sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make the license script faster.
Labels: engine,c: proposal,P2,team-engine,triaged-engine

From https://github.com/flutter/flutter/issues/117243#issuecomment-1358515664 by @Hixie 

```
The next thing I want to do is change the pattern-matching approach
entirely so as to not use RegExps, by first tokenizing the files and
then doing word-by-word pattern matching for the licenses. That should
improve performance by orders of magnitude.
```
Repository: PowerToys
Issue: PowerToys prevents use of hotkeys in Windows Terminal
Labels: Issue-Bug,Needs-Repro

### Microsoft PowerToys version

0.66.0

### Installation method

Chocolatey

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

1. Have an application use the shortcut <kbd>Win</kbd>+<kbd>PgUp</kbd>; in my case this is the Windows Terminal with the following configuration entry:
   ```json
   {
     "actions": [
        {
            "command": {
                "action": "prevTab"
            },
            "keys": "win+pgup"
        }
     ]
   }
   ```
2. Install PowerToys and make sure that no hotkey is set to <kbd>Win</kbd>+<kbd>PgUp</kbd>.
3. Attempt to use the <kbd>Win</kbd>+<kbd>PgUp</kbd> hotkey inside the application from step 1.
 

### ✔️ Expected Behavior

The hotkey works as configured.

### ❌ Actual Behavior

The hotkey does not work.

### Other Software

Windows Terminal Preview
Version: 1.16.3463.0
Repository: storybook
Issue: [Bug]: addon-docs v7 - First story description comment `/** Comment */` doesn't show up
Labels: bug,needs triage

### Describe the bug

Comment above first story `/** Comment */` does not show up as paragraph text in auto docs all other comments are working (2nd, 3rd etc...)

### To Reproduce

Based on default `Button.stories.tsx` on creation
```tsx
import { Button } from './Button';
import type { Meta, StoryObj } from '@storybook/react';

const meta: Meta<typeof Button> = {
    component: Button,
    argTypes: {
        backgroundColor: { control: 'color' },
    },
};

export default meta;
type Story = StoryObj<typeof Button>;

/** This comment doesn't show up */
export const Primary: Story = {
    args: {
        primary: true,
        label: 'Button',
    },
};

/** This does */
export const Secondary: Story = {
    args: {
        label: 'Button',
    },
};

/** I do too! */
export const Large: Story = {
    args: {
        size: 'large',
        label: 'Button',
    },
};

/** And so do I */
export const Small: Story = {
    args: {
        size: 'small',
        label: 'Button',
    },
};
```


### System

```shell
`7.0.0-beta.21`
```


### Additional context

Haven't used Storybook for years --- really loving the new changes and ease in set-up!
Repository: PowerToys
Issue: Rename Win10 Quick Access Folders!
Labels: Product-Tweak UI Design,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Add folder to explorer quick access sidebar, but be able to rename the folder as if it a shortcut without renaming the original folder.

### Scenario when this would be used?

Many programs require specific file path names, with this feature users can quickly find their most prioritized projects with their own custom naming.

### Supporting information

Windows 10 lacks this such easy feature! Here is an article of a ridiculous workoutaround, also read all the comments of people complaining. This would make PowerToys #1. 

https://www.intowindows.com/how-to-rename-quick-access-folders-in-windows-10/#:~:text=Step%201%3A%20Open%20File%20Explorer,Command%20Prompt%20as%20an%20administrator.
Repository: flutter
Issue: double.toString(1.0) is inconsistent on web/desktop
Labels: c: new feature,platform-web,P3,team-web,triaged-web

This came up in testing some toString() methods. For `double d = 1': on desktop `d.toString()` is "1.0", but on web it's "1".
```dart
void main() {
  final double d = 1.0; 
  print(d.toString()); prints 1 on web, 1.0 on desktop
}
```
Repository: angular
Issue: Make it easier to tell when a route will be deactivated by a navigation
Labels: feature,area: router,feature: votes required

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

It is currently difficult to tell what pieces of the router state are changing. Determining this would require manual diffing of the router's current `ActivatedRoute` and the future `ActivatedRoute` of a pending navigation.  Knowing when a route might be deactivated by a pending navigation would make it easier to implement a [loading spinner](https://github.com/angular/angular/issues/42489) during a navigation for only the outlets that would get new components. Knowing exactly when an `ActivatedRoute` gets deactivated would also likely make it easier to write resolvers which continue to be subscribed and publish new information until the relevant route is deactivated (https://github.com/angular/angular/issues/10556). There are almost certainly more use-cases, but these are the first two that come to mind and are some of the more upvoted feature requests.

