sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: nvim_buf_attach: on_lines handler reports wrong value for Visual Block
Labels: bug,api,events,visual-mode

### Describe the bug

Create a buffer with some lines. Register an event handler with

```
local function on_lines(_, bufnr, changedtick, first, last, last_updated, _, _, _)
  print(bufnr .. ' ' .. changedtick .. ' ' .. first .. ' ' .. last .. ' ' .. last_updated)
end

vim.api.nvim_buf_attach(0, false, {
  on_lines = on_lines
})
```
Go to the beginning of line 1. Go into Visual Block (C-V), insert a space (Shift + I, then space, then Escape). I get `<bufnr> <changedtick> 1 1 1`. Deleting the space with with `x` results in `<bufnr> <changedtick> 0 1 1` which is the correct result according to https://neovim.io/doc/user/api.html#nvim_buf_attach() (first value zero-indexed, rest probably not)

`<bufnr> <changedtick> 1 1 1` is wrong and should be `<bufnr> <changedtick> 0 1 1` (zero-based 1st line edited and was the only line edited, line number after edit is still 1.


### Steps to reproduce

See description.

### Expected behavior

See description.

### Neovim version (nvim -v)

0.8.1

### Vim (not Nvim) behaves the same?

no, neovim specifics

### Operating system/version

Ubuntu 20.04

### Terminal name/version

Neovim-qt

### $TERM environment variable

n/a

### Installation

Self-compiled
Repository: godot
Issue: Animation with invalid track path errors on wrong (valid) track, the bottom one
Labels: bug,topic:editor,topic:animation

### Godot version

v4.0.beta13.official [caacade56]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

This looked like a reboot of #17718 at first, but this was an old ticket for Godot 3, and this time it's always the last track that comes in in the error message, not the track above, so I reopened one.

Below, I renamed the track override_brightness to override_brightness2 (you can also do the reverse, rename the member in code so the track becomes invalid):

![image](https://user-images.githubusercontent.com/1067772/214909493-e8f4dbf7-8eb4-4514-aa1d-60974967d4f7.png)

When I try to play this animation in editor or at runtime, I get a message on the wrong track, the one at the bottom:

Error in Output when playing animation modifying override_brightness property in editor:
> scene/animation/animation_player.cpp:711 - Failed setting track value 'AnimatedSprite2D:target_brightness'. Check if the property exists or the type of key is valid. Animation '' at node '/root/@@16478/@@655/@@656/@@664/@@667/@@675/@@683/@@684/@@686/@@712/@@713/@@752/MainScreen/@@9728/@@9555/@@9557/@@9559/@@9560/@@9561/@@9562/Node2D/Level/Slime/AnimationPlayer'.

Error in debugger when playing at runtime:
> E 0:00:01:0568   _animation_process_animation: Failed setting track value 'AnimatedSprite2D:target_brightness'. Check if the property exists or the type of key is valid. Animation '' at node '/root/Node2D/Level/Slime/AnimationPlayer'.
  <C++ Source>   scene/animation/animation_player.cpp:711 @ _animation_process_animation()

See how it mentions target_brightness (the last track).

Note that if the invalid track is the last one, the bug is invisible.

The cause may be the same as the old Godot 3 ticket (bad name caching).

### Steps to reproduce

Setup: if you loaded the minimal repro project, you can skip steps 1 to 3:
1. Create an AnimationPlayer with a Sprite under it, and set property tracks for `flip_h` and `flip_v` with at least one inserted key on `flip_h` (it's important so the engine tries to actually do something with the wrong track). Make sure to put `flip_v` below.
2. Rename `flip_h` track to `flip_h2`
3. Add some script with a _ready method that plays the faulty animation

If you use the minimal project, start here:
4. Play the animation in editor or at runtime (just play the game)
5. Observe errors in Output (editor) or Debugger (runtime) mentioning `flip_v` instead of `flip_h2`
6. Bonus: add a property track for the `test` variable on our custom script on the Sprite. Repeat 4 and observe errors about the `test` track this time (which is the new bottom track)

