sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [FSDP][BE] `test_fsdp_comm_hooks.py` cleanup
Labels: oncall: distributed,triaged,module: fsdp

`test_fsdp_comm_hooks.py` takes too long to run (374 sec / 6:14 min on AWS cluster -- for perspective, `test_fsdp_mixed_precision.py` takes 524 sec / 8:44 min). This issue outlines some ways to make it run faster.

1. We should only test the FSDP model with nested wrapping since nested wrapping is orthogonal to the communication hook. This involves removing the `has_wrapping` argument from `Net` and each unit test in favor of only the `has_wrapping=True` path.
2. We should subtest some of the configurations. For example, `FULL_SHARD` and `SHARD_GRAD_OP` take exact same code path (both now and in the future) since they both require a reduce-scatter. These do not need to run in new processes.
3. We should consider if we want to run separate tests for both the FP16 and BF16 compression hooks. Their logic is identical except the dtype.

---

Some other miscellaneous items:
- This comment does not seem to align with the `assertEqual` since it checks the parameter, not its gradient:
https://github.com/pytorch/pytorch/blob/c7d2fb7f8649b798d805c18f3c1d21abd0bdb2dd/test/distributed/fsdp/test_fsdp_comm_hooks.py#L399-L401


cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add HAT as an upscale
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 ?

https://github.com/XPixelGroup/HAT

The Real_HAT_GAN_SRx4 model yields **very** nice results. Would it be possible to add it to the SD upscale script of upscalers?

### Proposed workflow

1. Go to Upscalers
2. Press Real_HAT_GAN_SRx4
3. View results


### Additional information

_No response_
Repository: TypeScript
Issue: Interaction of empty arrays and `satisfies` is unsatisfying
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

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List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
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My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

when we use `satisfies` keywords, infer empty array to typed array by `satisfies` target array instead of never array

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
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```ts
interface TreeNode {
  children: TreeNode[];
}

const a = {
  children: [],
} satisfies TreeNode;

// expect: TreeNode[]
// accept: never[]
a.children
// ^?
```

https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgCpQhAcgewCYoDeAUMsggBbAA2eGIAXGhtvhANoC6A3MQL7FiCHCADOYZHGQBeZCTKUadCI2RcANP2Si4YYKJjAIo5plwFexAPRXkEAB4AHCAjBN0Ztl2JwAdItp6a1sAPQB+YiA

## 💻 Use Cases

<!--
  What do you want to use this for?
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infer `a.children` to `TreeNode[]`
Repository: PowerToys
Issue: █ Fancyzone ➜ Wheel positioning while Shift
Labels: Needs-Triage

### Description of the new feature / enhancement

When selecting a position while Shift+dragging in FancyZone, you can move it by turning the wheel.

> *You can switch to a number position in that screen without moving the mouse.
> *Allows the user to select the function of positioning only that display or the function of positioning with reference to all displays.
> 
> *Up wheel to advance number down. Down wheel to advance number up.
> *The forward/backward direction can also be set in the reverse direction.


### Scenario when this would be used?

This allows you to determine the fixation location simply by operating the wheel.
Even if you have many displays, it reduces the burden of moving the mouse.


### Supporting information

_No response_
Repository: youtube-dl
Issue: Chelsea FC
Labels: site-support-request,Good first issue

## Checklist

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Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs
- Single video: https://www.chelseafc.com/en/video/first-half--manchester-united-v-chelsea--a--5smw5iate62dthdwoxsafx-csrrsy0%E2%80%A6

## Description

Videos of Chelsea FC
Repository: excalidraw
Issue: Stabilize stroke 
Labels: enhancement

I have feature request for small option which can significantly improve quality and comfort of hand drawing.

Stabilize stroke is an option which add some kind of delay to the draw tool, and thus allows to control a line very smoothly, especially for drawing with mouse.
It used widely include Blender, where you can quickly test it. Blender3D > New File > 2d Animation > Stroke. 
Also it option can be tested in free ConceptApp.

Here is a quick example of result without stabilize stroke and with:
![Screenshot_20221211_013054](https://user-images.githubusercontent.com/118725251/206901354-f2a90d81-e310-43c6-ab97-fc0d3f2f1be9.png)
Repository: material-ui
Issue: Source maps not working with Next.js v13
Labels: external dependency,package: system,nextjs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: 

Steps:

1. Clone https://github.com/Siegrift/material-ui/tree/broken-source-maps-repro
2. `cd examples/nextjs-with-typescript`
3. `npm i`
4. `npm run dev`
5. Open `http://localhost:3000/` and open devtools
6. Inspect the elements and the see that the CSS source maps are broken

### Current behavior 😯

Devtools point to the bundled CSS and not to the source file where it's defined.

<img width="1492" alt="image" src="https://user-images.githubusercontent.com/22679154/206912486-73772085-dcfb-4f38-9289-7e80fffe54fc.png">

<img width="689" alt="image" src="https://user-images.githubusercontent.com/22679154/206912508-ec38023e-c1d7-49db-912b-fd2d62e78a71.png">


### Expected behavior 🤔

I'd expect devtools to point me to the actual file and the CSS definition like it does in https://emotion.sh/docs/source-maps

### Context 🔦

I've migrated from material-ui@4 to v5 and while understanding the migration from JSS I noticed that source maps were not working. I've tried to look for this issue, but haven't found a solution... Two of the most promising things were:
1. Use the [babel emotion plugin](https://emotion.sh/docs/babel) for nextjs. This didn't work, because the next/font needs SWC compiler and the SWC compiler doesn't work when `.babelrc` is defined.
2. Use [emotion plugin for the SWC compiler](https://nextjs.org/docs/advanced-features/compiler#emotion), but this didn't help either.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
Need to install the following packages:
  @mui/envinfo@2.0.8
Ok to proceed? (y) y

  System:
    OS: macOS 13.0.1
  Binaries:
    Node: 18.12.1 - ~/.volta/tools/image/node/18.12.1/bin/node
    Yarn: 1.22.19 - ~/.volta/tools/image/yarn/1.22.19/bin/yarn
    npm: 8.12.2 - ~/.volta/tools/image/npm/8.12.2/bin/npm
  Browsers:
    Chrome: 108.0.5359.98
    Edge: Not Found
    Firefox: Not Found
    Safari: 16.1
  npmPackages:
    @emotion/react: latest => 11.10.5
    @emotion/styled: latest => 11.10.5
    @mui/base:  5.0.0-alpha.109
    @mui/core-downloads-tracker:  5.10.17
    @mui/icons-material: latest => 5.10.16
    @mui/material: latest => 5.10.17
    @mui/private-theming:  5.10.16
    @mui/styled-engine:  5.10.16
    @mui/system:  5.10.17
    @mui/types:  7.2.2
    @mui/utils:  5.10.16
    @types/react: latest => 18.0.26
    react: latest => 18.2.0
    react-dom: latest => 18.2.0
    typescript: latest => 4.9.4
```

