sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: autograd.functional.jacobian : Imaginary part is lost for functions with real input and complex output.
Labels: module: autograd,triaged,has workaround

### 🐛 Describe the bug

As per title, similar to #90499 

```python
import torch
import functorch

m = torch.tensor([[0.30901699437494745, 0.9510565162951535], [-0.9510565162951535, 0.30901699437494745]], dtype=torch.double)

def fn(m):
    return m * 0.5j

jacfwd_o = functorch.jacfwd(fn)(m)
jacobian_o = torch.autograd.functional.jacobian(fn, m)

print(jacfwd_o)
print(jacobian_o)
```

Output:
```
tensor([[[[0.+0.5000j, 0.+0.0000j],
          [0.+0.0000j, 0.+0.0000j]],

         [[0.+0.0000j, 0.+0.5000j],
          [0.+0.0000j, 0.+0.0000j]]],


        [[[0.+0.0000j, 0.+0.0000j],
          [0.+0.5000j, 0.+0.0000j]],

         [[0.+0.0000j, 0.+0.0000j],
          [0.+0.0000j, 0.+0.5000j]]]], dtype=torch.complex128)

tensor([[[[0., 0.],
          [0., 0.]],

         [[0., 0.],
          [0., 0.]]],


        [[[0., 0.],
          [0., 0.]],

         [[0., 0.],
          [0., 0.]]]], dtype=torch.float64)
```

### Versions

master

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: material-ui
Issue: [joy-ui] Add a marketing page
Labels: website,package: joy-ui

There are 3 phases to complete this issue:

1. 👉 Finalize the structure and contents of the page in the [Notion page](https://www.notion.so/mui-org/Marketing-page-eadcc0362dd44b73b44921a63909eabc).
2. Figma Design
3. Design to code

> **Note**
> This page will be developed by MUI's Core team.
Repository: vscode
Issue: Git - click Stage Changes should trigger files.autoSave first 
Labels: bug,git,papercut :drop_of_blood:

VSCode settings:

```json
{
    "files.autoSave": "onFocusChange",
}
```

After I click `Accept All Incoming`, there is no conflicts in the file, but the file not saved.
When I click the Stage Changes icon, should trigger the files.autoSave first. Because the editor lose the focus. So the useless dialog will also not appear.

https://user-images.githubusercontent.com/41773861/211761636-11a28b4a-402e-4a46-8b50-e5578be936b4.mov
Repository: stable-diffusion-webui
Issue: [Bug]: initial black image on every launch, before changing settings
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?

I updated my repo which was checked out a few days ago to 1a23dc3 via `git pull`. When generating images without changing any settings, all images are black, until some random settings are changed. Then the problem goes away.

### Steps to reproduce the problem

1. Check out the repo from a week ago.
2. Do some work with it.
3. Update to latest revision.
4. Launch server.
5. Generate, get only black images.
6. Change model, twiddle with sampling method, CFG, iterations etc. I'm not entirely sure what does it.
7. Generate again, problem went away.
8. Change model and settings back, no problem anymore.
9. Shutdown server, goto 4


### What should have happened?

After launch, the images should be produced as normal without having to twiddle with any setting.

### Commit where the problem happens

1a23dc3

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: vscode
Issue: Automatic enter indentation in offside folding languages
Labels: bug,editor-autoindent

<!-- ⚠️⚠️ 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. -->
If you code in a language like TypeScript and you press enter in an unindented line inside a block, VSCode will automatically indent the line to the current level:
<img width="215" alt="Bildschirmfoto 2023-01-11 um 10 09 56" src="https://user-images.githubusercontent.com/62756994/211764793-c0fc1515-1837-4f4c-9c35-f989c498b6af.png">
<img width="203" alt="Bildschirmfoto 2023-01-11 um 10 11 01" src="https://user-images.githubusercontent.com/62756994/211765034-c82c8b93-a10f-4602-8ebb-ad8cee0bc0e4.png">

