sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: infer parameter type from arguments in call to result function
Labels: Proposal,generics,TypeInference

Suppose we have a generic function F whose result type is a function. In an expression that calls F and immediately calls the result function, it would be nice to use the arguments to the result function to help determine the type parameters for F.

For example, consider:

```go
func check[X any](t *testing.T) func(X, error) X {
	return func(x X, e error) X {
		if e != nil {
			t.Helper()
			t.Fatal(e)
		}
		return x
	}
}

f := check(t)(os.Open("path"))
```

In Go 1.21.4, this does not compile; the error is "cannot infer X". But there is only one reasonable choice for X: *os.File. In principle, the compiler could figure this out; I don't know how difficult it would be in practice.

In this specific example, the problem can be worked around by changing the order of parameter lists:

```go
func vet[X any](x X, e error) func(t *testing.T) X {
	// obvious content omitted
)

f := vet(os.Open("path"))(t)
```

However, I find this order much less desirable, for various reasons not relevant here. And there are undoubtedly cases where such a workaround is not possible. In particular, if both parameter lists use type parameters:

```go
func foo[X, Y any](X) func(Y) { ... }
```

then there seems to be no way to write a call `foo(x)(y)` without explicitly specifying at least one type parameter.

Like https://github.com/golang/go/issues/50285#issue-1085422977, this seems to be a request to infer types from the context of a function call, although in a different manner.

There would be some open questions about how far this might go. Could we have

```go
f(1)(2)(3)(4)(5)(6)("seven")
```

where `"seven"` is used to infer a type parameter of f? What if the result type is not a function, but the expression calls a method on the result? Should this work?

```go
type Box[T any] struct{}

func (b Box[T]) hold(T) {}

func crate[T any]() Box[T] {
	return Box[T]{}
}

func oops() {
	crate().hold("some string")
}
```
Repository: stable-diffusion-webui
Issue: [Bug]: dev branch, switch model from SSD-1B to sdxl-base-1.0, generation failed
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

under dev branch according to https://huggingface.co/segmind/SSD-1B/tree/main
switch model from SSD-1B to sdxl-bse-1.0 will cause the later one simply generate noise, if launching sdxl-base-1.0 as default, it works as usual.


### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

success switching model from ssd-1B and sdxl-base-1.0

### Sysinfo

image with simple noise

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
python launch.py --listen
```


### Additional information

_No response_
Repository: pytorch
Issue: DISABLED test_vmapvjpvjp_linalg_lu_factor_cuda_float32 (__main__.TestOperatorsCUDA)
Labels: triaged,module: flaky-tests,skipped,module: functorch

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_vmapvjpvjp_linalg_lu_factor_cuda_float32&suite=TestOperatorsCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/18729287440).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_vmapvjpvjp_linalg_lu_factor_cuda_float32`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `functorch/test_ops.py`

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: stable-diffusion-webui
Issue: [Feature Request]: Can we re-enable the save style button?
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 ?

Able to save style to styles.csv by 1-click button.

### Proposed workflow

1. Click save style button
2. Enter style name
3. Click confirm to save

### Additional information

Had it before.
Repository: transformers
Issue: Model implementation with Transformers and Hugging face hub.
Labels: New model

### Model description

I created a model and for ease in training and fine-tuning, I need to integrate the model with Hugging face hub. 
Model's tokenizer is a SentencePiece tokenizer. 
Here is the model repository.
https://github.com/sudhakar-71/scratch-ai

### Open source status

- [X] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: vscode
Issue: Show "implementations" code lens for TypeScript "virtual"/overridden methods
Labels: help wanted,feature-request,typescript,good first issue

<!-- ⚠️⚠️ 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 find the "implementation" code lens feature very useful and I am looking forward to #136282.

Since TypeScript has no "virtual" keyword to explicitly state that a method can and should be overridden, it is not possible to know if a method is overridden in a derived class.

I have an abstract class A with the methods foo() and bar().
class B extends A and overrides foo().
class C extends A and does not override foo().

Looking at a parent class, I'd like to see if a method is overridden in a derived class and quickly navigate there.
The "implementation" code lens should basically display the result of "Find All Implementation" command.
Repository: vscode
Issue: Debounce undo for move line/carret actions
Labels: feature-request,undo-redo

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->

> Does this issue occur when all extensions are disabled?: Yes

> - VS Code Version: 1.84.2
> - OS Version: Windows_NT x64 10.0.23403

## Observed behavior

When using for example `Alt + DownArrow` (or any of the actions listed at the bottom) to move a line down multiple times and then hit `CTRL + Z` it undoes the moving one line at a time.

## Expected behavior

When typing some text and then undoing, it doesn't undo one character at a time. This debouncing feature is very useful so you don't have to undo a lot of times.

I would expect a debounce on the following actions:

- `editor.action.moveLinesUpAction`
- `editor.action.moveLinesDownAction`
- `editor.action.moveCarretLeftAction`
- `editor.action.moveCarretRightAction`


Let me know if you think otherwise.
Thanks in advance!
Repository: angular
Issue: Docs feature request: Local Change Detection Guide
Labels: P3,area: docs

### Describe the problem that you experienced

Please add a guide (or any other documentation) for the Local Change Detection.

What I know: 
* the component should use OnPush CD and the template should use signals.

What is not known:
* if the template will have at least one function call (except the signals unwrapping), will it switch this component to a regular OnPush CD?
* if the template will have at least one usage of async pipe - will it break local change detection?
* Will impure pipes work with Local Change Detection?

---
_There is no template for docs feature requests, so I'm using this one._
Repository: pytorch
Issue: Timer: Add Standard Deviation for Single Measurement
Labels: triaged,module: benchmark,topic: new features

### 🚀 The feature, motivation and pitch

Let's consider this code snippet: 
```python
from torch.utils.benchmark import Time 

