run MRP.
2. Click on the buttons in order to change the ordering of their parent Nodes.

I would expect, that the draw order of the Control nodes changes, but they stay in the same order.

### Minimal reproduction project

[BugMoveChildRootUpdate.zip](https://github.com/godotengine/godot/files/10211398/BugMoveChildRootUpdate.zip)
Repository: godot
Issue: Light2D will effect Subviewport
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0.beta8

### System information

Fedora 36 KDE, 3070Ti, Vulkan

### Issue description

The light can light up things in the Subviewport as if it's everything else in the viewport.
![image](https://user-images.githubusercontent.com/32661913/207141760-b7df8ded-136f-40ab-aee0-247f05652e37.png)
As shown, the light and the occluder are in the main viewport, but it lights up the subviewport and casts shadow inside anyway.
The Pointlight2D is behind the subviewport but shines through, that means if a player carrying a light source walks behind a subviewport minimap or something, we won't see the player but can see the light on top.
(Also, is the subviewport background supposed to be light up? It doesn't happen in the main viewport.)
The second occluder inside the subviewport doesn't interact with the light source outside,
I also tested that light in subviewport won't leak outside the subviewport, that might help narrowing down the issue.

The light source in a part of the world can light up the split screen or the minimap... that might be cool, but I don't think that's expected behavior.
The current workaround I can think of is just make the game 2 or more subviewports, no light in the main viewport should do. Not ideal though.

### Steps to reproduce

1.Set up a subviewport with some non-black sprite inside
2.Set up a light2d in the main viewport and place it near the subviewport
3.Watch the light breaks through the dimension barrier 

### Minimal reproduction project

[Light2DAffectsSubviewport.zip](https://github.com/godotengine/godot/files/10211650/Light2DAffectsSubviewport.zip)
Repository: storybook
Issue: [Bug]: incorrectly build preview when use pnpm with custom virtual store directory
Labels: bug,help wanted,pnpm,sev:S3

### Describe the bug

When use latest version of pnpm with .npmrc like this:
```
store-dir=${HOME}/.some-folder/pnpm-store
virtual-store-dir=${HOME}/.some-folder/pnpm-virtual-store
```

About [store-dir](https://pnpm.netlify.app/npmrc#store-dir) and [virtual-store-dir](https://pnpm.netlify.app/npmrc#virtual-store-dir). 

So in case when my node modules located somewhere outside the project then used babel-loader for preview - https://github.com/storybookjs/storybook/blob/7a86f0363ef184a80437b7abf98e98d86e821f75/code/lib/builder-webpack5/src/preview/babel-loader-preview.ts defines `include` property incorrectly. As a result babel-loader not transpile my storybook components and I got some TS error.

The problem in this `getProjectRoot` method - https://github.com/storybookjs/storybook/blob/7035ea7389393da041985ebc491ee58dedb50d06/code/lib/core-common/src/utils/paths.ts#L4-L29. It founds `node_modules` inside my virtual store in home and thinks that my components located in one directory up.

To fix this problem, I need to change `include` option for `babel-loader` inside `webpackFinal`. 

Another bug with this method - https://github.com/storybookjs/storybook/issues/14042

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: GLES 2 DoF near does not work on mobile (android tested)
Labels: bug,platform:android,topic:rendering,topic:3d

### Godot version

3.5.1

### System information

Windows 10, Intel core i5 (2 cores @2.8Ghz), Intel HD Graphics 4000. 

### Issue description

In GLES 2, I created a simple scene with spheres on them, I added DoF near and increase the blur amount, it works fine when I run it in Editor and project but when exported to android, it doesn't show at all. Though the DoF far works fine only that the DoF near doesn't work at all. 

### Steps to reproduce

1. Switch to GLES 2
2. Add simple 3D Meshinstance node with a primitive mesh to the scene
3. Add a camera3d node
4. Add an environment node
5. Enable DoF near in the environment properties settings and adjust the amount
6. Save and export it to an android device
7. Run the Demo. And you'll notice that DoF near doesn't work. 