If you do the same thing in Python, it doesn't work.
<img width="261" alt="Bildschirmfoto 2023-01-11 um 10 12 28" src="https://user-images.githubusercontent.com/62756994/211765343-7382f583-6658-4079-a341-0689f1a23ad4.png">
<img width="267" alt="Bildschirmfoto 2023-01-11 um 10 12 07" src="https://user-images.githubusercontent.com/62756994/211765270-534efbf2-cbea-4edb-be5c-8af86abdf974.png">

This makes some sense if you are below a block, because you might want to start some new block. However, if there is still a line with the same indentation as the current block after your cursor, I would like to have it automatically indented. It shouldn't be too hard, because we already have the indentation guides (the grey lines), and those could maybe be used to automatically indent the cursor while being inside a block. Note how the line stops at the second print call:
<img width="264" alt="Bildschirmfoto 2023-01-11 um 10 15 12" src="https://user-images.githubusercontent.com/62756994/211765958-03e7c535-ed44-46d0-9061-f07b8334feca.png">
Repository: opencv
Issue: OpenCV cannot import ONNX model: error: (-215:Assertion failed) r  == Range::all() || (0 <= r.start && r.start < r.end && r.end <= m.size[i]) in function 'cv::Mat::Mat'
Labels: bug,category: dnn (onnx)

### System Information

OpenCV => Python opencv-python-rolling-4.7.0.68
Operating System / Platform Windows 10 64 bit
Python =>3.10.4

### Detailed description

I converted the DecoupledSeg from PaddleSeg to ONNX:

https://github.com/PaddlePaddle/PaddleSeg/tree/release/2.6/configs/decoupled_segnet

After one issue (https://github.com/opencv/opencv/issues/22794) got fixed, I now have a new one. This fails to load in opencv-python-rolling-4.7.0.68:
```
[ERROR:0@1.077] global onnx_importer.cpp:1054 cv::dnn::dnn4_v20221220::ONNXImporter::handleNode DNN/ONNX: ERROR during processing node with 5 inputs and 1 outputs: [Slice]:(onnx_node!p2o.Slice.4) from domain='ai.onnx'
Traceback (most recent call last):
  File "d:\Local\devel\Python\OpenCV\dnn_segmentation_paddle_decoupledseg_cityscapes\inference.py", line 121, in <module>
    model = cv2.dnn.readNet(model_path)
cv2.error: OpenCV(4.7.0-dev) D:\a\opencv-python\opencv-python\opencv\modules\dnn\src\onnx\onnx_importer.cpp:1073: error: (-2:Unspecified error) in function 'cv::dnn::dnn4_v20221220::ONNXImporter::handleNode'
> Node [Slice@ai.onnx]:(onnx_node!p2o.Slice.4) parse error: OpenCV(4.7.0-dev) D:\a\opencv-python\opencv-python\opencv\modules\core\src\matrix.cpp:883: error: (-215:Assertion failed) r 
== Range::all() || (0 <= r.start && r.start < r.end && r.end <= m.size[i]) in function 'cv::Mat::Mat'
```

### Steps to reproduce

```
model = cv2.dnn.readNet(model_path)
```
Find the ONNX file here:
https://drive.google.com/file/d/1qIVxTS2lZpN4fapN3yvnYrZ3x0g4rD4w/view?usp=sharing

### 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: puppeteer
Issue: [Feature]: Add Drag and press function in Mobile node
Labels: feature

### Feature description

**Why?**

I don't know why puppeteer only have tap function in the touchscreen class, it's good if we have drag and press function

especially drag is good!