### Minimal reproduction project

[v4.0.beta13.official [caacade56] - Animation with invalid track path errors on wrong (valid) track (#17718 reboot).zip](https://github.com/godotengine/godot/files/10512109/v4.0.beta13.official.caacade56.-.Animation.with.invalid.track.path.errors.on.wrong.valid.track.17718.reboot.zip)
Repository: pytorch
Issue: [Releng] Optimize PyTorch packaging
Labels: oncall: releng,triaged

### 🐛 Describe the bug

We should publish `libtorch` package on Anaconda (that contains Python independent bulky library `libtorch_cpu/libtorch_cuda` and others) and make `pytorch` depend on it

### Versions

1.13
Repository: flutter
Issue: [infra] goldctl can go out of sync with Skia Gold, leading to surprising flakes/failures
Labels: team,team-infra,P2,c: flake,triaged-infra

We got a [P1](https://github.com/flutter/flutter/issues/117986) recently because `goldctl` went out of sync with Skia Gold. I think this happened before too. When things start failing they fail in unexpected ways and it's not always clear what the fix is, leading to lots of wasted time. If we had `goldctl` automatically updated whenever Skia Gold is updated we could eliminate this class of infra failures.
Repository: vscode
Issue: High contrast panel section header outlines don't include problem count
Labels: bug,workbench-views,confirmed

Type: <b>Bug</b>

1. Switch to high contrast theme
1. Create an error in some code
1. Open problems panel

**Bug**
The panel section header outline does not include the problems count:

![Screenshot 2023-01-26 at 10 25 41 AM](https://user-images.githubusercontent.com/12821956/214919234-d96a2eb0-210a-4efc-92ca-1b61536e7deb.png)


VS Code version: Code - Insiders 1.75.0-insider (Universal) (07d6f5b35fac559504dec65e3073d796b2d25a55, 2023-01-26T05:22:17.192Z)
OS version: Darwin x64 22.2.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<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)|2, 2, 2|
|Memory (System)|32.00GB (0.07GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: flutter
Issue: Add an option for Apps to set a preferred refresh rate for variable refresh rate devices. 
Labels: c: new feature,platform-ios,framework,engine,P2,team-ios,triaged-ios

**Add a dart:ui API to set the preferred refresh rate.**

Currently On iOS, if the device is a pro-motion device, Flutter engine sets the refresh rate to 120fps. This drains unnecessary batteries when the app is idle or performing a low-impact animations (a small spinner widget etc).

This issue propose below changes to the current behavior.
1. Lower the refresh rate to 60fps as it satisfies most non-high-impact animations.
2. Add a dart:ui API to allow Apps to bump the refresh rate to 80 or 120 as they see fit. 
3. Call this API in certain default Flutter widgets to take advantage of high refresh rates during high-impact animations (scrolling, page transition etc)

Above iOS 15, the preferred refresh rate is set as a range: (minimum, preferred, max)
Below iOS 15, one can only set a single value as preferred refresh rate. 

The dart:UI API should be something like:
`setPreferredRefreshRate(RefreshRateRange rate)`
The object `RefreshRateRange` should contain 3 values, minimum, preferred, max. Below iOS 15, only preferred is used. 

_Another option is to have the default stay in 120fps, App can choose to lower the refresh rate (using the provided dart:ui API) to 60 if they need to preserve battery._
Repository: vscode
Issue: Switch back to previous application after "code --wait"
Labels: feature-request,workbench-cli,keep

<!-- ⚠️⚠️ 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 using `code --wait` in, for example, Terminal.app on Mac, it would be convenient if it would switch back to Terminal.app after closing the file in VS Code.

The `subl` command-line tool of Sublime Text does this, and it's awesome. It has an option to disable this behavior ("-s or --stay: Keep the application activated after closing the file"); I suppose for `code` it could also be the other way round, with an opt-in parameter in order to not change existing behavior.