next.js version: 13.0.6
</details>
Repository: godot
Issue: Improve error reporting when fail to create .import file
Labels: bug,topic:editor,confirmed,topic:import,high priority

### Godot version

godot 4.0 beta 8

### System information

Linux Ubuntu 22.04.1 LTS 

### Issue description

When importing new files like (png,jpeg,ogg..). The engine doesnt make an "example".import file .When i started the project i did not have this issue .I tried to fix it by opening the project with other versions of godot 4 but it did not work.  (godot 3.5 didnt have this issue)
 
![Screenshot from 2022-12-11 16-21-03](https://user-images.githubusercontent.com/69584454/206912473-943974f4-ecba-461b-87c7-fa6e7227e547.png) ![Screenshot from 2022-12-11 16-27-28](https://user-images.githubusercontent.com/69584454/206912573-e52c132a-11cd-4b69-b51a-3a26640d3408.png)


### Steps to reproduce

- Chose a file of your choice (PNG,JPEG,OGG....)
- Put it in the godot project file
- The file showes up with a red X in the icon and can not be used 

### Minimal reproduction project

[import bug.zip](https://github.com/godotengine/godot/files/10202874/import.bug.zip)
Repository: godot
Issue: remove_from_group: Condition "!data.grouped.has(p_identifier)" is true
Labels: bug,topic:core,confirmed,topic:2d

### Godot version

3.5.1.stable

### System information

Win 10

### Issue description

I'm taking a screenshot capture of the map to use as background for the minimap.
The whole code to get the correct image following [this viewports doc](https://docs.godotengine.org/en/stable/tutorials/rendering/viewports.html?highlight=get_viewport#capture):
```
var data = get_tree().get_current_scene().get_viewport().get_texture().get_data().flip_y()
var texture = ImageTexture.new()
texture.create_from_image(data, 1)
```

Accessing the viewport is now giving me this `remove_from_group` error that I didn't had before. The main thing that changed is that I created more maps and had to move the map node to an external scene. The capture still works as intended and this error is not hurting the development in any way, I just thought I should warn since we do not have any kind of `remove_from_group` calls on our scripts as the error message suggests.

### Steps to reproduce

I'm still not sure how to reproduce since a lot changed in our code because of the amount of recent contributions ... I had a hard time figuring out where the error was comming from, since the error message is totally missleading.
I will certainlly investigate it further and try to create a consise example but all help is welcome.