**Solution**

goto packages/puppeteer-core/src/common/Input.js add:
```
    async press(x, y, delay = false) {
        const touchPoints = [{ x: Math.round(x), y: Math.round(y) }];
        await __classPrivateFieldGet(this, _Touchscreen_client, "f").send('Input.dispatchTouchEvent', {
            type: 'touchStart',
            touchPoints,
            modifiers: __classPrivateFieldGet(this, _Touchscreen_keyboard, "f")._modifiers,
        });
        if (delay) {
            await new Promise(resolve => {
                return setTimeout(resolve, delay*1000);
            });
        }
        await __classPrivateFieldGet(this, _Touchscreen_client, "f").send('Input.dispatchTouchEvent', {
            type: 'touchEnd',
            touchPoints: [],
            modifiers: __classPrivateFieldGet(this, _Touchscreen_keyboard, "f")._modifiers,
        });
    }

    async drag(start, target) {
        const touchPoints = [{ x: Math.round(start.x), y: Math.round(start.y) }];
        const touchEnd= [{ x: Math.round(target.x), y: Math.round(target.y) }];
        await __classPrivateFieldGet(this, _Touchscreen_client, "f").send('Input.dispatchTouchEvent', {
            type: 'touchStart',
            touchPoints:touchPoints,
            modifiers: __classPrivateFieldGet(this, _Touchscreen_keyboard, "f")._modifiers,
        });
        await __classPrivateFieldGet(this, _Touchscreen_client, "f").send('Input.dispatchTouchEvent', {
            type: 'touchEnd',
            touchPoints:touchEnd,
            modifiers: __classPrivateFieldGet(this, _Touchscreen_keyboard, "f")._modifiers,
        });
    }
```

goto packages/puppeteer/lib/types.d.ts add:
```
             drag(start: Point, target: Point): Promise<void>;
             press(x: number, y: number, delay: number): Promise<void>
```
Repository: tauri
Issue: [bug] window freeze followed by app crash on window close (Ubuntu 22.04 AppImage)
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

When I try to mark text in certain html elements in a window built with the WindowBuilder, the window freezes followed by the whole window turning grey. When I close that window, which is an additional window to the main window of the application, the whole application crashes without cleanup. I seem to be able to only reproduce this with the built `.AppImage` so far (built via github actions on a Ubuntu 18.04 runner).

https://user-images.githubusercontent.com/36768177/211791091-face6afd-3931-47a3-bf64-a9351d560df4.mp4



### Reproduction

I'm afraid I can't really tell yet how to reproduce it.

1. Add a secondary window and open it.
2. Try to mark text of problematic html (unknown what qualifies it as problematic, it doesn't seem to happen everywhere)
3. wait

### Expected behavior

_No response_

### Platform and versions

```
Environment
  › OS: Ubuntu 22.04 X64
  › Node.js: 16.11.1
  › npm: 8.0.0
  › pnpm: Not installed!
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.64.0
  › cargo: 1.64.0
  › Rust toolchain: stable-x86_64-unknown-linux-gnu 

Packages
  › @tauri-apps/cli [NPM]: 1.2.2
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.3,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: Vue.js
  › bundler: Vite

App directory structure
  ├─ scripts
  ├─ tests
  ├─ .git
  ├─ crates
  ├─ target
  ├─ docs
  ├─ dist
  ├─ node_modules
  ├─ src-tauri
  ├─ dist-isolation
  ├─ src
  ├─ .github
  ├─ .vscode
  └─ public
```

### Stack trace

_No response_

### Additional context

I also recently get this error on startup when running the app (.AppImage) in the console:
```
(WebKitWebProcess:11573): Gtk-WARNING **: 12:03:30.501: Theme parsing error: gtk.css:1413:23: 'font-feature-settings' is not a valid property name
```
Not sure if it may be related. I think I get this error since I installed pending Ubuntu updates very recently so maybe there has been an update to the webview that may cause this.
Repository: vscode
Issue: The side preview area of the text editor and the actual view are not uniform when using codelen
Labels: bug,editor-minimap

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- VS Code Version: 1.74.3
- OS Version: Windows_NT ia32 10.0.19045

The side preview area of the text editor and the actual view are not uniform when using codelen
See my video


https://user-images.githubusercontent.com/119792950/211954660-6a329390-0844-493c-8162-dd2404ce63a9.mp4
Repository: godot
Issue: Mouse capture mode set in tool script leads to an unrecoverable editor state
Labels: discussion,topic:gdscript

### Godot version

3.5.1

### System information

Linux

### Issue description

Typing this script into any node and then opening the node captures the mouse into a state from which it is impossible to recover except by killing the whole Godot editor project.
 
```GDScript
tool
extends Spatial

func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
```

I *now* know that code like this code should be inside a `if not Engine.editor_hint:` block, but this took a while to work out, during which time I thought that I was crashing the window.  And then I had to change the file using a different editor.

Setting the mouse_mode should either be ignored if in tool editor mode, or print a warning to about how to avoid this mistake.