For now I'm approximating the behavior on Mac with a small wrapper script:
```
#/bin/sh

pid="$(osascript -e 'tell application "System Events" to get unix id of first process whose frontmost is true')"
code -w "$@"
osascript -e "tell application \"System Events\" to set frontmost of processes whose unix id is $pid to true"
```
Repository: godot
Issue: game freezing without evident reason
Labels: bug,needs testing

### Godot version

3.5.1

### System information

wildows 10, gles 3, Vega 8

### Issue description

the game freezes when the character(RigidBody character mode) grabs a bomb(RigidBody) from the bomb plant(Spatial).
if it's my bad coding, please hint me what i can do to evade this issue.
i'm sorry if it's not an engine bug, but i don't know how to solve this problem and i'm not finding any help or info to help me solve it, for this reason i'm thinking about coming here, also thinking it can, maybe, be some kind of issue.
![image](https://user-images.githubusercontent.com/60408080/214930684-2c6d1720-23a8-4eba-8b3e-69f774c903e5.png)
3.5, these are the errors in the debugger, i tried to fix but unsucessful:
this first bug about the viewport texture is not related to this functionality, but with the hp bar node as child of a viewport that is a texture of a sprite 3d node.
the second one is because i was setting the global position before adding the node to the tree, already fixed.
the others are all suspects from this crash/freeze since they only appear when this bug happens

![image](https://user-images.githubusercontent.com/60408080/214930835-f2ea417e-93c9-4f75-bbf8-001cfdf27bfe.png)


### Steps to reproduce

Open the project in godot
run the scenes/garden.tscn scene or just play the game (garden.tscn is the scene where the gameplay loop happens, you go to it by clicking play in the main menu)

in game:

grab a bomb plant seed by left-clicking with the character near to it
throw it left clicking
grab the bomb the grow from the plant
 - if it freezes the game, this is the bug
 - in case it won't happen grab a bomb again until it happens


### Minimal reproduction project

Repo: https://github.com/lucasthomaz97/Vegan-Hunting
Repository: vscode
Issue: GitHub - Provide a way to publish to GitHub for an already initialized repository via Remote > Add Remote
Labels: feature-request,github

Encountered while testing https://github.com/microsoft/vscode/issues/154778

1. `mkdir foo; cd foo; code-insiders foo`
2. Either `git init .` or click `Initialize Repository` from the SCM welcome view
3. Open the Remote > Add Remote SCM submenu
    ![image](https://user-images.githubusercontent.com/30305945/214931586-fe29c7c0-caf5-4607-8f6d-9c260f6016e5.png)
4. Click on Add remote from GitHub
    <img width="828" alt="image" src="https://user-images.githubusercontent.com/30305945/214931035-384112ba-537d-4344-a44d-8f7280ada5f3.png">
5. I am stuck at this point if I want to publish to a new GitHub repository

We have support for Publish to GitHub via the builtin GitHub extension, and this shows up if the user clicks on the Publish Branch button after step 2. Should we also show the GitHub remote publish options somewhere in the Add Remote flow, so that a user who is setting up a new repository locally and looks for remotes has the option to publish to a new GitHub remote?

![image](https://user-images.githubusercontent.com/30305945/214931834-6ac16d37-5d62-47c0-a8b5-cca8c6e48fda.png)
Repository: godot
Issue: Possible regression: Generic version of GetNodesInGroup() no longer exists in C#
Labels: discussion,topic:dotnet

### Godot version

4.0 Beta 15

### System information

Windows 10

### Issue description

This was added in a previous proposal and PR: https://github.com/godotengine/godot-proposals/issues/1059
https://github.com/godotengine/godot/pull/39652

It appears to have been removed in commit 3123be2384c14f7dd156b1cc2d53d822002b837a

### Steps to reproduce

Call GetTree().GetNodesInGroup() with a generic parameter for GetNodesInGroup().

### Minimal reproduction project

N/A

Current workaround is to call GetTree().GetNodesInGroup("SomeGroupName").OfType<SomeNodeType>() or GetTree().GetNodesInGroup("SomeGroupName").Cast<SomeNodeType>()
Repository: stable-diffusion-webui
Issue: [Bug]:  UnicodeDecodeError when starting Webui
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?