### Minimal reproduction project

not yet (non minimal: https://github.com/spicylobstergames/shotcaller-godot)

#45332 also mentions the same error, but I'm guessing these are not the same issues
Repository: godot
Issue: RichTextLabel unordered list tag [ul] shows as missing character
Labels: bug,topic:gui

### Godot version

4.0 beta 8

### System information

Linux Manjaro, Intel UHD 630

### Issue description

Using [ul] [/ul] tags in a RichTextLabel leads to unknown characters. I tried it with over 10 other free fonts and it was always the same:
![Richttext UL error](https://user-images.githubusercontent.com/9008901/206921049-43ee9288-096a-4ef7-ab00-c8a7a99203aa.png)


### Steps to reproduce

1. add a RichTextLabel
2. activate bbcode
3. add a [ul] tag

### Minimal reproduction project

[RichTextUL.zip](https://github.com/godotengine/godot/files/10202876/RichTextUL.zip)
Repository: godot
Issue: Child windows drop to 1 FPS they obscure their parent [Wayland/Mutter]
Labels: discussion,platform:linuxbsd,topic:rendering

### Godot version

v4.0.beta7.official [0bb1e89fb]

### System information

Arch Linux, GNOME Wayland 43.2, Intel UHD Graphics 620, Mesa 22.2.3

### Issue description

Child windows seem to be frame limited when covering their parent window. This is caused by [GNOME Mutter window culling](https://gitlab.gnome.org/GNOME/mutter/-/blob/main/src/compositor/meta-window-actor.c#L1497), which prevents unnecesary redraws for windows that are not visible.

[Grabación de pantalla desde 2022-12-11 16-17-23.webm](https://user-images.githubusercontent.com/48573316/206924472-8e0bc62b-3585-4bf5-8a43-2f1765c7aca6.webm)

This also happens when clicking Browse in that dialog, because it opens the file picker which covers it instantly.

### Steps to reproduce

1. Open the Project Manager
2. Click on "New Project"
3. Resize the window so it covers the Project Manager  
   _(or alternatively, click the browse button)_
4. Interact with new child window

### Minimal reproduction project

N/A
Repository: flutter
Issue: Let's add MeasureSizeBox
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

```dart
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';

class MeasureSizeBox extends SingleChildRenderObjectWidget {
  final ValueChanged<Size> onSizeCallback;

  const MeasureSizeBox({
    required super.child,
    required this.onSizeCallback,
    super.key,
  });

  @override
  RenderProxyBox createRenderObject(BuildContext context) {
    return _RenderMeasureSizeBox(onSizeCallback: onSizeCallback);
  }
}

class _RenderMeasureSizeBox extends RenderProxyBox {
  final ValueChanged<Size> onSizeCallback;

  _RenderMeasureSizeBox({required this.onSizeCallback});

  @override
  void layout(Constraints constraints, {bool parentUsesSize = false}) {
    super.layout(constraints, parentUsesSize: parentUsesSize);
    if (size.isEmpty) return;
    onSizeCallback(Size.copy(size));
  }

  @override
  void setupParentData(covariant RenderObject child) {
    child.parentData = parentData;
  }

  @override
  void adoptChild(covariant RenderObject child) {
    child.parentData = ParentData();
    super.adoptChild(child);
  }

  @override
  void dropChild(covariant RenderObject child) {
    if (child.parentData is FlexParentData) {
      child.parentData = ParentData();
    }

    super.dropChild(child);
    // super.dropChild(child);
  }
}
```
I checked with ParentdData It Worked well and with RenderObject. I am not sure about optimization. But can you see ?
Repository: tauri
Issue: [bug] isMaximized seems to trigger resize event
Labels: type: bug,status: needs triage

### Describe the bug

I'm checking isMaximized with the resize event. This seems to trigger an infinite loop of sorts since I can see thousands of console.logs instead of one per pixel (or whatever). I have window decorations set to false in tauri.conf.
```
  useEffect(() => {
    let unlisten: UnlistenFn;
    const window = getCurrent();

    listen("tauri://resize", async () => {
      console.log("resize");
      const _isWindowMaximized = await window.isMaximized();
      //...
    }).then((data) => {
      unlisten = data;
    });

    return () => {
      if (unlisten != null) {
        unlisten();
      }
    };
  }, []);
```

Removing the isMaximized or trying with some other functions on window does not result in the same behaviour.

I've tested on Macos and Windows and it seems it works just fine on Windows.

