sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: File/Editor tab hover content customization
Labels: help wanted,feature-request,workbench-tabs,workbench-hover

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Ability to customize the colouring and information generated by hovering over a file tab. What it currently shows:
![image](https://user-images.githubusercontent.com/79522719/194853884-f3e07f72-b8fd-436d-b794-5e534acec7aa.png)

Compared with the hovering of the icons in the activity side bar, which currently looks like:
![image](https://user-images.githubusercontent.com/79522719/194855507-2e6f2c13-99e3-4b15-8075-129f46424a45.png)

Incidentally the activity bar hover can be changed using "editorHoverWidget" but it then also applies to hovers inside the code editor too. There should be a separation so the activity bar can be specifically targeted i.e. "activityBar.hoverBackground" and "activityBar.hoverForeground".

Potential colour customizations for the file/editor tab hover in the primary image above.
- "tab.hoverBackground"
- "tab.hoverForeground"

Information customization:
- "tab.hoverInformation": "short"/"long"/"detail"

'Short' would be just the filename, 'long' would be what it currently shows (file path), and 'detail' would show file name on the first line and path on the second line. 

This is particularly important from a UX perspective, because when tabs are pinned if you want to see what file it is you either have to look at the breadcrumbs or hover, and if the file path is very long then on a large monitor your eyes are darting half the width of the screen. Incidentally the breadcrumbs itself could have a colour option to distinguish the active file from the rest of the path; what it currently shows:

![image](https://user-images.githubusercontent.com/79522719/194858340-3c01d605-13ba-4043-8658-e6005fa513e9.png)

The tab hover could also be brought more inline with the activity bar hover, which has a tiny triangle psuedo-element pointing to the element being hovered over as per image 2.
Repository: godot
Issue: Drag previews clipped by Popup that created them
Labels: bug,topic:input,topic:gui

### Godot version

4.0.beta2

### System information

Windows 10

### Issue description

Calling set_drag_preview() from a Control nested within an embedded PopupPanel will cause the preview to be clipped by that PopupPanel.

![drag_clip](https://user-images.githubusercontent.com/4364040/194858285-a3e2d144-776c-463f-be81-3a9a58370a1a.gif)

Seems possible that #64949 might fix this by allowing us to set the parent to the main viewport, but I don't understand the issue well enough to be sure about that.

### Steps to reproduce

Some Controls nested within a PopupPanel:
![image](https://user-images.githubusercontent.com/4364040/194858856-a8587b8b-2110-4054-8cbd-f7dad1de78a1.png)

The GridContainer in the image above has a script that instantiates each inventory slot as a scene, which looks like this:
![image](https://user-images.githubusercontent.com/4364040/194860026-f8c31a4e-2394-4c30-a7b6-e7d557de0730.png)


The InventorySlotControl's script contains the following code:
```
func _get_drag_data(_position: Vector2):
	if item_stack is ItemStack:
		drag_data = { "item_stack": item_stack, "previous_slot": self }
		set_drag_preview(stack_container.duplicate())
		stack_taken.emit(get_index())
		return drag_data

func _can_drop_data(_position: Vector2, data) -> bool:
	return data is Dictionary and data.has("item_stack")

func _drop_data(_position: Vector2, data) -> void:
	stack_received.emit(get_index(), data)
	data.previous_slot.drag_data = null

func _unhandled_input(event: InputEvent) -> void:
	if event.is_action_released("ui_left_mouse") and drag_data is Dictionary:
		accept_event()
		stack_received.emit(get_index(), drag_data)
		drag_data = null
```

### Minimal reproduction project

_No response_
Repository: godot
Issue: Some rendering TODOs to solve (used to be `#warning`)
Labels: bug,topic:rendering

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

When writing the Vulkan renderer @reduz sprinkled `#warning`s over in place of TODOs, and several of these have never been addressed. I'm removing them in #67183 so we can treat all warnings as errors again, so listing these here for assessment / fixing by @godotengine/rendering.