### Steps to reproduce

See above

### Minimal reproduction project

[mousecapture.zip](https://github.com/godotengine/godot/files/10392000/mousecapture.zip)
Repository: godot
Issue: Incorrect tangents (Normal Map Shading) on mesh at import glTF
Labels: bug,topic:rendering,needs testing,topic:import,topic:3d

## Godot version
4.0 beta10, beta11, beta12 

## System information
Windows 10, Nvidia GeForce GTX 1060 (528.02) / Vulkan
linux mint Nvidia GeForce GTX 1060 / Vulkan

## Issue description

remark: the material used on the models has seamless textures,
u,v coordinates of individual vertices can be <0 or >1.

### export method 1 (blender to glTF - tangents checkbox off)
When exporting models from a blender through GLTF with default settings(tangents checkbox off),
with some(not all) 3d model, such a problem is observed:
![NormalFlip](https://user-images.githubusercontent.com/122445959/211794019-b4d00acc-9087-435a-aa71-460486a6ffde.png)

The bug flip Normal Shading Line not lie on the edge, and located inside the triangle.
![NormalFlipInsideTriangle](https://user-images.githubusercontent.com/122445959/211809986-d3af5f06-6046-4d81-b721-d7a6434aae45.png)

models on which this situation occurs look equally wrong as in Godot 4.0 beta10, beta11,
so in the Godot 3.4

### export method 2 (blender to glTF - tangents checkbox on)

 **a: for Godot 3.4** - completely treated the situation and gave a model with the right Normal Shading

**b: for Godot 4.0 beta10-12**    flip NormalShading lines inside the triangles disappear,  but now Normal Shading is buggy in a different way. On one side of the wall, the Normal Shading is correct, on the other side wrong.
The surface of the bricks that should be illuminated turn out to be darkened, and vice versa.
The picture demonstrates the side with wrong Shading:

![wrongNormShad2](https://user-images.githubusercontent.com/122445959/211812961-b1314281-919d-4b4e-a81f-253c30203760.png)

### export method 3 (blender to obj):
Godot 4.0 beta10-12   When import models through OBJ format, we get a mesh with the right Normal Shading.
![NormShad2](https://user-images.githubusercontent.com/122445959/211814163-828304f6-9425-410d-bd45-3f4d73f53329.png)


## Steps to reproduce
Open the project / testScene and see three mesh obtained by three different import methods.

First mesh from global world origin, has a glitch at the top, where the red arrow points.
Second mesh  has sides with incorrect normal shading - bricks are darkened from above and lightened from below.
Third mesh (from global world origin) has no glitches - example of correct normal shading.

## Minimal reproduction project
[glTF_BugNormalShading.zip](https://github.com/godotengine/godot/files/10392787/glTF_BugNormalShading.zip)

**model blender file**
[ruin_D300_.zip](https://github.com/godotengine/godot/files/10392802/ruin_D300_.zip)
Repository: PowerToys
Issue: Visual Studio 2019-22 and Unreal Engine 4/5 - Floating windows do not resnap to last assigned zone
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Open any project in Visual Studio 2019 or 2022.
Use a Fancy Zone layout such a 3 columns in which the first and last column have 2 rows, but the middle one is a single zone. (5 zone total)
Assign Solution Explorer into one
Assign Watch in another
Assign text editor in another
Assign output in another
Assign Find result in another

Close Visual Studio

Reopen....

It tends to snap all in a single zone...

Same happens with Unreal Engine if you use the same kind of layout and assign diverse windows in different zones everytime you boot the engine again.


Note

![image](https://user-images.githubusercontent.com/60370506/211819464-99b74fe2-973d-4af8-87f0-2386f2f00f07.png)
![image](https://user-images.githubusercontent.com/60370506/211819588-f4ebaebc-2a38-4bec-9020-a39c6953e409.png)
![image](https://user-images.githubusercontent.com/60370506/211819692-e9225fe9-daa8-42d0-8ff5-f151dde3bf76.png)
![image](https://user-images.githubusercontent.com/60370506/211819918-d7d7ffaa-0f00-42ce-8c20-1e0e798c3dd9.png)
![image](https://user-images.githubusercontent.com/60370506/211820147-f117aea8-8a4f-4309-9fb9-e6e0632077be.png)



### ✔️ Expected Behavior

Resnapping to last assigned zone

### ❌ Actual Behavior

Random windows will resnap to random zones.