### Reproduction

use window.isMaximized() in listen("tauri://resize")

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Mac OS 13.0.0 X64
  › Node.js: 18.5.0
  › npm: 8.12.1
  › pnpm: Not installed!
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.64.0
  › cargo: 1.64.0
  › Rust toolchain: stable-x86_64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.2.2
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.2,
  › tauri-build [RUST]: 1.1.1,
  › tao [RUST]: 0.15.7,
  › wry [RUST]: 0.23.3,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:5173/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ dist
  ├─ node_modules
  ├─ src-tauri
  ├─ .git
  ├─ .vscode
  └─ src

### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Quick Accent Language Auto Switch 
Labels: Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Why pick a language in the Quick Accent settings, when they can be picked up by the selected input language?
Outside Latin alphabets, it's very common to switch input language.
Thus, adding "Auto" in the dropdown for Character Set in settings would perform this auto switch funcionality.
As such, users would still have the option for the current "fixed" choice, or go for "Auto".

### Scenario when this would be used?

This is used by many non-latin language windows users.
Example, your main language in cyrillic, but when browsing online you are mostly in latin both for the URL or any other interaction.
Thus, you cannot switch the QuickAccent character set all the time.

### Supporting information

_No response_
Repository: rust
Issue: Const RangeInclusive<T> used within match case raises error E0308
Labels: A-diagnostics,T-compiler,D-terse,A-patterns

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use std::ops::RangeInclusive;

const MEMORY_RANGE: RangeInclusive<u16> = 0x00FF..=0x3FFF;

fn main() {
    let address: u16 = 0x0FFF;

    match address {
        // This is valid.
        0x00FF..=0x3FFF => { /* ... */ },
        // This is not valid.
        MEMORY_RANGE => { /* ... */ }
    }
}
```

I expected to see this happen: MEMORY_RANGE to compile without error.

Instead, this happened: MEMORY_RANGE as a case within the match raises a compiler error `error[E0308]: mismatched types`.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.65.0 (897e37553 2022-11-02)
binary: rustc
commit-hash: 897e37553bba8b42751c67658967889d11ecd120
commit-date: 2022-11-02
host: x86_64-unknown-linux-gnu
release: 1.65.0
LLVM version: 15.0.0
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
error[E0308]: mismatched types
  --> src/main.rs:12:9
   |
3  | const MEMORY_RANGE: RangeInclusive<u16> = 0x00FF..=0x3FFF;
   | --------------------------------------- constant defined here
...
8  |     match address {
   |           ------- this expression has type `u16`
...
12 |         MEMORY_RANGE => { /* ... */ }
   |         ^^^^^^^^^^^^
   |         |
   |         expected `u16`, found struct `RangeInclusive`
   |         `MEMORY_RANGE` is interpreted as a constant, not a new binding
   |
   = note: expected type `u16`
            found struct `RangeInclusive<u16>`
help: you may want to move the range into the match block
   |
12 |         0x00FF..=0x3FFF => { /* ... */ }
   |         ~~~~~~~~~~~~~~~

For more information about this error, try `rustc --explain E0308`.
```

</p>
</details>
Repository: vscode
Issue: Cell collapse doesn't persist between VSC sessions
Labels: bug,notebook-workbench-integration

Collapsed cell inputs / outputs should persist between VSC sessions because conducting data analysis often span multiple days--many times with long inputs / outputs.

Steps to repro:
1. Open or create an ipynb file
2. Collapse some cell inputs and/or outputs
3. Close VS Code
4. Open VS Code
5. 🐛 All cell inputs and outputs are expanded

Cell collapse do work:
- When I close the ipynb file tab and open it again
- On window reload
Repository: godot
Issue: OpenXR: Controller tracking fails sometimes when `pose` is set to `default`
Labels: bug,topic:xr,topic:input

### Godot version

v4.0.beta.custom_build [1bfaa73e1]

### System information

Fedora 36, SteamVR beta 1.25.1, HTC Vive

### Issue description

When launching certain VR projects, XRController nodes don't move. There are no errors printed.
I can't figure out what causes this. The MRP attached triggers it for me, the controllers won't move. A project I was working on was tracking fine until I edited the action map, then it stopped tracking. Resetting to the default action map and clearing `.godot/` didn't fix it. The project at https://github.com/BastiaanOlij/godot4_openxr_demo _does_ track for me, consistently every time I run it.
In summary, it seems mostly random. I know this probably isn't the most helpful of bug reports, but I'm at a loss here. It may be related to the action map, which would mean this is something similar to #65395, but I have no idea. It might also be OS specific, VR on Linux isn't too popular.

### Steps to reproduce

Open certain VR projects

### Minimal reproduction project

[xr_controllers.zip](https://github.com/godotengine/godot/files/10204386/xr_controllers.zip)
Repository: vscode
Issue: SCM - Sort `Source control repositories` by number of changes
Labels: feature-request,scm

<!-- ⚠️⚠️ 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. -->
In poly repo projects, there might be a long list of git repos. Sorting by number of changes allows the modified repos to cluster together without the need to scroll through the whole list