sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Relative path does not in Typescript/Javascript cells in vscode Notebooks.
Labels: bug,help wanted,notebook

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- VS Code Version: 1.83.1
- OS Version: windows 10

Steps to Reproduce:

1. install https://marketplace.visualstudio.com/items?itemName=donjayamanne.typescript-notebook or https://marketplace.visualstudio.com/items?itemName=ms-toolsai.jupyter-renderers
2. open a workspace
3. create typescript file 'a.ts' with some exports in the workspace, for example `export const a = 1`
4. create a notebook with one of the extensions and save it next to the typescript file.
5. add a cell with language type 'typescript' or 'javascript'.
6. import the exported symbol from step 3, for example: `import {a} from './a.ts'`
7. right click on file name and click `go to definition`

Expected:

1. The symbol imported normally. 
2. `go to definition` lead you to the file next to it

Actually:

1. The import has a red underline with `TS(2307) Cannot find module`
2. `go to definition` lead you to a error page that has a nonsense path like this 
![圖片](https://github.com/microsoft/vscode/assets/2993977/9e9db967-f1c5-4854-94ae-a989c934d953)

Note:

It seems this is caused by the way typescript language extension handles virtual paths.
The  typescript language extension put all virtual path under `^/{protocol}/{authority}/{file-path}#{cell-id}`
Which end up being treated as `{workspace root}/^/{protocol}/{authority}/{file-path}#{cell-id}` by the language server
And thus broke all relative paths.

I made a experiment about appending the cell id and authority to file name instead, and it seems fix this issue.

https://github.com/mmis1000/vscode/commit/bb9910b06271537ef71427f21d75a955a7594b84

Related issue: https://github.com/DonJayamanne/typescript-notebook/issues/79
Repository: material-ui
Issue: [material-ui][TouchRipple] Configure the duration & delay on the ripple animations
Labels: new feature,package: material-ui,design

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

The ripple effect feels quite unresponsive, especially on mobile touch devices.

Ionic has a great implementation of the ripple effect. Try to click on the button of Ionic and see the difference - it feels like native:

https://ionicframework.com/docs/ja/v6/api/button

Then compare that ripple effect with MUI:

https://mui.com/material-ui/react-button/

Notice how short clicks barely show any ripple effect in MUI. This effect is even worse when using touch. 



### Current behavior 😯

Ripple effect is too slow, feels unresponsive

### Expected behavior 🤔

Should behave like in Ionic:

https://ionicframework.com/docs/ja/v6/api/button


### Context 🔦

Planning to use MUI for a mobile optimised webpage, but due to the poor ripple effect implementation the UI feels unresponsive

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
  System:
    OS: macOS 13.0
  Binaries:
    Node: 18.18.2 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.8.1 - /usr/local/bin/npm
  Browsers:
    Chrome: 118.0.5993.88
    Edge: Not Found
    Safari: 16.1
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1 
    @emotion/styled: ^11.11.0 => 11.11.0 
    @mui/base:  5.0.0-beta.20 
    @mui/core-downloads-tracker:  5.14.14 
    @mui/icons-material: ^5.14.14 => 5.14.14 
    @mui/material: ^5.14.14 => 5.14.14 
    @mui/private-theming:  5.14.14 
    @mui/styled-engine:  5.14.14 
    @mui/styles: ^5.14.14 => 5.14.14 
    @mui/system:  5.14.14 
    @mui/types:  7.2.6 
    @mui/utils:  5.14.14 
    @types/react: 18.2.0 => 18.2.0 
    react: 18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^5.2.2 => 5.2.2 
</details>
Repository: go
Issue: all: standardize -help behavior in go project tools
Labels: Proposal,Proposal-Accepted

UNIX commands vary wildly in the ways in which they provide help messages. Recently in the x/tools repo there has been a trend towards [printing the doc.go comment](https://github.com/golang/go/issues/61315) when the -help flag is specified. Following a discussion with @rsc, we propose that all Go-project maintained command-line tools should consider the package doc comment as the primary documentation and print only a brief summary of usage.

Specifically, when a command is invoked with -h, or -help, or with no flags or arguments when this is not a meaningful command, it should print the following items:

1. a single-line description of the form "name: purpose".
2. a single-line summary of command syntax.
3. a list of supported flags (e.g. flag.Usage).
4. a link to a pkg.go.dev URL for complete documentation.
5. a `go doc package` command for complete documentation.

