sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Not retaining invalid input for InputNumber creates an accessibility failure and usability issues
Labels: Inactive,⌨️ Accessibility

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/format-tooltip-input-antd-4-23-5-forked-frqdwz?file=/demo.js)

### Steps to reproduce

##### Example for input out of range (1-10)
1. Put input in focus.
2. Type "11".
3. Hit Tab.

##### Example for invalid numeric input.
1. Put input in focus.
2. Type "asdf".
3. Hit Tab.

### What is expected?

##### Example for input out of range (1-10)
Input sets value of 10.

##### Example for invalid number input.
Input clears.

### What is actually happening?

For both scenarios, the invalid value should remain in the input and the component should expose a property that indicates its invalid state.

| Environment | Info |
| --- | --- |
| antd | 4.23.5 |
| React | React |
| System | Windows 10 |
| Browser | All |

---
This is an accessibility failure of WCAG success criterion [3.3.1 Error Identification](https://www.w3.org/WAI/WCAG22/Understanding/error-identification.html) which requires invalid input to be effectively identified/communicated to users including clear instruction for remediation. Additionally, changing the invalid value to a different value without informing the user, creates a usability issue.

This isn't how the native HTML input of type="number" works either. eg. https://www.w3schools.com/tags/tryit.asp?filename=tryhtml5_input_type_number

Lastly, this prevents InputNumber from having the same UX as other components (eg. Input) when used in a form. In other cases, invalid input is retained and validation can be configured to inform the user of input error and how to correct it. That's not possible with InputNumber when it's used in a form because of how InputNumber handles invalid input.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: JSDoc @link masked URL hyperlinks too far
Labels: Bug,Help Wanted,Domain: JSDoc

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 

```
Version: 1.73.0-insider
Commit: fad3a77833b9249158dfd88477114a06435e46a2
Date: 2022-10-07T05:18:21.081Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Linux x64 5.10.0-18-amd64 snap
Sandboxed: Yes
```

- OS Version: Debian 11

Steps to Reproduce:

1. Create a TypeScript file.
2. Paste the following content:

```ts
/**
 * @see {@link https://readthedocs.org/|READ THE DOCS}
 */
const foo = "Bar";
```

According to the documentation, the pipe (`|`) character is a valid separator, however instead VSC reaches past it, which changes the link and takes the user to a different page than intended.

> ```js
> {@link namepathOrURL}
> [link text]{@link namepathOrURL}
> {@link namepathOrURL|link text}
> {@link namepathOrURL link text (after the first space)}
> ```
> 
> — https://jsdoc.app/tags-inline-link.html#syntax

![image](https://user-images.githubusercontent.com/22801583/194724431-8bc2e8d6-3197-4595-97a9-35ae55098e9f.png)

Both a space (` `) and pipe (`|`) are valid delimiters here, but currently only space works.
Repository: flutter
Issue: Flutter engine doesn't clean up when closing on Windows Desktop
Labels: engine,platform-windows,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-engine,triaged-engine

Flutter leaves several threads and resources up after closing. 

This can be acceptable for many applications because the close operation will close the executable and rely on Windows to clean up all the threads and memory. However, if I want to open a new `FlutterWindow` after the previous one is closed, the existing threads cause the program to crash.

I see that [flutter does not support multiple windows](https://github.com/flutter/flutter/issues/30701). I'm not trying to run multiple windows simultaneously. I am trying to open a window after another one is closed. However, the flutter_windows.dll remains loaded and the services it created don't get cleaned up. Is there an API for me to tell flutter_windows.dll to clean up?

## Steps to Reproduce

I created a simple windows app using `flutter create`. Running the app, you will see before the engine is started, there are not many threads:

![image](https://user-images.githubusercontent.com/1280936/194911988-d9342ebd-e0ad-4f99-ae6e-5db5f7183781.png)

Now with the engine running, many threads are created:

![image](https://user-images.githubusercontent.com/1280936/194912158-db8d7762-76f2-4f48-beae-be9d227f6e79.png)

After closing the app, the engine is left running in the dll and all the threads are still up.

![image](https://user-images.githubusercontent.com/1280936/194912313-73f53689-22a3-4732-b931-7f7fc9451dbd.png)

**Expected results:** <!-- what did you want to see? -->

I would expect a call to the flutter_windows.dll API to stop the engine and destroy all the resources.

**Actual results:** <!-- what did you see? -->

All the resources remain as shown in the image above.

