sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Diff Editor - code move is not shown
Labels: diff-editor,under-discussion

Testing #186213

1. Open the microsoft/vscode repository
2. Open `repository.ts` and scroll to line 2025
3. Move couple of lines of code around, and then open the diff editor to see the change
    <img width="1180" alt="image" src="https://github.com/microsoft/vscode/assets/3372902/42f9bdc6-79e1-4c8d-af88-c8ee554bb10f">
Repository: pytorch
Issue: [FSDP] `ignored_states` is broken with auto wrap
Labels: triaged,module: fsdp

Passing ignored parameters to `ignored_states` with auto wrap does not propagate them to the nested FSDP instances.

My current thinking is that, for a quick fix, we can add `"ignored_states": self._ignored_params`  to these `fsdp_kwargs`:
https://github.com/pytorch/pytorch/blob/18dacf7e793ec3ca3fb5c3d1e85485068e004d6e/torch/distributed/fsdp/fully_sharded_data_parallel.py#L417-L429
Then, we need to add some unit tests.

However, I am thinking about what the right design should be with `ignored_modules` / `ignored_states` more broadly. Passing ignored parameters to `ignored_states` _does not_ match the semantics of passing ignored modules to `ignored_modules` even excluding partially ignored modules. Via `ignored_states`, FSDP will still construct a `FullyShardedDataParallel` instance that just manages 0 parameters, which is undesirable.




cc @zhaojuanmao @mrshenli @rohan-varma @fegin
Repository: pytorch
Issue: ImportError: libcudnn.so.8: cannot open shared object file: No such file or directory
Labels: needs reproduction,module: binaries,module: cuda,triaged

### 🐛 Describe the bug

import torch，then:
import torch，then:

### Versions

import torch，then:
![image](https://github.com/pytorch/pytorch/assets/39661319/561c5a45-8396-4377-ae8e-2b483825bc34)


cc @seemethere @malfet @ptrblck
Repository: go
Issue: text/template: unclear about pipelines as arguments
Labels: Documentation,help wanted,NeedsInvestigation

### What is the URL of the page with the issue?

https://pkg.go.dev/text/template#hdr-Pipelines

I came here from https://stackoverflow.com/questions/59795596/how-to-make-nested-variables-optional-in-helm

### What did you expect to see?

The documentation should change the definition of a Parenthesized Argument to refer to Pipeline instead. It should also describe what happens with the value when it is nil. Similar explanation is missing for Variables.

The reader should be able to understand why the following works and how it derives from the grammar.
```
{{ $x := .abc }}
{{ $x = $x.def }}
{{ $x = $x.ghi }}
{{ $x }}

{{ ((.abc).def).ghi }}

{{ $y := ((.abc).def) }}
{{ $y.ghi }}
```
and why `{{ .abc.def.ghi }}` does not work. This example shows that a Parenthesized Arguments work similarly to Variables.

The description of If Action defines what empty means for the other Actions and Functions. The definition of empty deserves a better place.

### What did you see instead?

The documentation of Arguments, Commands and Pipelines is vague up to the point of being incorrect. It requires a lot of imagination to figure out that a Pipeline can be used as an Argument. It is hinted by the examples:

> A parenthesized instance of one the above, for grouping. The result may be accessed by a field or map key invocation. print (.F1 arg1) (.F2 arg2) (.StructValuedMethod "arg").Field

Clearly `.F1 arg1` is neither of the "above". It looks like a Method Call which is defined later under Command. The other example is:

> {{printf "%q" (print "out" "put")}}
>	A parenthesized argument.

where the parentheses enclose a Function Call (which is a Command and not an Argument).