### Proposed solution

Add observables/lifecyle methods/signals to the `ActivatedRoute` and/or `ActivatedRouteSnapshot` that indicate when a route _would_ be deactivated by a navigation and when a route _is_ deactivated by a committed navigation (after guards & resolvers finish).

### Alternatives considered

Manually diff pending and current `ActivatedRoute` instances and children by writing similar logic to what's in [`createRouterState`](https://github.com/angular/angular/blob/main/packages/router/src/create_router_state.ts)
Repository: godot
Issue: Ctrl+Click on Vector2.move_toward() brings up documentation for @GDScript.move_toward()
Labels: bug,topic:gdscript,topic:editor

### Godot version

3.5.1 stable

### System information

Windows 10

### Issue description

I was trying to refine a function and ctrl+clicked move_toward() to make sure the change I wanted to make would work. I got very confused for a moment because it took me to @GDScript's function instead of Vector2's (they return different data types).

### Steps to reproduce

The whole script is below. It's attached to a Node2D that is childed to a projectile (edit: also a Node2D), and is meant to handle specific movement behavior in the parent.

```
extends Node2D

func do_movement(delta: float, weapon_stats: Resource, target_pos: Vector2) -> void:
	get_parent().global_position = get_parent().global_position.move_toward(target_pos, delta * weapon_stats.speed)
```

### Minimal reproduction project

N/A
Repository: vscode
Issue: Enable localization of notebook renderers
Labels: feature-request,l10n-platform,api-proposal,notebook

Tracks enabling localization for notebook renderer scripts. This work similarly to our [existing extension localization support](https://github.com/microsoft/vscode-l10n)
Repository: pytorch
Issue: torchrun elastic always “address already in use” error
Labels: oncall: distributed,triaged,oncall: r2p

### 🐛 Describe the bug

i run the model in k8s pod, there is no other process in the pod. but this problem occurs frequently. the torch version is 1.13. i submit the job use this command：
```shell
torchrun --nnodes=1:3 --nproc_per_node=1 --rdzv_id=1 --rdzv_backend=c10d --max_restarts=100 --rdzv_endpoint=172.22.154.120:60001 /wdk/elasticjob/pytorch/main.py --arch resnet50 --epochs 100 --batch-size 128 /wdk/imagenet/
```
the error is like this 
![image](https://user-images.githubusercontent.com/5036200/211445837-a4eabcd5-c261-42ba-b81c-f8f2c4da8cb5.png)


after check the pytorch code, the code will bind to get a port,then release this port as the master port. maybe this is the reason.
``` python
def get_socket_with_port() -> socket.socket:
    """
    Returns a free port on localhost that is "reserved" by binding a temporary
    socket on it. Close the socket before passing the port to the entity
    that requires it. Usage example

    ::

    sock = _get_socket_with_port()
    with closing(sock):
        port = sock.getsockname()[1]
        sock.close()
        # there is still a race-condition that some other process
        # may grab this port before func() runs
        func(port)
    """

    addrs = socket.getaddrinfo(
        host="localhost", port=None, family=socket.AF_UNSPEC, type=socket.SOCK_STREAM
    )
    for addr in addrs:
        family, type, proto, _, _ = addr
        s = socket.socket(family, type, proto)
        try:
            s.bind(("localhost", 0))
            s.listen(0)
            return s
        except OSError as e:
            s.close()
            log.info("Socket creation attempt failed.", exc_info=e)
    raise RuntimeError("Failed to create a socket")
````

Any method to slove this problem ?thanks.