After this commit bd9b55ee908c43fb1b654b3a3a1320545023ce1c  i am getting UnicodeDecodeError. This commit forces update of transformers, there must be something wrong with that version and my pc. I have windows 11

### Steps to reproduce the problem

1. Update to any commit from bd9b55ee908c43fb1b654b3a3a1320545023ce1c and after 
2. Start webui-user.bat

### What should have happened?

Start webui normally

### Commit where the problem happens

bd9b55ee908c43fb1b654b3a3a1320545023ce1c

### What platforms do you use to access UI ?

Windows

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

Google Chrome

### Command Line Arguments

```Shell
git pull
--xformers
```


### Additional information, context and logs

![2023-01-26 114109](https://user-images.githubusercontent.com/15109972/214933811-b51cc659-38a8-4cc5-b2c5-9e953bc65725.png)
Repository: rust
Issue: DWARF for u128 could record alignment, doesn't
Labels: A-debuginfo,T-compiler,C-bug

With rustc 1.66.1 stable, compiling a program that makes use of `u128` produces the following DIE describing the type:

```
< 1><0x000031f4>    DW_TAG_base_type
                      DW_AT_name                  u128
                      DW_AT_encoding              DW_ATE_unsigned
                      DW_AT_byte_size             0x00000010
```

The `AT_alignment` attribute is not generated, and the information cannot easily be inferred from this DIE, since the details are subject to the target settings. In my case on an unmodified thumbv8m target, `u128` turns out to require 8-byte alignment, as seen by comparing with `MaybeUninit<u128>`:

```
< 4><0x00000fca>          DW_TAG_union_type
                            DW_AT_name                  MaybeUninit<u128>
                            DW_AT_byte_size             0x00000010
                            DW_AT_alignment             0x00000008
```

I believe this qualifies as a "non-default alignment" under the DWARF spec because the platform ABI itself (ARM M-profile, in this case) doesn't appear to specify alignment for 128-bit quantities that are not SIMD vectors. As such, we could record the alignment explicitly on the base type while following the letter of the DWARF standard.

More broadly -- while it would require a slightly looser interpretation of the DWARF standard, it would be lovely to include the alignment information for base types in their DIEs, for tool support. The *letter* of the DWARF `DW_AT_alignment` spec requires debug tools to know the "default" alignment for all types, such that it's only recorded in a DIE when it's overridden -- but particularly with custom `target.json`, that information may not be available to the tools.

### Meta

`rustc --version --verbose`:
```
rustc 1.66.1 (90743e729 2023-01-10)
binary: rustc
commit-hash: 90743e7298aca107ddaa0c202a4d3604e29bfeb6
commit-date: 2023-01-10
host: x86_64-unknown-linux-gnu
release: 1.66.1
LLVM version: 15.0.2
```

I have confirmed that this behavior is unchanged up through `1.69.0-nightly (c18a5e8a5 2023-01-25)`.
Repository: go
Issue: cmd/compile: add test for PGO profiles merged from profiles with different source versions
Labels: Testing,NeedsDecision,compiler/runtime

Users may be running several slightly different versions of their service in production (e.g., due to staged rollouts).

Then when collecting profiles, those users may, intentionally or unintentionally, collect profiles from multiple different versions of the binary and merge them together for use as the PGO profile.

I believe we already handle these correctly, but it is not intuitive, so we should add tests to ensure this continues to work.

The interesting case are samples in functions that have moved (different StartLine) between profiles A and B:

1. Profiling merging [uses](https://github.com/google/pprof/blob/84eb7ad69597eef6e5fed242cd05351d526243f9/profile/merge.go#L451-L458) `(StartLine, Name, SystemName, Filename)` as the Function identity key. Thus there will be 2 Functions with the same Name but different StartLine. Samples referencing these functions won't merge because they reference different Function ids.