In a more complex example where I open a new window, I will sometimes get the following exception:
```
Exception thrown at 0x00007FFB796AEB5E (flutter_windows.dll) in example.exe: 0xC0000005: Access violation reading location 0x000001E9C33E4260.
```
I have not been able to recreate this in a simple example. However, I'm confident that if I could clean up the engine when/after it is closed, then recreation of a new one would not crash.
Repository: godot
Issue: move_and_collide() reports false negatives
Labels: bug,topic:physics

### Godot version

4.0beta2

### System information

Windows 10, Vulkan, Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz

### Issue description

I'm working on a replacement to `move_and_slide()` to fix several bugs with the function (namely [this](https://github.com/godotengine/godot/issues/63177) and others I haven't bothered making reports for yet). I'm making a fully custom movement system with `move_and_collide()`. I discovered that `move_and_collide()` has a specific situation where it gets several errors. When moving around on the flat ground (`surface normal Vector3(0,1,0)`) and applying a `move_and_collide(Vector3(0,-0.1,0), true)`, It has a small chance to return a false negative (say there was no collision when there should have been one). This issue doesn't happen on slopes (aka when the normal isn't straight up).

The characterbody's collision shape is a default capsule shape, and the object it is colliding with is a rectangle (stretched cube).

This issue gets resolved by amplifying the snap vector's magnitude, but 0.1 should be more than enough. Setting it to 1 causes other issues.

### Steps to reproduce

1. Download and run the project
2. Move around using WASD. Look at the output logs to observe errors. Each time something is reported, it is highly likely that a false negative was reported by move_and_collide().
3. If an error is reported, it means the false negative occurred at line 93.

### Minimal reproduction project

[Custom_CharacterBody3D_Movement_System-main.zip](https://github.com/godotengine/godot/files/9750317/Custom_CharacterBody3D_Movement_System-main.zip)
Repository: flutter
Issue: Provide an API to detect if a TextPosition is located at a soft word wrap
Labels: a: text input,c: new feature,platform-ios,framework,c: proposal,P3,team-design,triaged-design

Currently it is not possible to detect if a TextPosition is located at a soft word wrap. We should provide an API, most likely through `RenderEditable` that gives this information. This is necessary to accomplish the use case below.

## Use case
On iOS we want to be able to toggle the toolbar if we tap on the same `TextPosition` regardless of the `TextAffinity` when our tap is not at a soft word wrap. When our tap is at a soft word wrap we want to hide the toolbar if the `TextAffinity` has changed and toggle the toolbar if it hasn't.

## Proposal
Provide an API through `RenderEditable` that tells us if a given `TextPosition` is located at a word wrap.
Repository: go
Issue: proposal: x/exp/jsonrpc2: allow JSON-RPC2 response errors to be exploitable
Labels: Proposal

`jsonrpc2.wireError` type is not exported, but contains useful information.

As [`jsonrpc2.AsyncCall.Await()`](https://pkg.go.dev/golang.org/x/exp/jsonrpc2#AsyncCall.Await) returns an `error`, when a JSON-RPC2 error is returned by the server side, it is not possible for the caller to guess it is really a server error and also to access data it contains.

The proposal is simply to rename `jsonrpc2.wireError` to `jsonrpc2.Error` as done in https://go-review.googlesource.com/c/exp/+/415615

This way the caller can do a type assertion to check it is a server error, and then access the already exported fields.

The backward compatibility is not broken as the previous `jsonrpc2.wireError` type was not exported.
Repository: flutter
Issue: Flaky task issues should be added as a field not a comment
Labels: team-infra,P3,c: tech-debt,triaged-infra

Within the check flaky bot we need to scrape the ci_yaml to get an associated issue with flaky tests. We should add this as a field in the proto and yaml so that we do not need to scrape the file line by line. 

https://github.com/flutter/cocoon/blob/main/app_dart/lib/src/request_handlers/check_flaky_builders.dart#L158
Repository: vscode
Issue: auto-fill and function help recommending simultaneously
Labels: bug,notebook-workbench-integration


Type: <b>Bug</b>

```
from z3 import solver
b = 69
solver.check()
```
Above is just an example. But at this point, in the jupyter notebook I am getting both the recommendation to fill in the variables and the function help. I have to press escape twice to remove them as simultaneously they obstruct each other.