### Versions

1.13

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: pytorch
Issue: jacrev over huber function
Labels: needs reproduction,triaged,module: functorch

I get the following error when trying to jacrev through this:

```
def huber(input_, delta=1.0):
    out = torch.zeros_like(input_)

    out[input_ < delta] = .5 * input_[input_ < delta] **2

    out[input_ >= delta] = delta*(torch.abs(input_[input_ >= delta]) - .5*delta)
    return out
```

Here's the error:

```
 File "/home/drake/drake-stacking/src/comparisons/newton_raphson_equality.py", line 85, in <module>
    from copy import deepcopy
  File "/home/drake/drake-stacking/src/utils/trajopt_class.py", line 299, in get_newton_with_equality_step
    res = jacrev(jacrev(self.lagrangian_from_flat, argnums=0), argnums=(0, 1))(self.param_model.get_primal_var_param_flat(),
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/eager_transforms.py", line 459, in wrapper_fn
    vjp_out = _vjp_with_argnums(func, *args, argnums=argnums, has_aux=has_aux)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/vmap.py", line 35, in fn
    return f(*args, **kwargs)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/eager_transforms.py", line 289, in _vjp_with_argnums
    primals_out = func(*primals)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/eager_transforms.py", line 474, in wrapper_fn
    results = vmap(vjp_fn)(basis)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/vmap.py", line 362, in wrapped
    return _flat_vmap(
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/vmap.py", line 35, in fn
    return f(*args, **kwargs)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/vmap.py", line 489, in _flat_vmap
    batched_outputs = func(*batched_inputs, **kwargs)
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/eager_transforms.py", line 323, in wrapper
    result = _autograd_grad(flat_primals_out, flat_diff_primals, flat_cotangents,
  File "/usr/local/lib/python3.9/dist-packages/functorch/_src/eager_transforms.py", line 113, in _autograd_grad
    grad_inputs = torch.autograd.grad(diff_outputs, inputs, grad_outputs,
  File "/usr/local/lib/python3.9/dist-packages/torch/autograd/__init__.py", line 300, in grad
    return Variable._execution_engine.run_backward(  # Calls into the C++ engine to run the backward pass
RuntimeError: values.dim() >= num_leading_nones + max_index_dim INTERNAL ASSERT FAILED at "../aten/src/ATen/functorch/BatchRulesScatterOps.cpp":571, please report a bug to PyTorch.

```


cc @zou3519 @Chillee @samdow @soumith @kshitij12345 @janeyx99
Repository: pytorch
Issue: elastic job failed when scale down
Labels: oncall: distributed,triaged,oncall: r2p

### 🐛 Describe the bug

i run one job with three worker in k8s cluster,just like this command:
```shell
torchrun --nnodes=1:3 --nproc_per_node=1 --rdzv_id=1 --rdzv_backend=c10d --max_restarts=100 --rdzv_endpoint=172.22.154.120:60001 /wdk/elasticjob/pytorch/main.py --arch resnet50 --epochs 100 --batch-size 128 /wdk/imagenet/
```
when i delete a worker,the  job should keep running .but in my test,the job is terminated,the worker0 job is like this
![image](https://user-images.githubusercontent.com/5036200/211448842-76590e23-ab00-48fd-9bcf-614f890f1417.png)
![image](https://user-images.githubusercontent.com/5036200/211448861-2f367af1-875b-44e0-a0f2-035862926986.png)


the worker 1 log is like this:
![image](https://user-images.githubusercontent.com/5036200/211448941-1f99b21a-5fa2-4148-b393-c0c0939ee8a7.png)


any suggestions? thanks


### Versions

1.13

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: flutter
Issue: [web] Default to in-memory UrlStrategy when in custom element.
Labels: engine,f: routes,platform-web,P2,team-web,triaged-web

There should be an option to use an in-memory `UrlStrategy` for apps that are embedded into a page, so they don't mess with the URL bar of the host app.

There's one such implementation here: [`TestUrlStrategy extends UrlStrategy`](https://github.com/flutter/engine/blob/4f0cdcd0beba315176c01a38dbf7b1ed46fdbd55/lib/web_ui/lib/src/engine/test_embedding.dart#L57), that could be made available to users and probably used as a default when Flutter web is embedded in a way that doesn't take over the whole screen.
Repository: godot
Issue: Generate Lods option does not import models correctly
Labels: bug,confirmed,topic:import,topic:animation,topic:3d

### Godot version

v4.0.alpha10.official [4bbe7f0b9]

### System information

Windows 10

### Issue description

I've noticed that gltf files imported from Blender are missing all leaf bones in the scene view and in the skin weights, yet the bones are still selectable in the Skeleton3D inspector window.