if __name__ == "__main__": 
    t0 = Timer(stmt="torch.ones(256, 30)", setup="import torch")
    result = t0.timeit(100)
    print(f"torch.ones(256, 30): {result.mean:.2e} s")
```
Output: 
```python
torch.ones(256, 30): 5.11e-06 s
```
However, no standard deviation can be obtained (even though `100` runs were made for the single measumrent), since `result.__dict__` yields following attributes: 
```bash
{'number_per_run': 100,
 'raw_times': [0.0005106720000185305],
 'task_spec': <torch.utils.benchmark.utils.common.TaskSpec at 0x7f6314108350>,
 'metadata': None,
 '_sorted_times': (5.106720000185305e-06,),
 '_warnings': (),
 '_median': 5.106720000185305e-06,
 '_mean': 5.106720000185305e-06,
 '_p25': 5.106720000185305e-06,
 '_p75': 5.106720000185305e-06}
```
It would be nice to add a `stddev` attribute...

### Alternatives

An alternative would be `time.perf_counter()` and then doing the timing manually `N`-times, and then taking the mean/median and standard deviation. However, since some Tensors are lazily initialized, this would not incorporate the advantages of PyTorch's benchmark `Timer` class. 

### Additional context

_No response_

cc @robieta @chaekit @aaronenyeshi @nbcsm @guotuofeng @guyang3532 @gaoteng-git @tiffzhaofb @dzhulgakov @davidberard98
Repository: PowerToys
Issue: Awake Icon pin to taskbar
Labels: Idea-Enhancement,Needs-Triage,Product-Awake

### Description of the new feature / enhancement

I would be happy, if it would be possible to pin the "Awake" Icon (a blue cup) directly to the taskbar. This would allow to quickly switch between different modes (Keep awake on interval, Off etc...)

### Scenario when this would be used?

This is needed every time, if you want to fast switch another Awake mode. 
The way via "Hidden icons in taskbar"/"Awake"/"Selected mode" is of course also possible, but it is longer.

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui][Autocomplete] Negative margin-right on the popup indicator opens scroll when parent element has limited width
Labels: package: material-ui,component: autocomplete,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/kind-dust-lvs96p

Steps:

1. First `Autocomplete` opens horizontal scrollbar on the parent element with limited width because its popup indicator has -2px right margin.
2. Second `Autocomplete` with removed margin for the popup indicator works as expected 



### Current behavior 😯

![current_situation](https://github.com/mui/material-ui/assets/6333063/fa2f85d5-2eca-42a2-aef3-d86203c2198a)


### Expected behavior 🤔

![expected](https://github.com/mui/material-ui/assets/6333063/f61d903d-292d-4162-8859-c42f21151e95)
Repository: storybook
Issue: [Bug]: `@storybook/vue3-vite` does not set `build.chunkSizeWarningLimit` or have a default.
Labels: bug,help wanted,has workaround,builder-vite

### Describe the bug

`@storybook/vue3-vite` does not set `build.chunkSizeWarningLimit` or have a default.
- storybook-static has a build chunk (js file) that is 700kb at minimum.  
- Default warning limit is 500kb for a single chunk.
- Suggest 800kb.

Are pull requests welcome for this ?

### To Reproduce

Build default vite / vue project to reproduce.

### System

```bash
any
```


### Additional context

Temp fix :

```js
  async viteFinal(config) {
    return mergeConfig(config, {
      build: {
        chunkSizeWarningLimit: 800
      }
    });
  }
```


Temp fix full example :

```js
// .storybook/main.js

import { mergeConfig } from 'vite';