Here's an example of what that would look like for golang.org/x/tools/cmd/callgraph:
```
$ callgraph
callgraph: display the call graph of a Go program

Usage: callgraph [flags] package...
  -algo=string
        call graph construction algorithm (static|cha|rta|vta)
  -test
        Include the package's tests in the analysis.
 -format=string
    Format in which each call graph edge is displayed (digraph|graphviz|template)
Packages are specified in 'go list' format.

See also: https://pkg.go.dev/golang.org/x/tools/go/callgraph
or run:   go doc golang.org/x/tools/cmd/callgraph
```

Let the bike shedding begin!
Repository: godot
Issue: Can't style the font color of a disabled `LinkButton`
Labels: bug,topic:gui

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Arch Linux 15 Oct 2023 22:10:35 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX () - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

There doesn't seem to be any option to style the font color for a disabled LinkButton.

Here are two LinkButtons; one is disabled, the other is enabled. Both have the exact same style overrides for font colors.
![image](https://github.com/godotengine/godot/assets/1861988/f84f300d-a960-4d60-a4e8-28a97edfca29)
![image](https://github.com/godotengine/godot/assets/1861988/23b41222-f610-405a-be0e-c04dbe7829ed)

I would like to be able to make the disabled color custom still, since black won't look good with any of my other styling.

It doesn't seem to be a version-specific issue.

### Steps to reproduce

1. Create a LinkButton
2. Override its font colors
3. Disable/enable it

### Minimal reproduction project

N/A, trivial to reproduce
Repository: godot
Issue: Missing MODEL_* constants on Vector3i
Labels: enhancement,topic:core

### Godot version

4.2.beta1

### System information

Godot v4.2.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700KF (20 Threads)

### Issue description

Commit [5fdc1232eff45e31ee53f58e618de6c58d3f7203](https://github.com/godotengine/godot/commit/5fdc1232eff45e31ee53f58e618de6c58d3f7203) added MODEL_* constants in an attempt to simplify Godot's front/back/forward/rear confusion but they've only been added to Vector3 and not Vector3i.

It would be a pretty simple fix but I don't have a setup to do it.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: godot
Issue: [bug][web] USER ERROR: Clipboard is not supported by this display server
Labels: platform:web,topic:porting,needs testing

### Godot version

4.2.beta2.official

### System information

Godot v4.2.beta2 - Windows 10.0.22635 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3758) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

Hello! I'm making an application that should be able to get an image from the the clipboard and put it in a TextureRect. It works when running the project directly from the engine, but when we export to the web and run the html in a local server, the application is unable to run the code below, throwing an error.

`var img = DisplayServer.clipboard_get_image()`

Error: USER ERROR: Clipboard is not supported by this display server
![image](https://github.com/godotengine/godot/assets/35024229/ba3457d6-b603-4688-8fe9-b9c3e25ae89c)

### Steps to reproduce

- Run the server.py in the bug_clipboard_web_4.2.beta2_build folder (python 3)
- Access "http://localhost:8000" on any browser
- Open the browser console
- Copy any image from another page or snipping tool
- Click the 'Paste' button

### Minimal reproduction project

Source only
[bug_clipboard_web_4.2.beta2_source.zip](https://github.com/godotengine/godot/files/13061759/bug_clipboard_web_4.2.beta2_source.zip)

With web export
[bug_clipboard_web_4.2.beta2_with_build.zip](https://github.com/godotengine/godot/files/13061760/bug_clipboard_web_4.2.beta2_with_build.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Resize inpaint (img2img) to max-size of og image
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 ?

When doing inpainting there are a limited selection of options which all lead to the familiar 512x512 image. However, I often work with images that are straight up not square at all. So what if there was an option that gets the biggest side of the image, scales it to 512 pixels but then keeps the original aspect ratio? I don't wanna keep cropping all the source images, I just wanna do some AI-work. 



### Proposed workflow

1. Get a source image that's not perfectly square
2. Add it to your img2img/inpainting session
3. Select a resize mode
4. ...
5. no wait, none of these are what I want

### Additional information

_No response_
Repository: godot
Issue: C# Game crashes randomly on changing scenes with USER ERROR: FATAL: Condition "gchandle.is_released()" is true
Labels: bug,topic:core,topic:dotnet,crash

### Godot version

v4.1.1.stable.mono.official.bd6af8e0e

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-10700KF CPU @ 3.80GHz (16 Threads)

### Issue description

When switching scenes in my C# project, randomly the game will crash with the following stack trace:

![crashlog](https://github.com/godotengine/godot/assets/112981870/7f6ff8c3-bc94-42d9-91a6-abbfb106826c)

```
USER ERROR: FATAL: Condition "gchandle.is_released()" is true.
   at: mono_object_disposed_baseref (modules/mono/csharp_script.cpp:1835)
```

In the console output, this occurs as well:

```
Cannot open file '/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs'.
  Failed to read file: '/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs'.
  Cannot load C# script file '/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs'.
  Failed loading resource: /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs. Make sure resources have been imported by opening the project in the editor at least once.
```

The issue only occurs sporadically, which is making it very difficult to debug. Scene-switching is handled by an Autoload singleton, which loads the next scene in the background via ResourceLoader.LoadThreadedRequest while loading immediately (i.e. blocked, not threaded) a loading-screen scene and disposing of the previous scene. 