This is how the animation appears in Blender: 
![Honeycam 2023-01-10 01-13-32](https://user-images.githubusercontent.com/38251868/211477613-d23a8096-f24d-4d6d-a126-dc9b369c25c7.gif)

This is how the imported animation appears in the scene: 


https://user-images.githubusercontent.com/38251868/211477994-7a739b6a-cf10-4fbb-9225-422dbef1fbf3.mp4



### Steps to reproduce

Open the zipped scene, right click on `test.gltf` and select `New Inherited Scene`, play the `test_anim` animation in the `AnimationPlayer` and view the bones in the `Skeleton3D` inspector.

### Minimal reproduction project


[ArmatureImportIssue.zip](https://github.com/godotengine/godot/files/10379642/ArmatureImportIssue.zip)
Repository: godot
Issue: Misleading docs for 3d_scaling
Labels: topic:rendering,documentation,topic:3d

### Godot version

4.0-beta 10

### System information

Operating System: Arch Linux KDE Plasma Version: 5.26.5 KDE Frameworks Version: 5.101.0 Qt Version: 5.15.8 Kernel Version: 5.15.86-1-lts (64-bit) Graphics Platform: Wayland Processors: 8 × AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx Memory: 14,6 GiB of RAM Graphics Processor: AMD Radeon Vega 8 Graphics Manufacturer: HP Product Name: HP Laptop

### Issue description

Editing 3d-scaling options through project settings works as expected but when I want to update 3d scaling through gdscript, nothing seems to change.

### Steps to reproduce

1. create a script where you change for example ```ProjectSettings.set_setting("rendering/scaling_3d/scale",0.25)```
2. see result.

### Minimal reproduction project

[3d_scaling_forward.zip](https://github.com/godotengine/godot/files/10379960/3d_scaling_forward.zip)
Repository: vscode
Issue: Support `runOn` with `folderOpen` when adding folder to workspace
Labels: bug,tasks,workbench-multiroot

<!-- ⚠️⚠️ 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. -->
When configuring the workspace file in the editor, for instance to create project specific tasks it would be nice to allow a reload of the workspace. There even is a button "Open Workspace" in the bottom right. But this will show the workspace is already opened. 
![image](https://user-images.githubusercontent.com/1612152/211496326-43ec8cc7-ff3a-4d41-a01e-c64b8486af8e.png)

It should however check if any changes were made to the workspace file .
Repository: opencv
Issue: UE5  GetDllHandle   Opencv_world.dll  cause DeadLock
Labels: category: build/install,incomplete

### System Information

OpenCV version: 4.2.2
Operating System / Platform: windows 10
Compiler & compiler version: VS2019



### Detailed description

When I compile UE project,and the project use opencv .But the project cannot run.

### Steps to reproduce

	std::string dllname = "opencv_core412.dll";
	directory += dllname;
	FString enginePluginsDir = FPaths::EnginePluginsDir();
	std::string path(TCHAR_TO_UTF8(*enginePluginsDir));
	path += directory;
	FString LibraryPath = (path).c_str();
	FString FullPath=FPaths::ConvertRelativePathToFull(LibraryPath);
	UE_LOG(ViboxTracker, Log, TEXT("pathname %s"), *FullPath);
	TrackerLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: PowerToys
Issue: The size of the PowerRename window is too big
Labels: Issue-Bug,Product-PowerRename,Priority-2

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

1) Open PowerRename.
2) See that the size of the PowerRename window is too big and thus, the title bar is not visible.

![image](https://user-images.githubusercontent.com/114980232/211510321-c71f221d-e708-44c3-8182-1e033a3a9cc7.png)

[PowerToysReport_2023-01-10-14-44-36.zip](https://github.com/microsoft/PowerToys/files/10380925/PowerToysReport_2023-01-10-14-44-36.zip)


### ✔️ Expected Behavior

The size of the PowerRename window to be normal.


