sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Docs story wrapping issue with fixed positioned elements
Labels: has workaround,sev:S2,upgrade:7.1

### Describe the bug

Positioning in Docs page is broken for elements with `fixed` positioning.

Examples:
Working deployment (7.0.6): https://storybook-7-0-6-reproduction.surge.sh/?path=/docs/uicomponents-date-picker-date-range--docs 

Issue (7.1.0): https://storybook-7-1-0-reproduction.surge.sh/?path=/docs/uicomponents-date-picker-date-range--docs

![image](https://github.com/storybookjs/storybook/assets/12672541/ac0cb468-b2b9-467e-9c80-18e9842cf203)

Also found another comment here describing the same issue:
https://github.com/storybookjs/storybook/issues/16774#issuecomment-1648367974

### To Reproduce

Follow this reproduction link:
https://codesandbox.io/p/sandbox/storybook-7-0-6-7-1-0-docs-issue-vkvwwy?file=%2Fpackage.json%3A21%2C27

You can switch the version `7.1.0` to `7.0.6` to reproduce this issue.

### System

```shell
System:
    OS: Linux 5.15 Debian GNU/Linux 11 (bullseye) 11 (bullseye)
    CPU: (2) x64 AMD EPYC
  Binaries:
    Node: 16.17.0 - /usr/local/bin/node
    Yarn: 3.6.1 - /usr/local/bin/yarn
    npm: 8.15.0 - /usr/local/bin/npm
  npmPackages:
    @storybook/addon-essentials: 7.1.6 => 7.0.6 
    @storybook/addon-interactions: 7.1.6 => 7.0.6 
    @storybook/addon-links: 7.1.6 => 7.0.6 
    @storybook/addons: 7.1.6 => 7.0.6 
    @storybook/react: 7.1.6 => 7.0.6 
    @storybook/react-vite: 7.1.6 => 7.0.6
```


### Additional context

Seems in <7.1.0 [`zoom`](https://developer.mozilla.org/en-US/docs/Web/CSS/zoom) was used, which was changed to `transform` and `scale` making this break 🤔
Repository: vscode
Issue: ptyHost starts when there is only a terminal renderer
Labels: bug,terminal-process

Testing #188720

I think the ptyHost is not needed with only a terminal renderer, correct? Reproduced by opening an empty window and then using `Dev Containers: Show Container Log` to open a terminal with a renderer, but no process behind it.
Repository: ant-design
Issue: 建议 Checkbox, Select 之类的表单控件提供原生 form 属性支持
Labels: Inactive,improvement

### What problem does this feature solve?

假设有一个自定义列表输入组件 List，其内部包含一个 form
如果表单内包含此组件，浏览器会有警告提示有嵌套的 form  
解决方法是将 form 放在其它地方，表单组件添加 form 属性指向此表单

[mdn 上关于 form 属性的描述](https://developer.mozilla.org/zh-CN/docs/Web/HTML/Element/input#form)  

此外， form属性可以在自动化测试中方便地读取整个表单值而不需要逐个读取

目前 Input 组件可以正常使用 form 属性，但 Checkbox 和 Select 的 form 属性没有放到正确的元素上

### What does the proposed API look like?

- Checkbox 添加 form 属性，可以渲染到 input 上
- Select 添加隐藏的原生 select，同步值并添加 form 属性
- 其它表单组件类似

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Windows/Native Title Bar: Horrible Title Menu Experience
Labels: bug,upstream,electron,titlebar

Testing #188709

Notice how I cannot open the menu items to the right of the cursor (only to the left):
![Code_-_Insiders_jecL4tl9xg](https://github.com/microsoft/vscode/assets/2931520/22c2ff05-ae37-426f-9a12-a255509ed1d2)

I used these settings:
```
"window.experimental.nativeContextMenuLocation": true,
"window.titleBarStyle": "native",
```
Repository: pytorch
Issue: Batching rule for aten::bincount.
Labels: triaged,module: functorch

### 🚀 The feature, motivation and pitch

I used `torch.bincount()` in a function that was passed to `torch.func.vmap()` and got this warning:


> UserWarning: There is a performance drop because we have not yet implemented the batching rule for aten::bincount. **Please file us an issue on GitHub** so that we can prioritize its implementation. (Triggered internally at ../aten/src/ATen/functorch/BatchedFallback.cpp:82.)