2. When [building](https://cs.opensource.google/go/go/+/master:src/cmd/compile/internal/pgo/graph.go;l=455-457;drc=6e0e492e1229b22acdc8161efd12500a0e09e67e) the Node graph, we will end up with unique Nodes for each of the distinct Functions.

3. When [processing Nodes](https://cs.opensource.google/go/go/+/master:src/cmd/compile/internal/pgo/irgraph.go;l=192-200;drc=707f888797c6d37cf5da85e666e992d45f973150) to compute weights, we will calculate the same `NodeMapKey` for Nodes from each of the unique Functions (assuming line offsets within the function are unchanged). Thus, we will accumulate weights from the different Functions into the same `NodeMap` entry.

4. IRGraph construction then works as normal, finding merged weights from `NodeMap` entries.

This is quite fragile and we could easily break this without tests (or I missed something and it is already broken!)

cc @cherrymui @aclements
Repository: TypeScript
Issue: Non-null assertion should work on possibly-uninitialized auto-typed `let` variables
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

### 🔎 Search Terms

non-null postfix bang implicit any
### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

[This is the link](https://www.typescriptlang.org/play?ts=4.9.4#code/DYUwLgBAZg9jDcAoAllCAKAsgQzACwDoAnbAOwBMYBbdASggD4IAGAgVnoG9EJo4IAvBABEeEMGAxhSAL6IA9PIgAjbEQBcEAM5giyUgHMIAHwgBXCiCj6Q5ADTaQIKlug3EoSKqKC+CBUoAokREMEQOsDAQyK7IVAAOwMgAxshgwACeEGQZHuAq2ABevpEAhEiIQA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
let foo;
if (Math.random() > 0.5) {
  foo = "hello";
}
// bar: string | undefined, seems fine
let bar = foo;
/* -- pretend I know foo is defined for other reasons -- */
// Error, foo is implicitly any
let baz = foo!;
```

### 🙁 Actual behavior

Implicit any on `foo!`

### 🙂 Expected behavior

Since the inferred type of `foo` (as seen in `bar`) is `string | undefined`, `foo!` should trivially have the type `string`
Repository: flutter
Issue: Build the Flutter Vulkan embedder examples on CI.
Labels: engine,d: examples,P3,team-engine,triaged-engine

See https://github.com/flutter/engine/pull/39052
Repository: vscode
Issue: Notebook diff editor does not remember metadata and output collapse state
Labels: bug,polish,notebook-diff

1. Open a notebook diff from the scm view
2. Expand metadata and/or outputs sections
3. Switch away 
4. Switch back 
5. :bug: expand state is lost
Repository: flutter
Issue: [google_sign_in] The Future of the Google Sign In plugin.
Labels: p: google_sign_in,package,team-ecosystem,P2,triaged-ecosystem

After the recent changes to Google Sign In's web SDK ([Blog post][blog-post]), it has become somewhat clear that Google's Authentication and Authorization flows seem to be specializing on a per-platform level, to offer the best, most natural, experience on each platform.

In the web, for example, Authentication and Authorization have just been completely separated from each other while mobile is able to retrieve all authentication and authorization tokens at once, the OneTap experience exists for Android and Web, but not iOS, and many other little differences that make our unified APIs much harder to design, build and maintain.

It is very likely that eventually, we'll need to restructure this plugin as one that lets users have more control over the underlying APIs, rather than trying to hide that complexity under a common (minimal) API.

What does this mean for google_sign_in? What does the next generation of the plugin look like? How can we preserve a good developer experience, even when users need to use platform-specific code?

[blog-post]: https://developers.googleblog.com/2021/08/gsi-jsweb-deprecation.html
Repository: stable-diffusion-webui
Issue: [Bug]: (Linux) Generate forever crashes 
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?

Generate forever crashes after so many images 

prompt shows the image has stopped, no error 

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...
random. no clue 

### What should have happened?

Generate forever  

### Commit where the problem happens

Generate forever

### What platforms do you use to access UI ?

Linux

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

Mozilla Firefox

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_