I would really appreciate any help in debugging this!

### Steps to reproduce

It randomly occurs when switching scenes, with no clear indication of why most of the time it works fine but other times sporadically crashes.

### Minimal reproduction project

I've included the autoload script responsible for switching between scenes, as it's my best guess as to what is causing this crash. I can upload the full project if necessary, but with how sporadic the crash is creating an MRP is incredibly difficult.

[GameManager.zip](https://github.com/godotengine/godot/files/13062011/GameManager.zip)
Repository: pytorch
Issue: Is it a good time to switch to CXX11_ABI?
Labels: module: binaries,triaged

### 🚀 The feature, motivation and pitch

Now most of CI jobs use g++>=9 except Android jobs which use g++-8. Given this situation, is it possible to always use CXX11_ABI and get rid of the many checks in build systems?

### Alternatives

_No response_

### Additional context

_No response_

cc @seemethere @malfet @osalpekar @atalman
Repository: electron
Issue: [Feature Request]: Add a way to dynamically change default font settings for webContents
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

1. Right now, default font settings (`defaultFontSize` and `defaultFontFamily`) can be set when constructing a `BrowserWindow` or via the `will-attach-webview` event for `webview`s, but there is no way to change these settings after the `webContents` is already created.

### Proposed Solution

Add methods to the the `webContents` API that allow changing default font settings.

### Alternatives Considered

I have considered injecting CSS into the `webContents`/`webview`, but there is no way to replicate the `defaultFontFamily` options via CSS.

### Additional Information

Chrome is able to do this when default font settings are changed at chrome://settings/fonts.
Repository: pytorch
Issue: [dynamo] Better determinism of `ConfigModule` by walking using pytree
Labels: triaged,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

https://github.com/pytorch/pytorch/pull/111318

Currently, validation only occurs at the root. However, we should walk the pytree of each object to ensure types are respected.

In particular, we can do conversions of unfriendly types
- function objects into `"f{__module__}{__name__}"` strings
- sort sets and walk their objects to make them deterministic. 
    - There isn't a canonical order, however; sets have `__hash__`, but this hash is based on `id` which is non-deterministic. So sorting by hash is non-deterministic. Further, not all objects implement `>` operator. 
      - In other words, there is no feasible way to make deterministic representations of all sets.
    - Nevertheless, we can forbid those for which objects are not inequality comparable, and sort the rest.



cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: vscode
Issue: Add variable support for keybindings.json
Labels: feature-request,keybindings

<!-- ⚠️⚠️ 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. -->
Similar to what we have in launch.json and tasks.json that we have access to [these](https://code.visualstudio.com/docs/editor/variables-reference) variables it would be nice if we can have it in the "args" param in keybindings.json for example i was trying to remap ctrl+p to pass in the selected text to the search but its currently not possible
Repository: flutter
Issue: Support building multiple flavors at once
Labels: tool,c: proposal,P3,team-tool,triaged-tool

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

In my case, I have an application, which contains three flavors, and I build them on the low spec CI/CD system. Currently this is taking a lot of time, due to the necessity to fire up an additional command, which is being forwarded each time to the gradle, which is sub-optimal for continuous delivery

### Proposal

Gradle provides building all flavors in case of triggering the `./gradle build` command. 

I was thinking about either building every flavor, in case there's no specification for the required one.
`flutter build appbundle` -> detects, there's no --flavor flag supplied, therefore, there's a warning, that all flavors would be processed.
By specifying a set of required flavors by supplying the --flavor flag many times:
`flutter build appbundle --flavor foo --flavor bar`
Or by specifying flavors using a delimiter, like a comma/semicolon
`flutter build appbundle --flavor foo,bar` or `flutter build appbundle --flavor foo:bar`
Repository: puppeteer
Issue: [Feature]: Adding ScriptID in ConsoleMessage.stackTrace()
Labels: feature

### Feature description

Hi all, I am trying to capture precise stack traces for debugging purposes. 
As part of my workflow, I add ```console.trace()``` to the desired location in the code and capture the output using the [console.stackTrace()](https://pptr.dev/api/puppeteer.consolemessage.stacktrace).

