sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Avoid unnecessary repaint in minimap during typing
Labels: bug,editor-minimap

VS Code Version: 1.80.0
OS Version: Windows 11 22H2 (22621.2134)
Steps to Reproduce:

Open a text file in VSCode editor. Make sure minimap is enabled. Turn on Developer tools \ Rendering \ Paint flashing
Type a few characters without changing line.
Observe the screen refresh areas. With each character typing, the whole minimap area is updated. 
I created a recording 

https://github.com/microsoft/vscode/assets/5047891/098820a3-73fa-46c4-828a-44f681062db2




Expected: only modified region of minimap is refreshed. 

Impact: I think this behavior leads to https://github.com/microsoft/vscode/issues/164503, which causes underlying Chromium to combine and refresh the entire whole editor screen. This kind of behavior is not optimized for Remote Desktop experience such as Dev Box.
Repository: pytorch
Issue: [Android: React Native] couldn't find DSO to load: libtorch-code-gen.so when loading model 
Labels: oncall: mobile

### 🐛 Describe the bug

![image](https://github.com/pytorch/pytorch/assets/67507961/06e94ac3-8ebe-45ab-ae81-1f05441758aa)

my build.gradle:
```
   .....
    // exclude to prevent duplication class
    implementation ('org.pytorch:pytorch_android_lite:1.9.0'){
        exclude module: 'fbjni-java-only'
    }
    implementation ('org.pytorch:pytorch_android_torchvision:1.9.0'){
        exclude module: 'fbjni-java-only'
    }
```

My code to load model
```
this.module = LiteModuleLoader.load(assetFilePath(context, "optimized_model.ptl"));
```

### Versions

Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Pro
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.3 (tags/v3.11.3:f3909b8, Apr  4 2023, 23:49:59) [MSC v.1934 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

CPU:
Architecture=9
CurrentClockSpeed=1382
DeviceID=CPU0
Family=205
L2CacheSize=5120
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=1382
Name=11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.25.2
[conda] Could not collect

```[tasklist]
### Tasks
```
Repository: godot
Issue: Double-clicking an error will keep opening the script in the Script tab even if the tab is disabled as a feature.
Labels: bug,topic:editor,usability

### Godot version

4.1.1

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

Whenever I instinctively double-click an error in the log, it opens the file in the Script window which I don't want since it keeps prompting me to replace or reload the file whenever I edit it in Rider afterwards. 

I disabled the Script window in its entirety via the "Manage Editor Features" button thinking that it would solve the issue. Not only did it not, but it's worse now as it is impossible to close the newly opened file since the window is gone, but still runs in the background.

### Steps to reproduce

1. Get an error in your code that causes an error to show up in the Debugger.
2. Disable the Script window via "Manage Editor Features".
3. Double-click the error. Nothing should happen.
4. Re-enable the Script window.
5. The script the error leads to should be opened, despite the window not being there to see the error being clicked.

### Minimal reproduction project

N/A. An empty project with a node that NRE in the constructor should be enough.
Repository: rust
Issue: `repr_transparent_external_private_fields` lint is not totally clear about what exactly triggers the lint
Labels: A-lints,T-compiler,C-bug,A-repr,L-repr_transparent_external_private_fields

> Seems fine to land this for now to fix the regression, but could you file a diagnostics issue about this? The error says "zero-sized fields [...] cannot contain external non-exhaustive types" but that's not really accurate, *some* zero-sized fields can in fact contain such non-exhaustive types.

_Originally posted by @RalfJung in https://github.com/rust-lang/rust/pull/115924#discussion_r1328349837_
            
The lint should be clearer about the exact situation where non-exhaustive 1-ZSTs can be in `repr(transparent)` structs. After #115924, errors fire more accurately, but error messages are still not totally right in their verbiage.
Repository: godot
Issue: Moving the active Camera2D doesn't update the viewport canvas transform, resulting in incorrect mouse coordinates
Labels: bug,topic:gui,topic:2d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 11

### Issue description

In 2D, the methods `get_global_mouse_position()` and `get_local_mouse_position()` are dependent on the active viewport's canvas transform, and, by extension, the transform of the current active camera. This makes sense.