/** @type { import('@storybook/vue3-vite').StorybookConfig } */
const config = {
  stories: ['../src/**/*.stories.@(js|jsx|mjs|ts|tsx)'],
  addons: ['@storybook/addon-essentials'],
  framework: {
    name: '@storybook/vue3-vite',
    options: {}
  },
  async viteFinal(config) {
    return mergeConfig(config, {
      build: {
        chunkSizeWarningLimit: 800
      }
    });
  }
};

export default config;
```
Repository: vscode
Issue: Code OSS resets locale arg after update
Labels: bug,languages-basic,linux,confirmation-pending

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->

use Code oss
Version: 1.84.1
Commit: Unknown
Date: 2023-11-09T21:00:36.061Z
Electron: 25.9.4
ElectronBuildId: undefined
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Linux x64 6.6.1-1-MANJARO

After system update
[2023-11-13T13:44:08+0300] [ALPM] upgraded electron25 (25.9.3-1 -> 25.9.4-1)
[2023-11-13T13:44:08+0300] [ALPM] upgraded code (1.83.1-1 -> 1.84.2-1)
[2023-11-13T13:44:17+0300] [ALPM] upgraded nodejs (20.9.0-1 -> 21.1.0-1)

My interface language settings reset and can't change ui language.
argv.json (local workspace) and argv.json (user folder)
has "locale": "ru" string
but interface language settings - en
![Screenshot_20231116_132204](https://github.com/microsoft/vscode/assets/80528523/52981260-2c40-42f2-a300-2f2e94cd2469)
when I choose the language I want (ru)
![Screenshot_20231116_132458](https://github.com/microsoft/vscode/assets/80528523/6064fefa-2732-4bd6-9896-184b673acf11)
and after
![Screenshot_20231116_132517](https://github.com/microsoft/vscode/assets/80528523/506a45c8-e595-4f11-b8af-db6d5c92325c)
I close this window and when I open the code oss language again en. At the same time, I checked. If in argv.json put in the manual "en-us," when I choose the language as I said earlier, the local changes to "ru," which is correct. But the interface language does not change.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add an API endpoint for refreshing Embeddings
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 ?

I am currently running 2 instances of the WebUI locally, and that (for performance reasons) both use different hardware for different tasks. I interact with those via a backend communicating with the API. When I create an embedding on one instance it needs a manual refresh (e.g. refreshing the browser window, using the button in the UI etc) before the other instance can use it. 

As far as I know its currently possible to do something like refreshing via the API only for Checkpoints and VAE's, not for embeddings. 

An API endpoint for refreshing the embeddings would be a big problem solver for not only my use-case but lots of others in terms of automation. 

### Proposed workflow

In my case:
1. Perform an operation on an embedding that needs a refresh to be accessed somewhere else (e.g. another instance)
2. Make a request to the corresponding URL for refreshing embeddings as shown in the API docs 
3. Use the newly available embedding any way you want in your preferred location



### Additional information

_No response_
Repository: transformers
Issue: Adding a model
Labels: New model

### Model description

I have built a llm and can you tell me how to register my own tokenizer with huggingface hub?


### Open source status

- [x] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: godot
Issue: Skeleton3D get_bone_global_pose and get_bone_global_pose_no_override reset bone overrides
Labels: topic:animation

### Godot version

4.1.3

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (NVIDIA; 31.0.15.1694) - 12th Gen Intel(R) Core(TM) i7-12700 (20 Threads)

### Issue description

In `Skeleton3D`, calling the `get_bone_global_pose` or `get_bone_global_pose_no_override` functions after previously setting bone overrides using `set_bone_global_pose_override` resets the entire skeleton.

### Steps to reproduce

1. Import a mesh with a skeleton.
2. Create an inherited scene
3. Add a custom script to the `Skeleton3D` node
4. Mark the script as a tool so it'll run in the editor
5. Create a `_process` function and use the `set_bone_global_pose_override` to change one of the bones.
6. See in the 3D viewport that the skeleton was changed
7. Back in the code editor use either the `get_bone_global_pose` or `get_bone_global_pose_no_override` functions.
8. See in the 3D viewport that the skeleton was reset

### Minimal reproduction project

[SkeletonBugRepro.zip](https://github.com/godotengine/godot/files/13377149/SkeletonBugRepro.zip)
Repository: rust
Issue: Suboptimal order of tests in `match`
Labels: A-LLVM,I-slow,C-bug,A-mir-opt

<!--
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 ([godbolt](https://godbolt.org/z/zzYzvz8qq)):