I'm filing an issue as requested : ) 

### Alternatives

_No response_

### Additional context

_No response_

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: tensorflow
Issue: `configure`: Error in detecting CUDA toolkit path
Labels: stat:awaiting tensorflower,type:build/install,subtype: ubuntu/linux

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

3b205a3

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 23.04

### Python version

3.11

### Bazel version

4.2.3

### GCC/compiler version

12.2.0

### CUDA/cuDNN version

11.8

### GPU model and memory

GTX 1050 Ti - 4 GB

### Current behavior?

I am trying to using `configure` script before building Tensorflow from source.

When I am trying to configure CUDA support using default list of base paths to look for CUDA libraries and headers, I get the following error:

```out
Inconsistent CUDA toolkit path: /usr vs /usr/lib
```

I have included the path of each tool in the next section.

I have tried different combinations for list of base paths and even changed `third_party/gpus/find_cuda_config.py` file to add default subdirectory paths but still get this error.

### Standalone code to reproduce the issue

Here's where everything is installed:

```bash
$ locate cuda.h
```

returns:

```out
/usr/include/cuda.h
```

and

```bash
$ which nvcc
```

returns:

```out
/usr/bin/nvcc
```

and

```bash
$ locate libcudart.so.11
```

returns:

```out
/usr/lib/x86_64-linux-gnu/libcudart.so.11.0
/usr/lib/x86_64-linux-gnu/libcudart.so.11.8.89
```

and

```bash
$ locate -r libdevice*.10.bc
```

returns:

```out
/usr/lib/nvidia-cuda-toolkit/libdevice/libdevice.10.bc
```

### Relevant log output

_No response_
Repository: rust
Issue: Can MIR have irreducible control flow?
Labels: A-MIR

All Rust programs have reducible control flow -- except if we write them with custom MIR:
```rust
#![feature(custom_mir, core_intrinsics)]
extern crate core;
use core::intrinsics::mir::*;

#[custom_mir(dialect = "built")]
pub fn irreducible(x: bool) { mir! (
    // start block jumps to one of two different blocks inside the below loop
    {
        match x {
            true => bb1,
            _ => bb2
        }
    }

    // bb1, bb2 form a loop
    bb1 = {
        Goto(bb2)
    }
    bb2 = {
        Goto(bb1)
    }
)}
```
Here is a more complicated example that doesn't get optimized away immediately:
```rust
#![feature(custom_mir, core_intrinsics)]
extern crate core;
use core::intrinsics::mir::*;

#[inline(never)]
pub fn black_box() -> i32 {
    std::hint::black_box(42)
}

#[custom_mir(dialect = "built")]
pub fn irreducible(x: bool) { mir! (
    let y: i32;
    // start block jumps to one of two different blocks inside the below loop
    {
        match x {
            true => bb1,
            _ => bb3
        }
    }

    // bb1, bb2, bb3, bb4 form a loop (with some early exit points)
    bb1 = {
        Call(y, bb2, black_box())
    }
    bb2 = {
        match y {
            1 => bb3,
            _ => ret
        }
    }
    
    bb3 = {
        Call(y, bb4, black_box())
    }
    bb4 = {
        match y {
            1 => bb1,
            _ => ret
        }
    }
    ret = {
        Return()
    }
)}
```
This should probably be rejected right after Custom MIR building? At least I assume later MIR passes can generally assume reducible control flow.

Thanks to @cbeuw for the examples.

Cc @JakobDegen
Repository: rust
Issue: E0308 suggestion can lead to unnecessary clones
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
    let string = String::from("foo");
    let a = Some(string.clone());
    let b = Some(&string);
    if a == b {
        println!("do stuff");
    }
}
```


### Current output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:5:13
  |
5 |     if a == b {
  |             ^ expected `Option<String>`, found `Option<&String>`
  |
  = note: expected enum `Option<String>`
             found enum `Option<&String>`
help: use `Option::cloned` to clone the value inside the `Option`
  |
5 |     if a == b.cloned() {
  |              +++++++++
```


