sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: IntelliSense not working on a fresh project when opening scripts from subfolders.
Labels: bug,topic:thirdparty

### Tested versions

Godot Engine v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Windows 11 Pro (23H2) - GLES3 (Compatibility) - NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.4629) - 12th Gen Intel(R) Core(TM) i9-12900K (24 Threads) - .Net 7.0.401

### Issue description

When opening a c# script file from a subfolder with Visual Studio the IntelliSense doesn't work for C# standard functions.

A walkaround was posted on reddit two years ago [Reddit Link](https://www.reddit.com/r/godot/comments/v7jdwn/solution_vs_code_c_intellisense_not_working_on_a/)

### Steps to reproduce

1. Create a new project.
2. Create a subfolder (name it whatever you like)
3. Create a sub-subfolder (name it whatever you like)
4. create a new script in the sub-subfolder.
5. Attach script to a node.
6. Open the script with visual studio from the node.
7. Try adding a List and see that Intellisense won't recognize the List keyword.

### Minimal reproduction project (MRP)

[BugMRP.zip](https://github.com/godotengine/godot/files/13704904/BugMRP.zip)
Repository: godot
Issue: UNSAFE_METHOD_ACCESS warning for singletons autoloaded as .tscn
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Tested in Godot v4.2.1.stable.

### System information

Godot v4.2.1.stable - macOS 14.2.0 - Vulkan (Mobile) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

After making a singleton autoload as described [here](https://docs.godotengine.org/en/latest/tutorials/scripting/singletons_autoload.html) but instead of adding the script directly you autoload a packed scene with a single node with the script attached, the editor will give a UNSAFE_METHOD_ACCESS warning (when enabled) when a method to that singleton is used. 

The only workaround here is to add a class_name to the singleton script and name the autoload different from the script so it can be cast:

```
SceneManagerInstance.load_scene("level_test") # gives warning
(SceneManagerInstance as SceneManager).load_scene("level_test") # ugly workaround
```

Expected behavior here is that the singleton is type hinted by the autoload system.

### Steps to reproduce

1. Open and run attached project.
2. Notice the warning for line 7 of `ui_title.gd`

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/13705156/MRP.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: override settings missing after update
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

After update, override settings for models no longer works, how do i get it back?

### Steps to reproduce the problem

Reinstall SD, Git pull latest update, override settings missing.

### What should have happened?

There should be override setting

### What browsers do you use to access the UI ?

Microsoft Edge

### Sysinfo

N/A

### Console logs

```Shell
N/A
```


### Additional information

_No response_
Repository: vscode
Issue: Include reactor information in comment reaction information
Labels: feature-request,api,api-proposal,comments

Currently, the emoji reactions on the comments widget just shows the number of reactions, not any info about where those reactions came from:

![image](https://github.com/microsoft/vscode/assets/38270282/9f97a5b8-d769-4a77-a617-75f2e2d7c0b7)

On GitHub, for example, the reactions include the usernames of the reactors in hover text:
![image](https://github.com/microsoft/vscode/assets/38270282/71f6b74f-99bf-4ea8-912f-e75ba4b1d864)

We could expand the comments reaction API to allow something similar by adding a `reactors` property to the `CommentReaction`:

```ts
	export interface CommentReaction {
		readonly reactors?: readonly string[];
	}
```

To show something like this:

![image](https://github.com/microsoft/vscode/assets/38270282/3a4c8a8a-ebca-42ff-a8a9-a190e5dce3f0)
Repository: flutter
Issue: [palette_generator]: The `fromImageProvider` freezes the app for sometime.
Labels: package,p: palette_generator,team-ecosystem,has reproducible steps,P3,has partial patch,triaged-ecosystem,found in release: 3.16,found in release: 3.18

### What package does this bug report belong to?

palette_generator

### What target platforms are you seeing this bug on?

Android, Web

### Have you already upgraded your packages?

Yes

### Dependency versions

<details open><summary>pubspec.lock</summary>

```lock
lock file: https://github.com/caminosolutions/ext-issue-flutter-palette_generator-freeze/blob/main/pubspec.lock
```

</details>


### Steps to reproduce

1. Start the example application on the web.
2. Press the "calculate" button.
3. The loading indicator will freeze, and the GUI will become unresponsive.