The SO reply author quotes
> If the value of the pipeline is empty, no output is generated... The empty values are false, 0, any nil pointer or interface value, and any array, slice, map, or string of length zero.

for the reason why the parentheses turn an empty value into no output which is then chained. This behavior is mentioned only within If Action and With Action, where I believe it describes the consequence of T1 not being executed.
Repository: godot
Issue: 'Save before running' option in editor can greatly affect the speed of starting a run
Labels: enhancement,discussion,topic:editor,performance

### Godot version

4.1 beta3 

### System information

Windows 11

### Issue description

I've recently found the startup of running projects to be unbearably slow. Sometimes the editor would hang for like ~40s from the time I pressed the run button until I saw the actual game window.
After doing some research, I found that if I didn't have any of the scenes open in the editor, then I would get instantaneous startup speeds. The more scenes that are open in the editor, the slower it is to start the game.
I further found that disabling the 'save before running' option would give me almost the same startup speed as not having any scenes open while having a large number of scenes open.
I find it strange that even if none of the scenes have changed, enabling the 'save before running' option will save them all over again. I guess this affects the speed of the startup. I think it might be better to skip saving scenes that haven't changed.

no scene opened:
![Godot_v4 1-beta3_win64_hzXmzFfllc](https://github.com/godotengine/godot/assets/40604180/0c7bdd6b-4c07-436c-88a5-5d0afb28936e)

9 scenes opened and 'Save before running' on (~30s):
![Godot_v4 1-beta3_win64_8ijcaF5Z0r](https://github.com/godotengine/godot/assets/40604180/b6e8dbfd-2a5b-4048-9069-6bbdad99ef38)

9 scenes opened and 'Save before running' off:
![Godot_v4 1-beta3_win64_smMKD2tYpm](https://github.com/godotengine/godot/assets/40604180/0be883e2-66b8-42e2-9d68-ac1978e3a199)

There are some gif compression issues, but I think they are enough to illustrate what I mean.

### Steps to reproduce

1. Open a large number of more complex scenes in the editor
2. Make sure the 'Save before running' option is enabled in the editor settings
3. Run the game
4. Watch the editor hangs

### Minimal reproduction project

N/A
In a small project, it may not make a significant difference, so it is difficult to produce an MRP.
Repository: vscode
Issue: Lost terminals during double reload
Labels: bug,terminal-persistence


Testing #186228

1. Open a bash terminal on linux
2. Split the terminal.
3. In the first termianl `echo one` in the second `echo two`
4. Make a third, non-split terminal
5. Move the third terminal to the editor area
6. In this terminal `git log`
7. Reload the window twice in quick succession
8. The two split terminals are gone, replaced with fresh terminal, the editor terminal is still there. I was able to reliably reproduce this.

Expected state at step 8:
![image](https://github.com/microsoft/vscode/assets/38270282/8dd73ffd-38c8-4818-9a4c-a5f0fe0e35ac)

Actual state at step 8:
![image](https://github.com/microsoft/vscode/assets/38270282/341629f5-5431-457d-8738-efabe9620d59)

[terminalLogs.txt](https://github.com/microsoft/vscode/files/11884284/terminalLogs.txt)
Repository: godot
Issue: Long lag spikes on some projects
Labels: topic:rendering,topic:editor,needs testing,performance

### Godot version

4.0.3.stable(.mono)

### System information

Linux Mint / Windows 10, Vulkan, R5 3600, 2x8 GB RAM, RX 570 4 GB

### Issue description

Having a really frustrating issue. I'm new to Godot and considering this engine for my project. As I usually do, I download and try out demo projects. 

ON WINDOWS 10:
There is an Overgrowth Subway one. Opened it, ran it and it has insane lag spikes. When it runs well, it produces 60+ fps. But every second, I have around a second long lag spike.

![SubwayGodotLagSpike](https://github.com/godotengine/godot/assets/4464351/ae61b295-506b-4bf3-a73b-f97740e9aa26)

What I realized is, when it runs properly, it does the same with the editor. So it's going back and forth. Another project I tried had some similar issue, but came much later. In that case, I went to fullscreen, messed with resolution scaling (the project had a menu for that), and it took minutes to get to that issue.
I checked out the profiler, the spikes are there, Process Time is over 1 seconds when this happens. Important to note, CPU usage is pretty low, just a few percent, but GPU usage spikes to 100% when this happens. Also when the lag spike happens it affects my whole computer.
Running these projects standalone feels fine. The one that has the constant spikes runs perfectly if the editor isn't running. It affects the editor, stopping the project from running fixes the editor performance. 