### ❌ Actual Behavior

The size of the PowerRename window is too big and thus, the title bar is not visible.


### Other Software

_No response_
Repository: godot
Issue: Function "Close Other Tabs" in script editor works incorrect
Labels: bug,topic:editor

### Godot version

3.5.1.stable

### System information

Ubuntu 22.04.1

### Issue description

Function "Close other tabs" in script editor works incorrect, if have more one unsaved script and choose "Cancel" in confirm dialog/dialogs (image after it).

![close_godot-3 5 1-stable](https://user-images.githubusercontent.com/96838551/211506770-f5d074dd-d4b5-4e44-9e14-7bcfdfda5e9c.png)

The last script display like selected, but in text editor display the first script, and under list of tabs display selected tab name. After clicking to other tab display is restored.

### Steps to reproduce

1. Open two scripts in external editor and edit both.
2. Open doc tab in editor.
3. Right-click on the doc tab and select "Close Other Tabs".
4. Choose "Cancel" in the save confirm dialog.

### Minimal reproduction project

N/A
Repository: rust
Issue: Surprising type inference failure around "as"
Labels: A-inference,C-bug

The following code works fine:
```rust
fn test(x: usize) {
    let v: [u32; 4] = [[0, 1, 2, 3], [4, 5, 6, 7]][x];
}
```
Hence I would expect that this also builds:
```rust
fn test(x: usize) {
    let v = [[0, 1, 2, 3], [4, 5, 6, 7]][x] as [u32; 4];
}
```
However, it does not:
```
error[[E0605]](https://doc.rust-lang.org/stable/error-index.html#E0605): non-primitive cast: `[i32; 4]` as `[u32; 4]`
 --> src/lib.rs:2:13
  |
2 |     let v = [[0, 1, 2, 3], [4, 5, 6, 7]][x] as [u32; 4];
  |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ an `as` expression can only be used to convert between primitive types or to coerce to a specific trait object

For more information about this error, try `rustc --explain E0605`.
error: could not compile `playground` due to previous error
```
Looks like it inferred the integers to be `i32`. Proper use of the type information provided by `as` should enable it to infer `u32` instead. This already happens successfully in simpler cases such as `[0, 1, 2, 3] as [u32; 4]`.
Repository: stable-diffusion-webui
Issue: [Feature Request]: LEAP - Textual Inversion under 4 minutes
Labels: enhancement,extension-request

### 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 ?

Input images are being converted to a local minimum in latent space and then, we feed the weights to Stable Diffusion's Textual Inversion model which boosts training.

Good description is to find hier:
https://www.reddit.com/r/StableDiffusion/comments/1084pn2/textual_inversion_under_4_minutes_using_leap/

Git:
https://github.com/peterwilli/sd-leap-booster

### Proposed workflow

1. Boosts TI Training

### Additional information

_No response_
Repository: godot
Issue: Export list of strings as script variable in gdscript has missing entries in editor until editor restart
Labels: bug,topic:editor

### Godot version

3.5.1.stable

### System information

Linux

### Issue description

In a regular gd file I export a variable "effect" for use in the editor. I declare it as:


```
export(String,
	"effect_adjust_points",
	"effect_block_slot",
	"effect_boost_base_points",
	"effect_bump_card",
	"effect_override_oeuvre",
	"effect_remove_oeuvre",
	"effect_override_points",
	"effect_adjust_points_seducer",
	"effect_prevent_bumps",
	"effect_collective_bump_shield",
	"effect_rotate_seat",
	"effect_swap_seat",
	"effect_immune",
	"effect_free_turn",
	"effect_shuffle",
	"effect_adjust_points_if_sandwiched",
	"effect_invert_active_oeuvres",
	"effect_invert_oeuvre_circle",
	"effect_stun"
	) var effect
```


In the editor on a node in the tree for the project this variable is available for editing in the inspector, however, not all the options are available. For example, 'effect_override_points' is missing.



### Steps to reproduce

Create an export variable with a bunch of options, check object inspector, some options missing. Exit godot and restart, options are there.

### Minimal reproduction project

![enum_351](https://user-images.githubusercontent.com/13980/211522304-4c576b5a-fa11-405c-aa16-1022206f1f7a.png)