It's worst with UE4/5 than visual studio, but for confidentiality I can't share a screenshot.

### Other Software

_No response_
Repository: rust
Issue: Inherent associated types defined on non-ADTs don't resolve successfully
Labels: T-compiler,C-bug,requires-nightly,F-inherent_associated_types

Inherent associated types where the self type isn't an ADT (e.g. a trait object type or a primitive type like `bool` or `i32`) are currently not resolved successfully.

### On Trait Object Types

I expected to see the following code compile successfully:

```rust
#![feature(inherent_associated_types)]

trait Tr {}

impl dyn Tr {
    type Pr = ();
}

const _: <dyn Tr>::Pr = ();
```

Instead, the following error was emitted:

```
error[E0223]: ambiguous associated type
  --> src/lib.rs:10:10
   |
10 | const _: <dyn Tr>::Pr = ();
   |          ^^^^^^^^^^^^ help: use fully-qualified syntax: `<(dyn Tr + 'static) as Trait>::Pr`
```

For comparison, the analogous code involving inherent associated *constants* works flawlessly.

### On Primitive Types

I expected to see the following code compile successfully (`#![no_core]` is representative for the `core` crate)

```rust
#![feature(inherent_associated_types, no_core)]
#![allow(incomplete_features)]
#![no_core]

impl bool {
    type Pr = ();
}

const _: bool::Pr = ();
```

Instead, the following error was emitted:

```
error[E0223]: ambiguous associated type
 --> src/lib.rs:9:10
  |
9 | const _: bool::Pr = ();
  |          ^^^^^^^^ help: use fully-qualified syntax: `<bool as Trait>::Pr`
```

---

I'd like to see #105961 merged first. Thus I consider this issue blocked for now.

@rustbot label T-compiler F-inherent_associated_types requires-nightly S-blocked
@rustbot claim

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Repository: rust
Issue: Conflicting implementations error that violates orphan rules
Labels: A-trait-system,T-compiler,C-bug,T-types,A-coherence

Below there are two examples that express the same intention: there is some basic trait, there is some more strict trait (that is independent), and there is a generic implementation of basic for all types that implement a strict one. 

First there is a divergence: if traits are parametrised by extra generic there is an error, and if not - there is none, but from my point of view it's the same logical relation.  

Second, it implies that conflicting implementations may result from implementing something in external crate. But it's against orphan rules, because both trait and type for which conflicting implementations are conjectured to exist are defined in this crate, so they will both be foreign for any external crate.

This example works:

```rust
  pub struct ConcreteType;
  
  pub trait Base {}
  
  impl Base for ConcreteType {}
  
  pub trait Extended {
      type Base: Base; // irrelevant for reproducibility
  }
  
  impl<T: Extended> Base for T {}
```

But this doesn't

```rust
  pub struct ConcreteType<A: AT> {
      _marker: std::marker::PhantomData<A>
  }
  
  pub trait AT {}
  
  pub trait Base<A: AT> {}
  
  impl<A: AT> Base<A> for ConcreteType<A> {}
  
  pub trait Extended<A: AT> {
      type Base; // irrelevant for reproducibility
  }
  
  impl<A: AT, T: Extended<A>> Base<A> for T {}
```

I expected to see this happen: both examples compile.

Instead, this happened: 
```
error[[E0119]](https://doc.rust-lang.org/stable/error-index.html#E0119): conflicting implementations of trait `Base<_>` for type `ConcreteType<_>`
  --> src/lib.rs:15:1
   |
9  | impl<A: AT> Base<A> for ConcreteType<A> {}
   | --------------------------------------- first implementation here
...
15 | impl<A: AT, T: Extended<A>> Base<A> for T {}
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ conflicting implementation for `ConcreteType<_>`
   |
   = note: downstream crates may implement trait `Extended<_>` for type `ConcreteType<_>`
 ```

### Meta

Was using Rust playground (stable) for everything.

</p>
</details>