### Desired output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:5:13
  |
5 |     if a == b {
  |             ^ expected `Option<String>`, found `Option<&String>`
  |
  = note: expected enum `Option<String>`
             found enum `Option<&String>`
help: try using `.as_ref()` to convert `Option<String>` to `Option<&String>`
  |
5 |     if a.as_ref() == b {
  |         +++++++++
```


### Rationale and extra context

This works as expected when `a` and `b` are swapped, but with this ordering, `cloned` is suggested, which leads to an allocation/copy which will be immediately freed and is entirely avoidable.

### Other cases

`a` and `b` swapped leads to the correct output.

### Anything else?

Tested on `nightly 2023-07-24 31395ec38250b60b380f`
Repository: storybook
Issue: Migrate from `@babel/plugin-syntax-import-assertions` to `@babel/plugin-syntax-import-attributes`
Labels: bug,needs triage

### Describe the bug

https://next.babeljs.io/docs/v8-migration/#babelplugin-syntax-import-assertions

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Settings UI: Right click on setting should behave the same as click on ⚙️ 
Labels: feature-request,settings-editor

1. Open Settings UI
2. Right click on some setting -> nothing happens 🐛 

I would expect that the mouse right click anywhere in the element behaves the same as clicking on the ⚙️  icon.
Repository: vscode
Issue: No progress if Notebook output coming in slow
Labels: polish,notebook-output

Testing #188699

1. Open a new Notebook file. Have the following content
```
import sys
itr = 0
for i in range(10):
    for j in range(4444):
        itr = itr +1
        print('{!r} {!r} {!r}'.format(itr, j, i), file=sys.stderr)
    sys.stderr.flush()
```
2. Notice that after you run, the Notebook shows ✔️ , and the output only comes 1 second later. 
3. This gives a jarring effect, since there is no progress for 1s 🐛 

Could we somehow improve this?
![Recording 2023-07-25 at 14 49 36](https://github.com/microsoft/vscode/assets/1926584/0b484710-b264-4519-b28a-8171a13fca44)
Repository: rust
Issue: Compiler panic, partial_cmp
Labels: I-ICE,E-needs-test,T-compiler,C-bug

### Code
https://github.com/RichoDemus/luna/tree/compiler_crash


### Meta
~~bug is also in nightly~~   edit: no it's not, I invoked the nightly flag incorrectly

`rustc --version --verbose`:
```
❯ rustc --version --verbose
rustc 1.71.0 (8ede3aae2 2023-07-12)
binary: rustc
commit-hash: 8ede3aae28fe6e4d52b38157d7bfe0d3bceef225
commit-date: 2023-07-12
host: x86_64-pc-windows-msvc
release: 1.71.0
LLVM version: 16.0.5
```

### Error output

```
<output>
```

<details><summary><strong>Backtrace</strong></summary>
<p>

```
thread 'rustc' panicked at 'index out of bounds: the len is 162 but the index is 167', C:\Users\runneradmin\.cargo\registry\src\index.crates.io-6f17d22bba15001f\ena-0.14.2\src\snapshot_vec.rs:199:10
stack backtrace:
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.

error: the compiler unexpectedly panicked. this is a bug.

note: we would appreciate a bug report: https://github.com/rust-lang/rust/issues/new?labels=C-bug%2C+I-ICE%2C+T-compiler&template=ice.md