In the example application, when invoking `PaletteGenerator.fromImageProvider` 
([In the code, we use it like this.](https://github.com/caminosolutions/ext-issue-flutter-palette_generator-freeze/blob/main/lib/image_is_black.dart#L56)), 
the GUI freezes for a few seconds. Even with a ~300KB file in the example application, it freezes on a Mac Studio M2 Ultra machine.

### Expected results

While the image analysis is in progress the GUI remains responsive.
It would also be a nice feature to have the possibility to cancel the process.


### Actual results

The GUI freezes completely.
I tested it on both Web and Android devices, and the error occurs on all of them (I tried using the `size` and `maximumColorCount` parameters, but that didn't help either).

### Code sample

<details open><summary>Code sample</summary>

```dart
code: https://github.com/caminosolutions/ext-issue-flutter-palette_generator-freeze
```

</details>


### Screenshots or Videos

<details open>
<summary>Screenshots / Video demonstration</summary>

</details>


### Logs

<details open><summary>Logs</summary>

Running the application in 'verbose' mode does not display any messages on the output when the error occurs.

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.16.4, on macOS 14.1 23B74 darwin-arm64, locale en-HU)
[✓] Chrome - develop for the web
[✓] IntelliJ IDEA Ultimate Edition (version 2023.3.1)
[✓] VS Code (version 1.85.0)
[✓] Connected device (1 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: TypeScript
Issue: Type parameter constrained to an array is not indexable by `${number}`
Labels: Possible Improvement

### 🔎 Search Terms

parameter constraint array index indexable number template literal

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.4.0-dev.20231218#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXwxAGcMBGAHgEF4QAPQ1YI+NAa1RwHdUBtAXQB8AClgwAXPEoBKCZR6pkAWwBGIGHwDcAKFCRYCFOmx4CxDACYqNeiEbM2Hbv2GjZMyTwAGAEgDeClTUAX09NIA

### 💻 Code

```ts
declare function test1<A extends unknown[]>(arr: A): A[number];
declare function test2<A extends unknown[]>(arr: A): A[`${number}`];
```


### 🙁 Actual behavior

`test2` is an error

### 🙂 Expected behavior

I expect both to be roughly identical - both should not error here.

### Additional information about the issue

I think that this should be OK since https://github.com/microsoft/TypeScript/pull/48837:
> * Numeric index signatures apply when the index type is `${number}`. For example ``  `Foo[][`${number}`] `` resolves to `Foo` instead of being an error. This is consistent with our existing rule that index signatures apply when the index type is a numeric string literal. For example `Foo[]['0']` already resolves to `Foo`.
Repository: stable-diffusion-webui
Issue: [Bug]: Captions not being generated for flipped copies
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

Following on from bug #14333, the steps mentioned in this commit do fix the issue (https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/3d9a0d9e4b1a52a873d32c7ba5c462d840f0e3ee) but a follow on issue was noticed.

When the 'Create Flipped Copies' box is selected, it only generates captions for the original image and NOT for the flipped copy In prior versions it would create captions for both the original and flipped copies.

### Steps to reproduce the problem

1. Click the 'Extras' tab
2. Choose 'Batch from directory'
3. Choose folders for the input/output field
4. Tick the 'Captions' box and choose 'BLIP'
5. Tick 'Create Flipped Copies'
6. Generate


### What should have happened?

It should first generate the flipped copy and then generate captions for both the original image and the flipped copy.

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

Google Chrome

### Sysinfo

[sysinfo-2023-12-18-16-26.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13706137/sysinfo-2023-12-18-16-26.json)


### Console logs

```Shell
There's no errors in the console to report.
```


### Additional information

_No response_
Repository: flutter
Issue: [pigeon] improve documentation on message handler setup step 
Labels: package,team-ecosystem,p: pigeon,P2,triaged-ecosystem

### Use case

After returning to this package after a couple years, I missed this step initially while following the README. 

I knew the messenger needed to be connected having used Platform Channels, but could not find documentation on this step in any readme.


### Proposal

* clarify readme to call out this step distinctly
Repository: flutter
Issue: Input decoration border properties are a bit confusing
Labels: P3,team-design,triaged-design

### Use case

I was trying to create a search bar that always had a border. The `InputDecoration` class has several different properties that control the border. It seems like it's necessary to provide a value `focusedBorder`, `enabledBorder` and `border` to have a border always on. 