Abandoned Spaceship project: runs well for a while, often over 100 fps, sometimes even around 200 depends on what's on screen.
![GodotLagSpike](https://github.com/godotengine/godot/assets/4464351/86d59844-1dca-41a5-82ec-673a8212c43c)

ON LINUX MINT:
Only tried the Overgrowth Subway scene. Sadly, framerate is low, but Godot reports 70+ fps while it feels like 20-30 often, except when the reported fps is around 140-160, jumps up when looking at walls.
No stuttering at all, the performance is poor, but very consistent. Same hardware.




### Steps to reproduce

-Running projects from editor that are somewhat heavier visually.
-Sometimes it takes time to kick in, then it never stops the lag spikes.

On Linux, it didn't happen so far.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Issue reporter does not react to profile changes
Labels: bug,issue-reporter

Testing #186171

In the process of troubleshooting / bisecting once the problem is identified I get an option to report the issue and the issue reporter is opened. While the issue reporter is opened, the profile is reset. While the window picks up the profile change the issue reporter does not.

<img width="1642" alt="image" src="https://github.com/microsoft/vscode/assets/4674940/af5b8ace-c959-491d-8498-228d256382a7">
Repository: vscode
Issue: reverted custom editor for untitled files will stay open after shutdown
Labels: bug,custom-editors

follow-up for custom editors from https://github.com/microsoft/vscode/issues/185796

1. create a new untitled file in a custom editor, e.g. new image with Luna editor, and also a new text file
2. make all the editors dirty
3. ensure hotexit is off
4. close the window, selecting "don't save" when prompted to revert all working copies
5. re-open the window - the text editor is gone (closed during shut down), but the other editor is open and blank.
Repository: vscode
Issue: VS Code froze when I tried to make a big notebook
Labels: bug,freeze-slow-crash-leak,notebook

Testing #186238

I was not connected via SSH, just local on Windows.

1. Open a small Jupyter notebook that already exists on disk.
2. Add many `print('hello')` lines. The file ended up being 140 kb. I added lines by selecting existing lines and doing shift+alt+down
3. Eventually VS Code freezes.
Repository: material-ui
Issue: [Typography] Responsive typography variants
Labels: waiting for 👍,component: Typography

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

implement breakpoints to use responsive values with typography component, like:

` variant={{ xs: "h6", md: "h5" }} ` 



### Examples 🌈

```js
<Typography variant={{ xs: "h6", md: "h5" }} >
    My outstanding text
</Typography>
```

### Motivation 🔦

_No response_
Repository: vscode
Issue: Scrolling in a notebook leaks memory
Labels: bug,debt,notebook,notebook-perf

* have GHINB extension installed
* open an empty vscode window
* open `.vscode/notebooks/my-work.github-issues`
* scroll to the end and back up
* take a heap snapshot
* scroll to end and back up, repeat 5 time
* take another heap snapshot and see a memory increase
* repeat the scroll 10 more times
* take another heap snapshot and even more memory is used

<img width="1136" alt="Screenshot 2023-06-27 at 17 19 18" src="https://github.com/microsoft/vscode/assets/1794099/9239cf33-a8aa-42ed-b1c9-2bb93a9e1407">


I chose GHINB because it has no outputs, meaning the leakage must be with the list, editors, editor contributions, or models. This reproduces with ease and also out of dev, so I am not uploading those snapshots here.
Repository: PowerToys
Issue: Bring back the ability to create a grid by specifying the number of rows and columns -- NOT the number of zones like the current Grid option.
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

This feature used to be there, but it seems to be gone now.

![Image 2021-07-22 at 5 55 09 PM](https://user-images.githubusercontent.com/8949536/126660912-7237db44-9c5c-4cc8-b0a7-34d591503001.jpeg)

The current `Grid` option is nice but it makes no sense to specify a grid layout by saying how many zones/boxes you want. It's more logical to say how many rows and columns you want.

I know you can edit a grid layout to merge/resize rows/columns but that's a bit clunky,

### Scenario when this would be used?

To create a grid layout with a specific number of rows and columns.