### Minimal reproduction project

Get the sample Demo [project](https://drive.google.com/file/d/1-akSTXdwgDugd8pdLW5S1mcOpH88Ptcb/view?usp=drivesdk) file [here](https://drive.google.com/file/d/1-akSTXdwgDugd8pdLW5S1mcOpH88Ptcb/view?usp=drivesdk)
Repository: godot
Issue: Color wheel selection
Labels: bug,topic:editor,needs testing,topic:gui

### Godot version

4.0.beta7

### System information

Nobara Linux

### Issue description

All color selection wheels except for HSV Wheel appear to have an issue with their clickable area. More specifically, it his difficult to select colors which lie at exact edge of the wheel, perhaps due to an insufficiently large clickable area.

### Steps to reproduce

Access any color selection wheel (except for HSV Wheel) and  try to pick a color at the edge of the circle:
![image](https://user-images.githubusercontent.com/13924388/207168080-f54a16a9-e054-42d1-905f-6a4287169501.png)

You should notice that your mouse continues to focus on the wheel, even when you release left click.

### Minimal reproduction project

[Screencast from 12-12-2022 05:25:00 PM.webm](https://user-images.githubusercontent.com/13924388/207168380-cba6a7fb-8019-42b4-83dd-3d333664976d.webm)

This bug occurs on any blank Godot project.
Repository: flutter
Issue: `setUrlStrategy` fails in integration test environment
Labels: framework,platform-web,f: integration_test,P2,team-web,triaged-web

This is called in the app's main method. In the integration test, this exception is thrown upon calling `app.main()`:
```
══╡ EXCEPTION CAUGHT BY FLUTTER TEST FRAMEWORK ╞════════════════════════════════════════════════════
The following assertion was thrown running a test:
Assertion failed: org-dartlang-sdk:///lib/_engine/engine/window.dart:25:10
!_isUrlStrategySet
"Cannot set URL strategy more than once."

When the exception was thrown, this was the stack:
dart-sdk/lib/_internal/js_dev_runtime/private/ddc_runtime/errors.dart 266:49      throw_
dart-sdk/lib/_internal/js_dev_runtime/private/ddc_runtime/errors.dart 29:3        assertFailed
lib/_engine/engine/window.dart 25:11                                              set customUrlStrategy
lib/_engine/engine/initialization.dart 259:5                                      <fn>
dart-sdk/lib/_internal/js_dev_runtime/private/ddc_runtime/operations.dart 367:37  _checkAndCall
dart-sdk/lib/_internal/js_dev_runtime/private/ddc_runtime/operations.dart 372:39  dcall
packages/flutter_web_plugins/src/navigation/url_strategy.dart 41:19               setUrlStrategy
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: Inpainting at full resolution padding pixels: Add them to the log file with the rest of the prompt
Labels: enhancement

### Is there an existing issue for this?

- [x] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

The padding pixels slider is in my opinion quite unpredictable, really varies a lot image to image, it also sometimes generates a very different image depending on a few clicks. It would be useful to me at least to have that added to the prompt log. 

### Proposed workflow

Automatically save of the Inpaint at full resolution padding, pixels into the log file

### Additional information

_No response_
Repository: vscode
Issue: Git - clone locally is not user-friendly
Labels: feature-request,git

Assuming I opened a remote repository `github.com/abcde/fg`.

1. When I clone this repo to the existing local repo. I cloned this repo before, and I forget that, so try to clone this repo again. So I chose the existing dir `~/github.com/abcde/fg`, and vscode-remote-repositories will clone repo again to `~/github.com/abcde/fg/fg`. At this situation, vscode-remote-repositories should fetch remote repo, and open local dir.
2. When I clone this repo to non-existing dir, i.e. `github.com/abcde/fg`, I have to input `abcde` to path chooser bar, and the repo dir must be `fg`. I think, **the path choose bar should have the initial value `~/github.com/abcde/fg`, and user can modify this value**. In this way, user needn't to remember the repo's group and name, and can custom the local repo dir.
Repository: go
Issue: net/http: Post redirect can submit entity body when redirecting with GET request
Labels: NeedsInvestigation

As discussed in <https://github.com/golang/go/issues/52519>, it's possible for the `http.Client` to perform an invalid request when it receives a redirect status code which changes the request method from POST to GET, removing the entity body without updating the required headers.

See <https://github.com/rack/rack/issues/1994> for more context.

### What version of Go are you using (`go version`)?