Extension version: 2022.9.1002791758
VS Code version: Code 1.72.0 (64bbfbf67ada9953918d72e1df2f4d8e537d340e, 2022-10-04T23:20:39.912Z)
OS version: Windows_NT x64 10.0.22621
Modes:
Sandboxed: No
Remote OS version: Linux x64 5.15.57.1-microsoft-standard-WSL2

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 x 1800)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|11.88GB (3.63GB free)|
|Process Argv|--crash-reporter-id a159eec3-fea9-4aa7-b56a-15705e242981|
|Screen Reader|no|
|VM|0%|

|Item|Value|
|---|---|
|Remote|WSL: Ubuntu|
|OS|Linux x64 5.15.57.1-microsoft-standard-WSL2|
|CPUs|Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 x 1800)|
|Memory (System)|5.73GB (4.46GB free)|
|VM|0%|
</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes516:30244333
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
i497e931:30553904
pyindex848cf:30577861
nodejswelcome1cf:30583748
40g7c324:30573242

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: RFC(from users): nn.Module behavior with in-place changes
Labels: triaged,needs design,module: functorch

## Background
As a part of [functorch rationalization](https://docs.google.com/document/d/1vL9mjHKeRR-uzBazt4W-N4NftqR5I1IDlszHUUanAIw/edit#heading=h.gngvuf6wr2h2) (integrating functorch into pytorch/pytorch), we're considering how to consolidate [`make_functional`](https://pytorch.org/functorch/stable/generated/functorch.make_functional.html?highlight=make_functional#functorch.make_functional) from functorch with [`stateless.functional_call`](https://pytorch.org/docs/stable/generated/torch.nn.utils.stateless.functional_call.html?highlight=functional_call#torch.nn.utils.stateless.functional_call). We weren't certain what the expected behavior here is and wanted to get some user feedback

## What should the following produce?
Consider that we have some model Foo that updates the number of iterations it has run whenever the forward is called
```python
class Foo(nn.Module):
  def __init__(self):
    self.iter = 0
    self.weight = torch.randn(3)

  def forward(self, x):
    self.iter += 1
    out = x * self.weight
    return out.sum()
```

### Question 1
In this example, should the last line print out "has run 0 time(s)" or "has run 1 time(s)"?
```python
model = Foo()
model_fn, params = make_functional(model)

# note since the API might change, please ignore what this currently does in practice 
# and just share what you would expect
#
# here we get the grad wrt parameters of running with a random input
grad(model_fn, argnums=0)(params, torch.randn(3))

print(f"has run {model.iter} time(s)")
```

### Question 2
Does it change anything if iter is a tensor? Should we treat ints differently?
```python
class Foo(nn.Module):
  def __init__(self):
    self.iter = torch.tensor([0])
    self.weight = torch.randn(3)

  def forward(self, x):
    self.iter.add_(1)
    out = x * self.weight
    return out.sum()

model_fn, params, buffers = make_functional_with_buffers(model)
grad(model_fn, argnums=0)(params, buffers, torch.randn(3))

print(f"has run {model.iter.item()} time(s)")
```

## Ask
As users of functorch, it would be great to know your thoughts on either or both questions (partial answers are still valuable)!

cc @zou3519 @Chillee @soumith @ain-soph (if you're still willing to give feedback on the nn API)
Repository: stable-diffusion-webui
Issue: 'Highres Fix' option for img2img as well as txt2img
Labels: enhancement

I really think the highres fix is valuable for txt2image, and would love to see this option available for img2img as well. Thanks
Repository: go
Issue: x/mobile: CGO_CXXFLAGS, CGO_LDFLAGS overwritten for ios
Labels: NeedsInvestigation,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.2 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
This bug is in cmd/gomobile, and is reproducible with the latest commit on that.


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOVERSION="go1.18.2"
GCCGO="gccgo"
GOAMD64="v1"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

I was trying to build an ios framework with gomobile that also includes C dependencies. I need to set CGO_CXXFLAGS and CGO_LDFLAGS to get the build working. 

```
CGO_ENABLED=1 CGO_LDFLAGS="<flags>" CGO_CXXFLAGS="<flags>" gomobile bind -target ios/arm64,iossimulator/amd64 -iosversion 9.3.0 ./cmd/app
```

### What did you expect to see?

gomobile should forward the values of CGO_CXXFLAGS and CGO_LDFLAGS to rest of the build process (gobind, go build, etc.) This does happen when building for Android, but not when targeting ios.


### What did you see instead?

The CGO_CXXFLAGS, CGO_LDFLAGS, etc. variables [get overwritten](https://github.com/golang/mobile/blob/master/cmd/gomobile/env.go#L270-L272) by values that are required to introduce system dependencies for ios. 

This was causing my build to break. 

Ideally, these new values introduced by gomobile should be appended to values already in the environment. I tried out [this change](https://github.com/golang/mobile/compare/master...happyalu:go-mobile:master) that resolves this issue.
Repository: vscode
Issue: Multi-select quick pick should use vscode-y checkboxes
Labels: feature-request,quick-pick

Was reviewing #159310 and spotted a couple of issues:
- Checkboxes appear to be different than our VS Code-specific checkboxes
- Input tag is not vertically centered

<img width="644" alt="CleanShot 2022-10-10 at 15 57 04@2x" src="https://user-images.githubusercontent.com/25163139/194964405-eaa2c128-4140-4dec-952c-a1c79c80415e.png">

<img width="88" alt="CleanShot 2022-10-10 at 16 00 29@2x" src="https://user-images.githubusercontent.com/25163139/194964710-103cde95-705f-478d-91ae-37860b65fcc6.png">

<img width="102" alt="CleanShot 2022-10-10 at 16 00 23@2x" src="https://user-images.githubusercontent.com/25163139/194964695-96726d72-3f6e-40fd-aa3c-d6bd4151921e.png">

## Checkbox example

From the Settings UI..