note: rustc 1.71.0 (8ede3aae2 2023-07-12) running on x86_64-pc-windows-msvc

note: compiler flags: --crate-type bin -C opt-level=3 -C embed-bitcode=no

note: some of the compiler flags provided by cargo are hidden

query stack during panic:
#0 [typeck] type-checking `train_loop`
#1 [used_trait_imports] finding used_trait_imports `train_loop`
#2 [analysis] running analysis passes on this crate
end of query stack
warning: `luna` (bin "luna") generated 6 warnings (run `cargo fix --bin "luna"` to apply 6 suggestions)
error: could not compile `luna` (bin "luna"); 6 warnings emitted
```

</p>
</details>
Repository: godot
Issue: The Clip Children option in Sprite2D does not work correctly
Labels: discussion,topic:rendering,topic:2d

### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.20348 - Vulkan (Forward+) - dedicated NVIDIA RTX A2000 12GB (NVIDIA; 31.0.15.3625) - Intel(R) Xeon(R) Gold 6342 CPU @ 2.80GHz (48 Threads)

### Issue description

The 2D Masking / Clipping feature was introduced in version 4.0.
https://godotengine.org/article/godots-2d-engine-gets-several-improvements-upcoming-40/

It was a really handy feature, but when updating 4.0->4.1.1 it suddenly stopped working.

The test project opened in Godot 4.0 is displayed correctly.

![image](https://github.com/godotengine/godot/assets/140503482/7aa32b39-de83-4aee-9f29-12011545bc74)

The same project opened in 4.1.1 looks bad.

![image](https://github.com/godotengine/godot/assets/140503482/9f454a33-e0fc-41fe-aa27-41f60ce9bbea)

Experimentally, we were able to establish that the changes in the behaviour of the function occurred in 4.0.1.


### Steps to reproduce

When Clip Children=Clip Only is enabled in the properties of the masking Sprite2D, its texture continues to be displayed and no masking occurs.

### Minimal reproduction project

N/A
Repository: material-ui
Issue: [Select][material][joy] add clearable prop to clear value
Labels: new feature,waiting for 👍,component: select,package: material-ui,package: joy-ui,RFC

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live working example of other library component:
https://element.eleme.io/#/en-US/component/select#clearable-single-select

Steps:
In above codepen, just tried to tell how simple this feature can be, why we are making it complex.
After using select component i found `material` doesn't have clearable feature, `joy` ui has that but it extra complex, need to add endDecorator and have to do magic our own ends. 


### Current behavior 😯

we can't clear selected value instead need to add extra option for that.

### Expected behavior 🤔

there should be simple props option that will be able to handle this thing.

### Context 🔦

work around is available, we can add extra option with empty value.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: go
Issue: proposal: net/http: add Transport.WriteTimeout attribute
Labels: Proposal

Today using the default implementation of the http Client provided by Golang there is no an easy way for having a write timeout which should be triggered if all writes do not succeed in some specific time.

By having this configuration at hand, mapped as a new attribute of the transport, like `Transport.WriteTimeout` users could give up on requests earlier, without having to wait for an overall timeout (send request, send body, read response, read response body).

This new parameter would be similar to the [Transport.ResponseHeaderTimeout](https://pkg.go.dev/net/http#Transport.ResponseHeaderTimeout) but giving up earlier if writes do not succeed after X time.

# Why this new attribute and not leverage on the current  `Transport.ResponseHeaderTimeout`?

Main reason is that currently the timer for triggering is not started until all writes have been made - including sending the body. If Im not mistaken here is where it happens [here](https://github.com/golang/go/blob/862fa6d099fb046e90efd537b2c0ac2667c23d90/src/net/http/transport.go#L2661)

And writes could take much longer or even never finish, like what could happen with a TCP connection that is in zombie state - the TCP buffer is full and no acks are received by the server.

# Reuse the Conn.SetWriteDeadline for implementing the write timeout

Golang connection already provides a function that can be used for implementing this timeout [Conn.SetWriteDeadline](https://pkg.go.dev/net#Conn.SetWriteDeadline), but considering that connections can be moved back to the pool for subsequent requests the implementation should take care of calling the `Conn.SetWriteDeadline` with the new dead line every time that a new request comes in and reuse an existing connection
Repository: vscode
Issue: Too many icons in the Search title area
Labels: feature-request,search

My feeling is that there are too many icons (that are similar) in the Search view title area.

Could we check in telemetry how much each of these buttons is popular?
And once we do that, does it make sense to introduce a `...` button at the end, and we could move the "View as Tree" there (once data probably confirms this is not so popular).
The `...` could be a place where we introduce other actions. For example some connection to our "/search" experience.

fyi @daviddossett 

![Screenshot 2023-07-25 at 15 22 24](https://github.com/microsoft/vscode/assets/1926584/65f665f1-78be-4513-8f37-e5275a5b660c)
Repository: vscode
Issue: Default themes (light+, dark+, etc) support indent colorization
Labels: feature-request,themes,polish,bracket-pair-colorization

This [PR](https://github.com/microsoft/vscode/pull/178112) added support for indent colorization by adding css variables to configure indent guides (vertical lines spanning the indentation). It would be great if our default themes came with default colors similar to bracket pairs. 

Here're the indent guides set to green always and red when active, but more colors (same colors as in bracket pair colorization) would be great

<img width="371" alt="image" src="https://github.com/microsoft/vscode/assets/16353531/410f408a-dfea-4bdc-82a4-71e6d8283609">