This works well enough normally as for each function call in the stack, I get the script URL along with the line and column numbers: 
```{"url":"http://www.localhost:8000/script.js","lineNumber":1,"columnNumber":10}```

However, when a function call happens inside a script dynamically evaluated using ```eval``` the URL field is empty (obviously), and there is no way of referencing to which script the entry in the stack-trace references to: 
 ```{"url":"","lineNumber":2,"columnNumber":10} // no exact reference to a script due to missing url```
 
As a solution, it would be nice to add to the records in the [consolemessagelocation](https://pptr.dev/api/puppeteer.consolemessagelocation) object the ```ScriptID```assigned to the script at parsing time. 
Ideally, the stack trace data would then look like this: 
```{"url":"","scriptID":4,"lineNumber":2,"columnNumber":10}```
Repository: stable-diffusion-webui
Issue: [Bug]: SD generates black images.
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?

It generates black images. I have been trying to fix it for hours, but to no avail.

### Steps to reproduce the problem

1. click on "Generate"
2. wait
3. cry because it generated a black image despite trying for several hours to fix it

### What should have happened?

It should have generated an image, that is not black.

### Sysinfo

[sysinfo-2023-10-22-09-48.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13062878/sysinfo-2023-10-22-09-48.txt)


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

Brave

### Console logs

```Shell
venv "C:\stable-diffusion\webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.6.0
Commit hash: 5ef669de080814067961f28357256e8fe27544f4
Launching Web UI with arguments: --xformers --medvram --autolaunch --no-half-vae --no-half --precision full --lowvram --always-batch-cond-uncond --upcast-sampling --api --listen --disable-nan-check --skip-torch-cuda-test
Loading weights [f2139304e6] from C:\stable-diffusion\webui\models\Stable-diffusion\MedievalArmor_v2.safetensors
Creating model from config: C:\stable-diffusion\webui\configs\v1-inference.yaml
Running on local URL:  http://0.0.0.0:7860
Applying attention optimization: xformers... done.
Model loaded in 4.3s (load weights from disk: 0.8s, create model: 1.0s, calculate empty prompt: 2.4s).

To create a public link, set `share=True` in `launch()`.
Startup time: 15.9s (prepare environment: 0.4s, import torch: 4.6s, import gradio: 1.3s, setup paths: 1.1s, initialize shared: 0.3s, other imports: 0.8s, setup codeformer: 0.2s, load scripts: 1.9s, create ui: 0.7s, gradio launch: 4.6s, add APIs: 0.1s).
100%|██████████████████████████████████████████████████████████████████████████████████| 20/20 [01:00<00:00,  3.01s/it]
Total progress: 100%|██████████████████████████████████████████████████████████████████| 20/20 [00:59<00:00,  2.97s/it]
Total progress: 100%|██████████████████████████████████████████████████████████████████| 20/20 [00:59<00:00,  2.67s/it]
```


### Additional information

I have an Nvidia 1660 Super GPU and I believe this is the source of the problem because it seems that 16xx GPUs have this bug, but unfortunately none of the fixes worked for me.
Repository: godot
Issue: C# -- A call to EditorInterface.Singleton.MarkSceneAsUnsaved() does not work
Labels: bug,topic:editor

### Godot version

v4.2.beta2.mono.official [f8818f85e]

### System information

Godot v4.2.beta2.mono - Windows 10.0.19045 - GLES3 (Compatibility) - Quadro 2000M () - Intel(R) Core(TM) i7-2860QM CPU @ 2.50GHz (8 Threads)

### Issue description

In a custom editor tool or plugin, using C#, calling the "EditorInterface.Singleton.MarkSceneAsUnsaved()" does not mark the current scene as unsaved.

Usually, there is an asterisk "*" in the file tab to indicate that the file is unsaved, but it doesn't show up when calling this method.

### Steps to reproduce

1. Create a simple basic editor tool or plugin in C#
2. Open up a simple scene
3. Call the method "EditorInterface.Singleton.MarkSceneAsUnsaved();" in the editor tool or plugin
4. Calling the method has no affect

### Minimal reproduction project

N/A
Repository: transformers
Issue: The current architecture does not support Flash Attention 2.0 - distilgpt2, gpt2-medium 
Labels: Feature request

Could you please add the flash attention 2.0 support for these models: distilgpt2, gpt2-medium?