I don't think this is a high priority, and perhaps it's the way other expect it to look. I'm logging as a result of discussion here: https://github.com/leighajarett/veggie_seasons_v2/pull/2/files/5c27d93f00d88b15e41c4036e551973f3628daca#r1385895406

### Proposal

Perhaps there should just be one border property that is a MaterialStateProperty that has possible values for enabled and focused?
Repository: PowerToys
Issue: Preview window doesn't render XML file correctly without BOM
Labels: Issue-Bug,Product-File Explorer,Needs-Triage,Product-Peek

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

Successor to https://github.com/microsoft/PowerToys/issues/21966.
[v0.76.0](https://github.com/microsoft/PowerToys/releases/tag/v0.76.0) didn't solve the bug, neither did [Release v0.76.1](https://github.com/microsoft/PowerToys/releases/tag/v0.76.1) and [Release v0.76.2](https://github.com/microsoft/PowerToys/releases/tag/v0.76.2).

I added 4 test files to the zip archive you can find at the bottom:
1. test_edit.xml (XML file with no formatting and no BOM = byte order mark)
2. test_edit_formatted.xml (XML file with formatting and no BOM)
3. test_edit_formatted_with_bom.xml (XML file with formatting and BOM)
4. test_edit_with_bom.xml (XML with BOM)

When viewing the preview window, only files 3 and 4 produce normal syntax highlighting. Files 1 and 2 show the preview window like this, with replacement characters:
![image](https://github.com/microsoft/PowerToys/assets/3648719/ff1c5be1-9dc6-4508-acd9-319dfdc83058)

The config for the preview window is set like this:
![image](https://github.com/microsoft/PowerToys/assets/3648719/c2a8ed3b-8b64-439f-95c4-3d192ef77620)
If one or both checkboxes are deselected, it doesn't make a difference. Files 1 and 2 still fail.

[test_xml_files.zip](https://github.com/microsoft/PowerToys/files/13706619/test_xml_files.zip)




### ✔️ Expected Behavior

Beautiful syntax highlighting

### ❌ Actual Behavior

No syntax highlighting and replacement characters

### Other Software

_No response_
Repository: TypeScript
Issue: Specialized error message when asking for a named object property on a tuple? 
Labels: Suggestion,Experience Enhancement,Rescheduled

### 🔍 Search Terms

named object property tuple type lookup

### ✅ Viability Checklist

- [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 isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Developers sometimes accidentally use `[]` to declare a type instead of `{}`. Later, when they try to access a property by string name, the error message doesn't indicate that it's a `[]` tuple instead of `{}` object. Can we get a specific error message for that example?

### 📃 Motivating Example

The following `Label` type alias seems to describe a reasonable tuple at first. But later on we see that the developer might have meant to describe an object type.

```ts
type Label = [
  text: string;
];

declare const label: Label;

label.text;
// Property 'text' does not exist on type 'Label'.
```

How about a specialized diagnostic indicating `'Label'` is a tuple?

```plaintext
Property 'text' does not exist on type 'Label'.
  'Label' is a tuple type with numeric keys, not an object type with string keys.
```

...bikeshedding needed on that message 🤔 

### 💻 Use Cases

* When a developer meant to write an object type but used a tuple instead
* When a developer misread a tuple type as an object type
* When a developer is new to tuples and/or types, and confused the two's syntaxes

Example real-world developer pain point (posted with permission): https://twitter.com/yagiznizipli/status/1736762337716039967
Repository: godot
Issue: Importer Conflict with Same Extension Targeting
Labels: bug,topic:import

### Tested versions

- Reproduced in: 41365c6c8ba357a490ed924a128958240f3ccf04 (master) as part of ufbx https://github.com/V-Sekai/godot/commit/04b7fd603cb9ccd09e661eac20c10acb40c868f6

Impacts the UFBX pull request: https://github.com/godotengine/godot/pull/81746

### System information

Windows 11, Nvidia 3090

### Issue description

In the current implementation of Godot Engine 4, there seems to be an issue when two importers target the same extension. The problem arises when one importer fails; instead of failing the entire import process, it skips to the next importer.

This behavior can lead to unexpected results and potential issues in the game development process. For instance, when using `ufbx`, there might be a need to fail the import entirely if the first importer fails, but the current system does not allow for this.

The desired behavior is to have an option to fail the entire import process if a specific importer (e.g., `ufbx`) fails, rather than skipping to the next available importer. This would provide more control over the import process and prevent potential issues caused by importing incorrect or incompatible data.