The problem is, changing the transform of the active Camera2D does not trigger a call to `Camera2D::_update_scroll()`, the internal method which, amongst other things, would trigger an update to the viewport's canvas transform. As a result, if you attempt to get the world position of the mouse after moving the camera earlier that frame, you'll get outdated coordinates. This can manifest visibly if you have objects that actively track the mouse cursor (which is how I happened upon the issue in the first place).

While you can work around this to a degree by manually calling `Camera2D.force_update_scroll()`, you can't really do this reactively - you have to anticipate when the camera may have moved, which can be a problem if, for example, the camera is a child of a moving object.

Incidentally, I also tried hooking up responses to notifications and various signals on the camera object itself, but nothing was sufficiently responsive.

### Steps to reproduce

Attach the following script to a Camera2D in an empty scene (or download the MRP below):

```GDScript
extends Camera2D

func _ready():
	mouse_test_coroutine()
	
func mouse_test_coroutine():
	while true:
		var delta_position := Vector2(randfn(1, 1), randfn(1, 1)) * 100
		var old_mouse_position := get_global_mouse_position()
		position += delta_position
		var new_mouse_position := get_global_mouse_position()
		force_update_scroll()
		var corrected_mouse_position := get_global_mouse_position()
		
		print("---")
		print("Camera position change: %s" % delta_position)
		print("Mouse position before moving the camera: %s" % old_mouse_position)
		print("Mouse position after moving the camera:  %s" % new_mouse_position)
		print("Expected mouse position position:        %s" % (old_mouse_position + delta_position))
		print("Mouse position after correction:         %s" % corrected_mouse_position)
		
		await get_tree().create_timer(5).timeout
```

### Minimal reproduction project

[mouse_position.zip](https://github.com/godotengine/godot/files/12656076/mouse_position.zip)
Repository: pytorch
Issue: Make Dropout take a dim=... argument
Labels: module: nn,triaged,needs research,has workaround

### 🚀 The feature, motivation and pitch

Currently PyTorch has Dropout, Dropout1d, Dropout2d and Dropout3d, for handling data with shape either shape (*, D), (N, C, D), (N, C, W, H) or (N, C, W, H, Z).
However none of them support the case where I want to do channel dropout but have shape, say, (B, N, C, D).
It would be much easier if the standard Dropout class just took a `dim` argument for specifying the level at which to do dropout.
For example, `dim=-1` could be the default, and would correspond to the current Dropout behavior.
`dim=-2` would be like Dropout1d, but support more than one batch dimensions, e.g. (B, N, C, D).

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: tensorflow
Issue: tf.linalg.cholesky fails on half precision
Labels: awaiting review,type:bug,comp:ops,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.13.0

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Following the documentation: https://www.tensorflow.org/api_docs/python/tf/linalg/cholesky, tf.linalg.cholesky is expected to accept tensor in half precision but it fails.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import numpy as np
np.random.seed(2023)