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/drivers/vulkan/rendering_device_vulkan.cpp#L1658-L1660

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/editor/plugins/node_3d_editor_plugin.cpp#L4776-L4796

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/servers/rendering/renderer_rd/pipeline_cache_rd.cpp#L72-L75

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp#L1078-L1080

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/servers/rendering/renderer_rd/renderer_compositor_rd.cpp#L104-L109

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp#L1337-L1348

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp#L1497-L1506

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: opencv
Issue: Enhance HighGUI
Labels: feature

### Descripe the feature and motivation


Hello, everyone,
I would like to work on bringing improvements to the GUI part with QT.
For example:
- Add a TextFiled
- Set "shape" of the pointer cursor
- Reset window zoom
- and so on

I am not sure what would be best.
Whether to create all these functions in OpenCV (which would only work if compiled with QT) 
or add a single function that returns the pointer to the QWidget so that a user can then work directly with that.


### Additional context

_No response_
Repository: godot
Issue: glTF mesh parser TODO: Line loop and triangle fan are not supported
Labels: bug,topic:import

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

Used to be a `#warning`, changed to a simple TODO in #67183, opening an issue to keep track of it. I didn't assess if it's still relevant today.

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/modules/gltf/gltf_document.cpp#L2579-L2600

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: godot
Issue: Skeleton2D Bone2D editor gizmo drawing should move from core to editor plugin
Labels: bug,topic:editor,topic:animation

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

Just opening an issue to keep track of this TODO that used to be a `#warning` before #67183:

https://github.com/akien-mga/godot/blob/0963d3f1f5df94cca2b712a6e7b18df02e5a2ee9/scene/2d/skeleton_2d.cpp#L195-L203

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: godot
Issue: Sprite2D `is_pixel_opaque` doesn't fetch proper repeat / mirrored values from CanvasItem
Labels: bug,topic:2d

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

Opening an issue to keep track of an old `#warning` that has now been converted to a simple TODO in #67183:

https://github.com/godotengine/godot/blob/0963d3f1f5df94cca2b712a6e7b18df02e5a2ee9/scene/2d/sprite_2d.cpp#L312-L317

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: godot
Issue: ArrayMesh TODO about binding `add_surface` with (not yet implemented) MeshSurfaceData object
Labels: bug,topic:rendering

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

Converting an old `#warning` to a TODO in #67183, opening this issue to keep track of it:

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/scene/resources/mesh.cpp#L1579-L1582

@godotengine/rendering 

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: godot
Issue: VisualShader `reset_state` TODO about missing cleanup
Labels: bug,topic:shaders

### Godot version

4.0.beta (77f4670d0)

### System information

All

### Issue description

Converting an old `#warning` to a TODO as part of #67183, here it is:

https://github.com/godotengine/godot/blob/77f4670d001b12a5c7e1f50c100301c8fb1b4d1e/scene/resources/visual_shader.cpp#L1511-L1516

@godotengine/shaders 

### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Easy way to "freeze" BatchNorm running_mean/running_var
Labels: module: nn,triaged,needs research

### 🚀 The feature, motivation and pitch

In most transfer learning applications, it is often useful to freeze some layers of the CNN (e.g. resnet50) up to the last convolutional layers in order to train only the last layers. Usually, I simply set requires_grad=False to all parameters in a simple for loop:
for param in net.parameters():
  param.requires_grad = False

This way, I can alternate freely between model.train() and model.eval(), knowing which weights will get updated. However, since batchnorm parameters (running_mean/running_var) are not updated during backprop, the requires_grad attribute set on them is pretty much ignored, contrary to the training attribute of the layer which is used to compute bn_training => after training, I end up with a model where all batchnorm params have changed.

Here's my request: could bn_training somehow also depend on the requires_grad attribute of running_mean/running_var, i.e. something like:

if self.training and self.running_mean.requires_grad and self.running_var.requires_grad:
  bn_training = True
else:
  bn_training = (self.running_mean is None) and (self.running_var is None)

Note that I've seen a lot of codes where people don't know that their feature extractor is not entirely frozen, which can lead to a lot of incorrect/non reproducible results in research papers for example.


### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: pytorch
Issue: JIT model with `relu+div+sgn` will crash when computing the gradient
Labels: oncall: jit,module: crash,module: functorch

### 🐛 Describe the bug

JIT model with `relu+div+sgn` will crash (segmentation fault (core dumped)) when computing the gradient by using `torch.autograd.functional.jacobian` after running the model

```py
import torch

class M(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, input):
        input = torch.nn.functional.relu(input)
        input = torch.div(input, torch.tensor(2, dtype=torch.float32, device='cpu'))
        fn_res = torch.sgn(input, )
        return fn_res

fn = M().to('cpu')
torch.random.manual_seed(47202)
input = torch.rand([5, 5, 5], dtype=torch.float64)

jit_fn = torch.jit.trace(fn, input)

from torch.autograd.functional import jacobian

jit_fn(input.clone().requires_grad_())
jacobian(jit_fn, input.clone().requires_grad_())
```

```
segmentation fault (core dumped)
```

Interestingly, it will not crash if we directly call the `jacobian` without running the model at first

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```

cc @zou3519 @Chillee @samdow @soumith
Repository: pytorch
Issue: `squeeze_` fails with JIT but succeeds without it
Labels: oncall: jit

### 🐛 Describe the bug

`squeeze_` fails with JIT but succeeds without it

```py
import torch

def fn(input):
    return input.squeeze_(dim=3)
input = torch.empty([5, 1, 5, 1], dtype=torch.float64, device='cpu')
input.uniform_(-64, 127)

print(fn(input.clone()))

jit_fn = torch.jit.trace(fn, input.clone())
```

```
tensor([[[ 57.4385,  -4.1074, -42.2959, -59.3506, -37.6112]],

        [[ -1.8995, 122.6732, -19.9084, 105.3027,  46.4563]],

        [[ 39.0169, -47.2261, -43.9141, -56.1353,  71.8304]],

        [[106.2245,  -1.1742,  27.4605,  41.4658,  82.8431]],

        [[119.8366,  66.7670,   5.1189,  17.5239, -60.9487]]],
       dtype=torch.float64)

IndexError: Dimension out of range (expected to be in range of [-3, 2], but got 3)
```

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```
Repository: pytorch
Issue: NVFuser batch norm with prims: internal assert failure from test suite
Labels: module: tests,triaged,module: nvfuser,module: primTorch

I noticed that when I run the following test locally:
```
python test/test_ops.py TestCommonCUDA.test_python_ref_executor_ops_nvprims_native_batch_norm_executor_nvfuser_cuda_float32
```

I get this error:
```
  File "/raid/hirsheybar/pytorch/torch/_prims/nvfuser_executor.py", line 205, in nvfuser_execute
    fusion, unflatten_spec = make_nvfuser_fusion(gm, *nv_template_args)  # type: ignore[misc]
  File "/raid/hirsheybar/pytorch/torch/_prims/nvfuser_executor.py", line 178, in make_nvfuser_fusion
    fd.add_output(o)
RuntimeError: downcast_ptr != nullptr INTERNAL ASSERT FAILED at "../torch/csrc/jit/codegen/cuda/utils.h":136, please report a bug to PyTorch.
```

I'm not sure why that test isn't failing in CI - one possibility is that I have a debug build locally, and the failure only manifests in a debug build.

cc @mruberry @ezyang @ngimel @Lezcano @fdrocha
Repository: godot
Issue: The `Open Documentation` options have inconsistent effects, some options can't open custom doc.
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0beta1, 4.0beta2

### System information

Windows 10

### Issue description

godot 4 supports the `GDScript documentation generation system`. So I tried to create a custom document: 

```GDScript
class_name CustomNode extends Node

## Custom node property description
@export var custom_var = 1
```

But with the exception of `F1 Search Help`, you can only open a custom doc by clicking the `Open Documentation` option in the export variable field(The green box in the picture). When you try to click on the red box in the pictures — the node's context menu option in scene dock and the button on top right corner of inspector dock — you will open the documentation for the base class(`Node`) instead of the user-defined document(`CustomNode` in this case).

![inspector](https://user-images.githubusercontent.com/39019460/194900599-5db1f72e-92df-4085-bca2-a22a50dcb43c.png)

![scene](https://user-images.githubusercontent.com/39019460/194900618-996753c5-38d0-4e8e-9ea3-22a80d3428f5.png)

I don't know if it's a bug, I do think it is.