### Steps to reproduce

1. write an importer for a 3d scene
2. target the same extension
3. can't fail the entire importer chain
4. it retrieves the last imported scn from the .godot cache

### Minimal reproduction project (MRP)

Currently this requires a c++ module to reproduce. I can look into how to make a test.
Repository: transformers
Issue: Add StyleTTS 2 to HF Transformers Pipeline
Labels: Feature request

### Feature request

Add [StyleTTS](https://github.com/yl4579/StyleTTS2) 2 to HF Transformers Pipeline

### Motivation

Would be great to have an easier way to run STTS2

### Your contribution

I created a [fork](https://github.com/neuralvox/styletts2) with importable scripts
Repository: pytorch
Issue: DISABLED test_bitwise_cuda_dynamic_shapes_cuda_wrapper (__main__.DynamicShapesCudaWrapperCudaTests)
Labels: module: rocm,triaged,module: flaky-tests,skipped,module: inductor

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_bitwise_cuda_dynamic_shapes_cuda_wrapper&suite=DynamicShapesCudaWrapperCudaTests) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/19750887672).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_bitwise_cuda_dynamic_shapes_cuda_wrapper`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `inductor/test_cuda_cpp_wrapper.py`

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @clee2000 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler
Repository: PowerToys
Issue: No indication Quick Accent causes issues in some games
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Quick Accent interferes with some games, primarily those with control schemes similar to FPS games, where you may want to be jumping while running or shooting.

I am aware of #20349.
# This is not a duplicate.

Having an exclude list is great.

Figuring out Quick Accent is the cause is a nightmare. At least in Doom 2016.

It would be easy if the selection bar showed. You immediately get the idea what's wrong. But if that's missing, all you get is inputs getting stuck randomly (like your character running sideways without pressing any buttons), jump not working, etc.

Without some sort of miraculous epiphany, all you can rely on is shotgun debugging of everything in your PC, hardware and software included. Did my keyboard break? The game? Driver issue? Google is not showing any good results, is my problem really that niche?

### ✔️ Expected Behavior

I guess the bug here would be that the selection bar does not show in some fullscreen applications. I tested only a couple of games - doesn't show up in Doom 2016, does show up in Bioshock 1/2.

Frankly I don't know what the solution would be. I know game engines all differ wildly in how they put the picture on the screen, so I don't know if a universal fix is possible.

If ensuring it always paints on top is not feasible (likely given the amount of game engines and graphics apis out there), perhaps something easier to implement? Is it possible to detect if the accents bar doesn't show and drop a notification for the user to eventually notice? Or some other unusual state or inputs that may indicate a user struggling?

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue: Transformations to a Path3D applies to CSG that uses said Path3D twice when scene is first loaded.
Labels: bug,topic:editor,topic:3d

### Tested versions

Found in Windows 10 - Godot v4.2.1.NET, but is not specific to C and works on the normal Godot v4.2.1

Issue also found on 4.0.4 stable, 4.1.3 stable, and 3.5.3 stable.

Currently testing other versions.

### System information

Windows 10 - Godot v4.2.1.NET

### Issue description

Applying a transform such as moving the Node of a Path3D left 20 units, results in the geometry of the CSG moving 40 units/doubling up.

### Steps to reproduce
- Make a Path3D
- Create a csg polygon or anything that has a length that can be set to a path or curve
- Move the Path3D's node from the origin
This causes multiple issues:
- The double transform happens when the csg is unselected inside the editor
- The double transform happens when the scene is first loaded in game
- When using "get_tree().reload_current_scene()" the csg double transform will be undone

https://github.com/godotengine/godot/assets/73031279/c41d3894-01ec-4a93-ba16-27d5d2a4b65f



### Example in my project
https://github.com/godotengine/godot/assets/73031279/b4ccee91-8a8e-4c13-9fcb-d2f811403edb



### Minimal reproduction project (MRP)

[Files.zip](https://github.com/godotengine/godot/files/13707798/Files.zip)
Repository: pytorch
Issue: Add a capturable impl to ASGD single tensor
Labels: module: optimizer,triaged,actionable

### 🚀 The feature, motivation and pitch

Currently, ASGD only has capturable in the foreach implementation. For consistency and completeness, we should add a capturable single tensor implementation along with tests.

### Alternatives

_No response_

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @crcrpar