# {'input_ndims': 2}
input = tf.constant(np.random.rand(3,3), dtype='half')
out = tf.linalg.cholesky(input)
```
```


### Relevant log output

```shell
/usr/local/lib/python3.10/dist-packages/tensorflow/python/framework/ops.py in raise_from_not_ok_status(e, name)
   6654 def raise_from_not_ok_status(e, name):
   6655   e.message += (" name: " + str(name if name is not None else ""))
-> 6656   raise core._status_to_exception(e) from None  # pylint: disable=protected-access
   6657 
   6658 

NotFoundError: Could not find device for node: {{node Cholesky}} = Cholesky[T=DT_HALF]
All kernels registered for op Cholesky:
  device='XLA_CPU_JIT'; T in [DT_FLOAT, DT_DOUBLE, DT_COMPLEX64, DT_COMPLEX128, DT_HALF]
  device='XLA_GPU_JIT'; T in [DT_FLOAT, DT_DOUBLE, DT_COMPLEX64, DT_COMPLEX128, DT_HALF]
  device='GPU'; T in [DT_COMPLEX128]
  device='GPU'; T in [DT_COMPLEX64]
  device='GPU'; T in [DT_DOUBLE]
  device='GPU'; T in [DT_FLOAT]
  device='CPU'; T in [DT_COMPLEX128]
  device='CPU'; T in [DT_COMPLEX64]
  device='CPU'; T in [DT_DOUBLE]
  device='CPU'; T in [DT_FLOAT]
 [Op:Cholesky] name:
```
Repository: godot
Issue: Can't move editor window while zoomed on macOS
Labels: bug,platform:macos,topic:editor,topic:porting

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - macOS 14.0.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

On macOS, when the Godot editor window is zoomed, you can't move it around by dragging the top of the window like you normally can when the window isn't zoomed.

### Steps to reproduce

1. Open a project so that the editor window is open
2. Double click the top of the window to zoom it
3. Attempting to drag the window now will not work

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Network scanner
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

GUI which lists all devices with their IP adress and hostname in the current network and device-specific options like port scanning, ping and notes.

### Scenario when this would be used?

If I want to access another device (e.g. Raspberry Pi) on my network via SSH, then it is useful to check what IP address or hostname the device has and whether the SSH port is open to access it. Additionally, if I'm programming web applications on another device on the network and want to test them, I can check whether the HTTP port is open.
That's why this feature is useful for testing whether network-wide applications are working.

### Supporting information

For the example with the Raspberry Pi: [https://www.raspberrypi.com/documentation/computers/remote-access.html]()
Repository: godot
Issue: GDExtension: document when `CallableCustom` equal and less operators are invoked
Labels: documentation,topic:gdextension

### Godot version

4.2-dev (`e0ee985f647273dbac6d05c46cefe3a69460fa55`)

### System information

Windows 10

### Issue description

_Continuation [of a discussion](https://github.com/godotengine/godot/pull/79005#issuecomment-1724948406) from recently merged #79005. Not confirmed to be a bug, but it's unclear how the API is being used._

Custom callables in GDExtension allow several functions to be defined. I tested the following:

* ✔️ `call_func`
* ❔ `is_valid_func` (not yet tested)
* ✔️ `free_func`
* ✔️ `hash_func`
* ❌ `equal_func` (custom function specified but not invoked)
* ❌ `less_than_func` (unclear when this _could_ be invoked, as `Callable` doesn't support `<` operator)
* ✔️ `to_string_func`

---

From the original discussion:


> `less_than_func` is used primarily when callables are placed in a container such as an ordered map or set.

You mean in Godot's own C++ code? 

Because that ordering relation isn't anyhow exposed to GDExtension, as `Array` is unordered and `Dictionary` is a hashmap...

> I'm a bit surprised that `equal_func` isn't being called for you tho, I don't have an explanation.

Is it called for you? If yes, in which context?

I tried 3 different scenarios, none of which calls my custom `equal_func`: 
1. `callable == callable`
2. `Variant(callable) == Variant(callable)`
3. insert two same keys into a dictionary
    * hardcoded the `hash_func` to a constant, which is indeed invoked
    * so the hash map should resort to equality for bucket selection, but it doesn't use my function



### Steps to reproduce

See above

### Minimal reproduction project

N/A
Repository: neovim
Issue: feature: option to disable incremental codelens display
Labels: enhancement,lsp

### Problem

Currently, it's recommended to set `vim.lsp.codelens.refresh()` on `CursorHold`:

https://github.com/neovim/neovim/blob/6405fa4b117263b92f87b17150abd2d1c6ab5881/runtime/lua/vim/lsp/codelens.lua#L260

I've seen that in some dotfiles, works great, no problem there.