```
    "editorIndentGuide.activeBackground1": "#FF0000",
    "editorIndentGuide.activeBackground2": "#FF0000",
    "editorIndentGuide.activeBackground3": "#FF0000",
    "editorIndentGuide.activeBackground4": "#FF0000",
    "editorIndentGuide.activeBackground5": "#FF0000",
    "editorIndentGuide.activeBackground6": "#FF0000",
    "editorIndentGuide.background1": "#005f5f",
    "editorIndentGuide.background2": "#005f5f",
    "editorIndentGuide.background3": "#005f5f",
    "editorIndentGuide.background4": "#005f5f",
    "editorIndentGuide.background5": "#005f5f",
    "editorIndentGuide.background6": "#005f5f",
```
Repository: PowerToys
Issue: [Renamer/Resizer] No context menu in Windows 10
Labels: Issue-Bug,Product-PowerRename,Product-Image Resizer,Needs-Team-Response

### Microsoft PowerToys version

0.71.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Image Resizer, PowerRename

### Steps to reproduce

I have installed the software without in normal user, no admin mode.
When I do a "Right click" on a picture, nothing apear for resize. 


### ✔️ Expected Behavior

Right click, context menu resize

### ❌ Actual Behavior

No context menu 

### Other Software

_No response_
Repository: godot
Issue: Plugins can no longer override 2D editor panning
Labels: bug,topic:editor,topic:plugin,regression

### Godot version

4.2 dev1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Since ViewPanner changes, the 2D editor no longer allows user plugins to override the panning. E.g. in 3.x I had a plugin for drawing shapes and it used Ctrl+wheel to rotate the shape. Now using this shortcut will zoom/pan the editor, regardless if the event is accepted.

I tried to fix it, but it breaks TileMap editor:
https://github.com/KoBeWi/godot/commit/51184633fbc01d9931176c17e55cd882ae595231

### Steps to reproduce

1. Open the MRP
2. Click a 2D node
3. Use mouse wheel and observe the output
4. You will see that the plugin intercepts the event, but it's still used by the editor

### Minimal reproduction project

[PluginBroke.zip](https://github.com/godotengine/godot/files/12161846/PluginBroke.zip)
Repository: vscode
Issue: Notification content is read out twice
Labels: bug,accessibility,workbench-notifications

Testing #188528

![image](https://github.com/microsoft/vscode/assets/900690/6e5c05ef-ba3a-4b19-98f8-83fa4b1da395)

I did reload the window on a fresh profile on `vscode` workspace and upon clicking the notification, the content was read out twice. This did not happen later when I focused the notification again.
Repository: Web-Dev-For-Beginners
Issue: VUA Dapp
Labels: no-issue-activity

**Describe the bug**
A clear and concise description of what the bug is.

**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error

**Expected behavior**
A clear and concise description of what you expected to happen.

**Screenshots**
If applicable, add screenshots to help explain your problem.

**Desktop (please complete the following information):**
 - OS: [e.g. iOS]
 - Browser [e.g. chrome, safari]
 - Version [e.g. 22]

**Smartphone (please complete the following information):**
 - Device: [e.g. iPhone6]
 - OS: [e.g. iOS8.1]
 - Browser [e.g. stock browser, safari]
 - Version [e.g. 22]

**Additional context**
Add any other context about the problem here.
Repository: pytorch
Issue: Possible speed up of nn.MultiheadAttention
Labels: module: nn,triaged

### 🚀 The feature, motivation and pitch

Hello,
Implementing MHA using the `opt_einsum` package speeds up the MultiheadAttention by ~30%:
```python
from math import sqrt
from opt_einsum import contract as einsum

d = Q.shape[-1]
A = einsum('b n h c, b m h c -> b n m h', Q, K) / sqrt(d)
A = A.softmax(2)

y = einsum('b n m h, b m h c -> b n h c', A, V).reshape(B, N, -1)
```
On my machine (NVIDIA RTX A4000 Laptop GPU) it runs 30% faster and on a Tesla V100 it runs 65% faster when compared against calling the forward pass of `nn.MultiheadAttention` for both PyTorch 1.13 and 2.0.

I don't know if this implementation is feasible, but there's that.

### Alternatives

_No response_

### Additional context

The function used to measure speed:
```python
def timeit(func, N=1000):
    start = torch.cuda.Event(enable_timing=True)
    end = torch.cuda.Event(enable_timing=True)

    start.record()
    for _ in range(N):
        func()
    end.record()

    torch.cuda.synchronize()
    print(start.elapsed_time(end))
```

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: godot
Issue: Cannot set root window position on launch
Labels: bug,topic:porting,regression

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Fedora Linux 38 (Cinnamon) - Vulkan (Compatibility) - Mesa Intel(R) UHD Graphics 630 (CML GT2) () - Intel(R) Core(TM) i5-10505 CPU @ 3.20GHz (12 Threads)

### Issue description

In my project I want to keep root window's size and position between launches. Restoration code called in the root node's `_ready()`. It worked fine on versions 4.0.3/4.0.4.dev1 but doesn't work anymore since 4.1.dev1. It looks like the size is set correctly but position is not.

May be related to https://github.com/godotengine/godot/issues/79581

### Steps to reproduce

1. Launch the attached project

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/12162313/Bug.zip)
Repository: go
Issue: cmd/compile: panic in `cmd/compile/internal/types.(*Type).Size` via `cmd/compile/internal/ssa.(*slotCanonicalizer).lookup`
Labels: compiler/runtime

```
#!watchflakes
post <- log ~ `internal compiler error: panic: runtime error: invalid memory address or nil pointer dereference` && log ~ `^cmd/compile/internal/types\.\(\*Type\)\.Size`
```

(pulled out from https://github.com/golang/go/issues/57995#issuecomment-1648885860)