<img width="272" alt="CleanShot 2022-10-10 at 15 59 43@2x" src="https://user-images.githubusercontent.com/25163139/194964597-7b4ccd9e-cac5-4a2d-a607-fd614ad34efc.png">
Repository: vscode
Issue: Panels create actions that are disposed of on startup
Labels: debt,perf

From #162902

On startup, I noticed that we end up disposing of panel actions:

https://github.com/microsoft/vscode/blob/36fdf6b697cba431beb6e391b5a8c5f3606975a1/src/vs/workbench/browser/parts/activitybar/activitybarPart.ts#L787

This is not great because we just created these actions and they have never been shown to the user. Since we then immediately dispose of them, it would be better to have simply skipped all this work. Here's an example call stack of where the actions are disposed on startup:

![Screen Shot 2022-10-10 at 4 15 44 PM](https://user-images.githubusercontent.com/12821956/194966288-d6114799-0a73-4ce1-a2ca-d6ac84cfb314.png)


To improve startup performance, I suggest:

- Start by seeing if we can defer creating the actions until they are visible
- Seeing if we can defer doing even more work for composites that are not visible
Repository: stable-diffusion-webui
Issue: Ability to fine-tune highres.fix or/and add third step
Labels: enhancement

It would be great if I could determine the resolution of the first step, the CGS of the first and second step. Often a higher CGS for the second step is needed, but not for the first step.

Also when doing very high resolutions above 1024x1024 it might be beneficial to introduce a third step. If I go from 512x512 to 1280x1280 the init that is used will be very blurry and this brings the highres weirdness of SD back in full force.

Just some ideas, the feature is awesome, but it could be way way better
Repository: rust
Issue: `str::array_split` for splitting a string into a constant number of substrings
Labels: T-libs-api,A-const-generics,A-str,A-array

Related to:

- [`str::split_once`](https://doc.rust-lang.org/stable/std/primitive.str.html#method.split_once)
- [`str::splitn`](https://doc.rust-lang.org/stable/std/primitive.str.html#method.splitn)
- [`slice::as_chunks`](https://doc.rust-lang.org/stable/std/primitive.slice.html#method.as_chunks)

The idea is to provide an API similar to `split_once`, but allowing the programmer to specify any number of substrings at compile time, instead of being limited to two (one split) or relying on `splitn` at runtime.

This is helpful for many cases where a programmer wants exactly N substrings, no more and no less, and knows N at compile time. `splitn` can work for this use case, but since you get an iterator out, there's no concise way to get the substrings into an array. You could also have less than N substrings.

### API
```rust
pub fn array_split<const N: usize, 'a, P: Pattern<'a>>(&'a self, delimiter: P) -> Option<[&'a str; N]>
```

### Usage example
```rust
let static_format = "abc 123 xyz The rest of the string";
let parts: [&str; 4] = static_format.array_split(char::is_whitespace).unwrap();
// or using turbofish to specify # of substrings
let parts = static_format.array_split::<4>(char::is_whitespace).unwrap();

assert_eq!(parts, ["abc", "123", "xyz", "The rest of the string"]);
```

Returning an array enables nice features like infallible destructuring:
```rust
let line = "John Doe,Engineer,Kansas,555-555-5555,This is a comment about John, who is a hard worker, and loves to fish.";
let [name, occupation, state, phone_num, comment] = line.array_split().unwrap();

assert_eq!(name, "John Doe");
assert_eq!(phone_num, "555-555-5555");
assert_eq!(comment, "This is a comment about John, who is a hard worker, and loves to fish.");
```

@rustbot label +T-libs-api +A-str +A-array +A-const-generics
Repository: transformers
Issue: openai whisper ASR pytorch to tflite
Labels: New model

### Model description

I'm trying to figure out how to create tflite models(int8/float32 ) for OpenAI->Whisper ASR model (Tiny.en.pt)
Somehow below generated tflite file getting crashed while running inference 
https://colab.research.google.com/github/usefulsensors/openai-whisper/blob/main/tinynn_pytorch_to_tflite_int8.ipynb



### Open source status

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

### Provide useful links for the implementation

_No response_