That said, there is visual flicker on every cursor move, like so:
```
Unresolved lens...
8 references 8 references
8 references
```

The first is due to this line:

https://github.com/neovim/neovim/blob/6405fa4b117263b92f87b17150abd2d1c6ab5881/runtime/lua/vim/lsp/codelens.lua#L244-L246

and the second is due to this line:

https://github.com/neovim/neovim/blob/6405fa4b117263b92f87b17150abd2d1c6ab5881/runtime/lua/vim/lsp/codelens.lua#L211-L224

This behavior is a fine default, people may appreciate the visual feedback. For those of us who'd want to optionally turn it off - I'm not going to propose anything ambitious like stale-while-revalidate or timeout or anything like that, just wrapping those lines in if-blocks and exposing a config option would solve it for me.

I'm not sure what the config should look like, I've been using `vim.lsp.with` to configure my features, but is that the future? https://github.com/neovim/neovim/pull/22598#issuecomment-1463367606

### Expected behavior

If I don't want to see the flicker, there should be an easy way to turn it off without editing Neovim source code
Repository: electron
Issue: [Bug]: Window background is unaffected by `backgroundColor`
Labels: platform/windows,bug :beetle:,status/confirmed,component/BrowserWindow,has-repro-gist,26-x-y

### 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 bug report that matches the one I want to file, without success.

### Electron Version

26.2.1

### What operating system are you using?

Windows

### Operating System Version

Windows 11 Build 22621

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

When opening a `BrowserWindow`, the `backgroundColor` property should be used as the color for any “undrawn” area of the window, so that when we resize it the background color is uniform and gives a cleaner, more native-ish feeling

(here with a `backgroundColor` set to `green` as an example)
![image](https://github.com/electron/electron/assets/990841/98896be7-89b1-4492-b91f-9820ec7067fb)


### Actual Behavior

When resizing the window, a black background is shown where the window’s content has yet to be refreshed. I understand that there are multiple steps to drawing the content (as even the menubar hasn’t resized yet), but can we act in any way on the colour used to blank the window, if possible, by picking on the `backgroundColor` parameter we specify when creating a `BrowserWindow`?

![image](https://github.com/electron/electron/assets/990841/aceaee14-80f0-4ab2-94c4-07268cdb31fc)

This is particularly glaring when using the `titleBarStyle: 'hidden'` setting, as caption controls are also offset in time, so the black background becomes a black bar. Having control over the background colour could mitigate that issue. The only other way for us to work around this is to have the app’s background set as perfect black, which is not wished in most cases.
![image](https://github.com/electron/electron/assets/990841/b0b49510-711e-4774-a783-aafa33b6b460)


### Testcase Gist URL

https://github.com/Elarcis/electron-black-bg-demo

### Additional Information

_No response_
Repository: storybook
Issue: [Bug]: Svelte HMR Breaks when using Houdini
Labels: bug,compatibility with other tools,svelte,builder-vite

### Describe the bug

If i use https://houdinigraphql.com/, it involves setting upa houdini() plugin in the vite.config.ts, if that is enabled, HMR does not work. So currently i'm avoiding it this way

```vite.config.ts
import { sveltekit } from '@sveltejs/kit/vite';
import houdini from 'houdini/vite';
import { defineConfig } from 'vite';
import { sentrySvelteKit } from '@sentry/sveltekit';

export default () => {
    return defineConfig({
        plugins: [
            ...[process.env['npm_lifecycle_event'] !== 'storybook' ? houdini() : []],
            sentrySvelteKit({
                sourceMapsUploadOptions: {
                    org: 'spur-ma',
                    project: 'spur-website',
                },
                autoUploadSourceMaps: true,
                adapter: 'vercel',
            }),
            sveltekit(),
        ],
    });
};
```

### To Reproduce

Here is a minimum reproduction of the issue

https://github.com/rohanrajpal/houdini-storybook-hmr-bug-repro

Also conversation with the creator of houdini is going on at :
https://discord.com/channels/1024421016405016718/1152214264547905556