```
$ go version
go version go1.19.4 linux/amd64
```

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/samuel/.cache/go-build"
GOENV="/home/samuel/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/samuel/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/samuel/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.4"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3391049208=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

The problem is explained in https://github.com/ioquatix/rack-go-http-client-redirect-bug with a reproduction.

### What did you expect to see?

I expected it to follow the similar model as the fetch specification for handling redirects: <https://fetch.spec.whatwg.org/#http-redirect-fetch>.

Specifically, when receiving a redirect which causes the request method to change to `GET`, it needs to remove the entity body and the following headers:

- `content-encoding`
- `content-language`
- `content-location`
- `content-type`

### What did you see instead?

A GET request which includes a `content-type` header without an entity body (invalid).
Repository: godot
Issue: Broken code editor font render
Labels: bug,topic:rendering,topic:editor,needs testing,topic:gui

### Godot version

4.0.beta8

### System information

Windows 10, GLES3, Intel HD Graphics 2500  (10.18.10.5161)

### Issue description

In the previous beta this didn't happen to me, but in this last beta after having the editor open for a certain amount of time the font is rendered badly.

I have FiraCode as font for the code editor, I don't know if that affects it too.

![image](https://user-images.githubusercontent.com/88701566/207194382-c31024d1-4a99-4dc9-b8ad-b7f190cced9c.png)


### Steps to reproduce

Keep godot's editor open for about 15 minutes

### Minimal reproduction project

N/A
Repository: tauri
Issue: [feat]  support[plugins system] plugins to extend my tauri app, adding functionality, Import external web assets dist ,not merge embedding binary
Labels: type: feature request

### Describe the problem

support[plugins system] Import external web assets dist ,not merge embedding binary

### Describe the solution you'd like

support[plugins system] Import external web assets dist ,not merge embedding binary

install web plugins system

Like this
<img width="1024" alt="image" src="https://user-images.githubusercontent.com/40415260/207203494-f34778da-9598-4b2e-b936-f8f0267466a5.png">


### Alternatives considered

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: custom depth2img map
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

It would be interesting to use a depth map for custom depth2img or generated with programs like blender or maya for better fidelity

### Proposed workflow

upload your depth map option or drag your depth map 

### Additional information

_No response_
Repository: pytorch
Issue: Adopt full_backward_pre_hook in DDP
Labels: oncall: distributed,triaged,module: ddp

### 🚀 The feature, motivation and pitch

Since https://github.com/pytorch/pytorch/pull/86700 has landed supporting the full backward pre hook, we should enable this with DDP for a true module level pre-backward hook and eliminate things such as _DDPSink.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: rust
Issue: `mut` keyword alone unexpectedly dereferences value in pattern matching
Labels: T-lang,C-bug,A-patterns

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
let [a] = &[()];
let [mut b] = &[()];
b = a;
```

I expected to see this happen: the mutable binding `b` has type `&()`, and thus the compilation succeeds without any error.

Instead, this happened: the mutable binding `b` has type `()`, and the compilation fails with error:

```
error[E0308]: mismatched types
  --> src\lib.rs:80:9
   |
79 |     let [mut b] = &[()];
   |          ----- expected due to the type of this binding
80 |     b = a;
   |         ^ expected `()`, found `&()`
   |
help: consider dereferencing the borrow
   |
80 |     b = *a;
   |         +
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.68.0-nightly (37d7de337 2022-12-12)
binary: rustc
commit-hash: 37d7de337903a558dbeb1e82c844fe915ab8ff25
commit-date: 2022-12-12
host: x86_64-pc-windows-msvc
release: 1.68.0-nightly
LLVM version: 15.0.6
```