```rust
extern "Rust" {
    fn foo() -> u32;
    fn bar() -> u32;
    fn baz() -> u32;
}

pub fn src(x: u32, y: u32) -> u32 {
    unsafe {
        match (x, y) {
            (1, 10) => foo(),
            (2, 10) => bar(),
            (3, 10) => baz(),
            _ => 0,
        }
    }
}

pub fn tgt(x: u32, y: u32) -> u32 {
    unsafe {
        match (y, x) {
            (10, 1) => foo(),
            (10, 2) => bar(),
            (10, 3) => baz(),
            _ => 0,
        }
    }
}
```

I expected to see this happen:
`src` should produce assembly as efficient as `tgt`, since they are both equivalent on all inputs. `tgt` first checks `y` against `10`, then checks `x` against `1`, `2` and `3`:
```
example::tgt:
        cmp     w1, #10
        b.ne    .LBB1_5
        cmp     w0, #3
        b.eq    .LBB1_6
        cmp     w0, #2
        b.eq    .LBB1_7
        cmp     w0, #1
        b.ne    .LBB1_5
        b       foo
.LBB1_5:
        mov     w0, wzr
        ret
.LBB1_6:
        b       baz
.LBB1_7:
        b       bar
```

Instead, this happened:
`src` checks `x` against `3`, then checks `y` against `10`, then checks `x` against `2`, then checks `y` against `10`, then checks `x` against `1`, then checks `y` against `10`:
```
example::src:
        cmp     w0, #3
        b.eq    .LBB0_5
        cmp     w0, #2
        b.eq    .LBB0_7
        cmp     w0, #1
        b.ne    .LBB0_9
        cmp     w1, #10
        b.ne    .LBB0_9
        b       foo
.LBB0_5:
        cmp     w1, #10
        b.ne    .LBB0_9
        b       baz
.LBB0_7:
        cmp     w1, #10
        b.ne    .LBB0_9
        b       bar
.LBB0_9:
        mov     w0, wzr
        ret
```

### 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 1.76.0-nightly (6b771f6b5 2023-11-15)
binary: rustc
commit-hash: 6b771f6b5a6c8b03b6322a9c77ac77cb346148f0
commit-date: 2023-11-15
host: x86_64-unknown-linux-gnu
release: 1.76.0-nightly
LLVM version: 17.0.5
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>
Repository: godot
Issue: CollisionShape2D fails to save if it's part of an inherited scene
Labels: bug,topic:editor,confirmed,topic:2d

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - macOS 14.0.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

One of the scenes in my project inherits a few CollisionShape2Ds from its base model. 

After I adjust them as needed and save the scene, it simply reverts back to what it was before I edited it.

Other scenes in the same project that are also inheriting the same shapes behave normally. I also noticed that if I adjust the shapes to some nonsense values (for example if I put them way off), the new values get saved. So this happens only if I adjust them in this particular way for this particular scene.

### Steps to reproduce

I can't reproduce it outside of my project, but here is what it looks like on my end.

1. in the beginning of the video the green rectangle goes above the sprite.
2. I lower it to the approximate height of the sprite
3. save the scene
4. reload the project… and it's back where it was!

Just for demonstration purposes, I'm showing it with a simple "reload project", but the same thing happens if I close the scene, then drag it into a level, or if I close it and reopen it etc.

https://github.com/godotengine/godot/assets/106015575/68b410e9-5c62-4ef4-8108-28bd60e02ce2

### Minimal reproduction project

I can't reproduce it outside of this particular scene. Even the other scenes in the same project behave as expected from inherited scenes.
Repository: TypeScript
Issue: Object spreading produces wrong type with non-literal keys
Labels: Bug,Experimentation Needed

### 🔎 Search Terms

object spread, object rest, object spreading

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about object spreading

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.2.2#code/CYUwxgNghgTiAEYD2A7AzgF0QLngb3gG0BrEAT10xgEsUBzAXVxQFcBbAIxBngF8BYAFDJ0WKLgIlylDDXpN4VWnT7wAvPiEBIcfADkegDTaAdGbBDeQA

### 💻 Code

```ts
declare const c: { [key: string]: number }
const a: { [key: string]: string } = {
	a: '',
	...c
}

```


### 🙁 Actual behavior

It allows numbers to be in the object, when they shouldn't be allowed.

### 🙂 Expected behavior

It shouldn't allow numbers.

### Additional information about the issue

Because `c` has non-literal keys, in this case `string`, which could be any string, it doesn't care what's in it.
Repository: PowerToys
Issue: Option of starting with Dashboard or General
Labels: Idea-Enhancement,Product-Settings,Needs-Triage

### Description of the new feature / enhancement

Have the option to pick either Dashboard or General as the startup screen.

### Scenario when this would be used?

The first time I first call up PowerToys, I manually switch to General, as I like to check if there is a new version.

### Supporting information

_No response_