His initial reply

> I don't think that it's linked with the schema pooling. You can check it by commenting the whatchSchema in your  houdini.config.js.
> 
> That beeing said, I don't know what could be the issue ><
> I'm not using storybook, so I'm not sure how to help there.
> 
> You have some graphql in your storybook?
> 
> Do you know if they transform files like Sentry, SvelteKit, Houdini?

i commented watchSchema and confirm that its not related to polling, my bad

### System

```bash
Environment Info:

  System:
    OS: macOS 13.5.2
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 18.12.1 - ~/.local/share/nvm/v18.12.1/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 8.19.2 - ~/.local/share/nvm/v18.12.1/bin/npm
  Browsers:
    Chrome: 116.0.5845.187
    Safari: 16.6
  npmPackages:
    @storybook/addon-essentials: ^7.4.2 => 7.4.2 
    @storybook/addon-interactions: ^7.4.2 => 7.4.2 
    @storybook/addon-links: ^7.4.2 => 7.4.2 
    @storybook/addon-styling: ^1.3.7 => 1.3.7 
    @storybook/blocks: ^7.4.2 => 7.4.2 
    @storybook/jest: ^0.2.2 => 0.2.2 
    @storybook/svelte: ^7.4.2 => 7.4.2 
    @storybook/sveltekit: ^7.4.2 => 7.4.2 
    @storybook/test-runner: ^0.13.0 => 0.13.0 
    @storybook/testing-library: ^0.2.1 => 0.2.1
```


### Additional context

_No response_
Repository: vscode
Issue: Disposed language status item comes back if modified after disposing
Labels: languages-basic,under-discussion,workbench-status

I raised this in https://github.com/microsoft/vscode/issues/183976 and the fix worked for the simple repro I gave, however I was still seeing the issue in my real extension. It turns out, if you reuse the same ID and then modify the original, the disposed status bar still comes back and ends up duplicated.

Repro code:

```ts
	// Create and dispose a menu item.
	const statusItem = vscode.languages.createLanguageStatusItem("dart.test", { scheme: "file", language: "dart" });
	statusItem.name = "dart test";
	statusItem.text = "foo";
	statusItem.detail = "foo";
	statusItem.dispose();

	// Create another using the same ID.
	const statusItem2 = vscode.languages.createLanguageStatusItem("dart.test", { scheme: "file", language: "dart" });
	statusItem2.name = "dart test";
	statusItem2.text = "foo";
	statusItem2.detail = "foo";

	// Modify the original status bar, and it'll come back.
	statusItem.detail = "foo";
```

![image](https://github.com/microsoft/vscode/assets/1078012/c89184db-7fbf-4930-b72f-297fbaf3d48b)

While this code seems quite contrived, in the real implementation there is a disposable class for a service. There are commands that will cause that class to be disposed (which disposes the status bar with it) and then re-created (which creates a new status bar with the ID).

However because of async, it's possible that we try to update the text after disposal (eg. we dispose, then the process exists, and we normally update the status bar when the process exits).

One fix for this would be for us to track whether the item is disposed ourselves (with a flag, or misusing the text as noted in https://github.com/microsoft/vscode/issues/183976#issue-1734583850), but it feels like it'd be better handled by VS Code.

(fyi @jrieken since you made the original fix)
Repository: tauri
Issue: [feat] Formats other than JSON for additional configuration files
Labels: type: feature request

### Describe the problem

Currently, Tauri also supports JSON5 and TOML file formats for the configuration file. However, the only format supported for additional configuration files to merge by using the `--config` CLI option seems to be JSON. That's what the CLI help says:

```
-c, --config <CONFIG>           JSON string or path to JSON file to merge with tauri.conf.json
```

And it's also consistent with the experiments that I did.

### Describe the solution you'd like

From a CLI user standpoint, it would make sense to accept also JSON5 and TOML file formats through the `--config` CLI option.

### Alternatives considered

_No response_

### Additional context

I wanted to use one of these formats, mainly to have comments in the configuration files, but stuck with JSON because I have additional configuration files and didn't want to mix formats.