### Steps to reproduce

omitted

### Minimal reproduction project

_No response_
Repository: godot
Issue: Vulkan mobile: MSAA 3D causes 3D viewport to render black on phone
Labels: bug,platform:android,topic:rendering,needs testing,topic:3d

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Samsung Galaxy S10, Android 12, Qualcomm Snapdragon 855, Adreno 640, Vulkan mobile

### Issue description

When running a game on my phone with the Vulkan mobile renderer, MSAA 3D causes the 3D scene to render black. This does not seem to affect CanvasLayers or MSAA 2D, since text is still rendered on screen. This does not happen with FXAA.

MSAA 3D off:
![image](https://user-images.githubusercontent.com/89754713/194908179-7f937e7b-2159-4e78-abc5-6af9a4faf25f.png)

MSAA 3D 2x:
![image](https://user-images.githubusercontent.com/89754713/194908255-09dcdfda-32fa-4ae5-98c5-e769671a6855.png)



### Steps to reproduce

Simply enable MSAA 3D in a mobile game and run it on a phone.

### Minimal reproduction project

[MobileTest.zip](https://github.com/godotengine/godot/files/9747428/MobileTest.zip)
Repository: storybook
Issue: Story control pattern that works in Vue 2.7 and Vue 3
Labels: feature request,needs triage

**Problem**
Currently the way you pass args into stories is different between Vue 2 and Vue 3, and since the release of Vue 2.7, which backports the composition API, "Vue 3 way" looks exactly like it should work in Vue 2, but it doesn't. 

By not working I mean that in both cases the controls do not have an effect unless the story is reloaded.

This is limiting when it comes to upgrading a library from Vue 2 to Vue 3, as not only do two branches/versions of the source code need to be maintained, you then have to decide if you write entirely new stories, change to the new way and sacrifice controls working for Vue 2, or also keep the story changes in sync with frequent conflict resolution.

Vue 2 way (doesn't work in Vue 3 even though there's no reason from a framework point of view that it wouldn't):

```
const Template = (args, { argTypes }) => ({
  components: { Page },
  props: Object.keys(argTypes),
  template: '<page v-bind="$props" />',
});
```

Vue 3 way (doesn't work in Vue 2.7 even though there's no reason from a framework point of view that it wouldn't):

```
const Template = (args) => ({
  components: { Page },
  setup() {
    return { args };
  },
  template: '<page v-bind="args" />',
});
```

**Solution**
A way to use the vue 3 story component logic within a storybook using vue 2.7, or a plugin that enables the same somehow. I understand the underlying Story logic is totally rewritten for Vue 3 according to newer standards, so I assume it would be much easier to backport that then get into the Vue 2 code itself.

**Alternatives**
Alternative is figuring out a weird different way that works for both and makes our storybook overall much harder to maintain and out of sync with the recommendations in the docs, or maybe not using storybook anymore, as it presents to much maintenance overhead for something kinda meant to do the opposite.

**Are you able to assist to bring the feature to reality?**
Possibly if someone can provide guidance on the architecture of the current implementation.
Repository: stable-diffusion-webui
Issue: Add seed used in embed when batch with random seeds 
Labels: enhancement

Hello
**Describe the solution you'd like**
When generating in batch add a way to copy the seed for exemple having an embed text box with the seed on top right


Thank you
Repository: godot
Issue: Changing an export array from string to enum creates wrong values
Labels: bug,topic:editor

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 10

### Issue description

In my personal project i had an export defined with an array, which was allowed multiple string values as choices.
I now wanted to use an enum instead of multiple string values. On changing this, the already existing values were blanked (to be expected) but when selecting a value, those are now displayed as {Name_of_enum_value}:{index_in_enum} String value in my example "Amulet:0" instead of just 0.

This gets cleaned up when completetely deleting the array in the inspektor for the node or changing it to the correct enum index values in the .tscn file directly via text-editor.

### Steps to reproduce

- Define an export with an Array with multiple string values as possible choices
- In the scene-view define values in that array
- in the script now change the var export to (Array, {Enum_of_your_choice})
- When now selecting a value for a position in the var in the inspector it would show a string of "{Name_of_enum_value}:{index_in_enum}" instead of an integer value of {index_of_the_enum_value}

Demonstration-video using the reproduction project below:

https://user-images.githubusercontent.com/24807557/194915554-8f3920f6-d625-4235-9de0-50755c2f7928.mp4



### Minimal reproduction project

[Reproduction Array String to Enum.zip](https://github.com/godotengine/godot/files/9747657/Reproduction.Array.String.to.Enum.zip)