### Supporting information

I see numerous other features that seem to touch on this ability. I don't think they are exact duplicates:

- https://github.com/microsoft/PowerToys/issues/7051
- https://github.com/microsoft/PowerToys/issues/9280
- https://github.com/microsoft/PowerToys/issues/9648
- https://github.com/microsoft/PowerToys/issues/10824
- https://github.com/microsoft/PowerToys/issues/11331
- https://github.com/microsoft/PowerToys/issues/12402
- https://github.com/microsoft/PowerToys/issues/12621
- https://github.com/microsoft/PowerToys/issues/17862
- https://github.com/microsoft/PowerToys/issues/18429
- https://github.com/microsoft/PowerToys/issues/19984
Repository: go
Issue: cmd/go/doc: behaviour of "go doc" in module mode is not documented
Labels: Documentation,NeedsInvestigation,GoCommand

The [documentation for `go doc`](https://pkg.go.dev/cmd/go@master#hdr-Show_documentation_for_package_or_symbol
) still refers to GOPATH mode. No mention of Go module mode (which is now the default behavior).

### What version of Go are you using (`go version`)?

<pre>
$ go version
master
</pre>

### Does this issue reproduce with the latest release?

Yes (1.21rc2).
See https://pkg.go.dev/cmd/go@master#hdr-Show_documentation_for_package_or_symbol


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
1.21rc2
</pre></details>

### What did you do?

```console
$ go help doc
```
Or online: https://pkg.go.dev/cmd/go@master#hdr-Show_documentation_for_package_or_symbol

### What did you expect to see?

Documentation of the "go doc" behavior in Go module mode, with no mention of GOPATH.

### What did you see instead?

> When run with one argument, the argument is treated as a Go-syntax-like
representation of the item to be documented. What the argument selects depends
on what is installed in GOROOT and GOPATH [...]
Repository: flutter
Issue: Support visionOS devices for iOS apps in `flutter devices`, `flutter run`, etc.
Labels: c: new feature,platform-ios,tool,P3,team-ios,triaged-ios

This specifically tracks having visionOS devices/simulators show up in `flutter devices` and act as supported targets for `flutter run`-ing an iOS app, using the "Designed for iPad" compatibility mode. This does **not** cover any other visionOS support; see https://github.com/flutter/flutter/issues/128313 for that.

Currently it's possible to run an iOS Flutter app on a visionOS simulator from within the Xcode UI, and then `flutter attach` to it, but we could support that directly from the tooling. (See https://github.com/flutter/flutter/issues/125741 for a similar request for the macOS "Designed for iPad" mode.)

~(This might also require some minor template updates; in initial testing I had to adjust the Xcode project slightly to make `visionOS` show up as a run target.)~
Repository: flutter
Issue: [go router] TabBarView swap do not update the StatefulShellBranch
Labels: d: examples,package,has reproducible steps,P1,p: go_router,found in release: 3.10,found in release: 3.12,team-go_router,triaged-go_router

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Run the example provide in the documentation called `custom_stateful_shell_route.dart`, here they use the `StatefulShellRoute` with a `BottomNavigationBar` and `TabBar`. (https://github.com/flutter/packages/blob/main/packages/go_router/example/lib/others/custom_stateful_shell_route.dart)
2. Go to the second BottomTab where is the nested TabBar shell and try to swap the `TabBarView` to the second Tab (do this before press any Tab in the `TabBar`).
3. The screen will be empty until you press the tab in `TabBar` and the `onTap` callback from the `TabBar` is fired.
4. This happens for any number of `Tabs`.

### Expected results

The `StatefulShellBranch` is updated when the `Tab` is change by swap gesture.

### Actual results

The `StatefulShellBranch` is not update when the change is caused by a swap gesture. This is a problem because is a very common gesture for `TabBar` and block this gesture is not a convincing  solution. The other issue is that if the `StatefulShellBranch` is not update by the swap gesture, the `url` neither will do.

### Code sample

<details><summary>Code sample</summary>

https://github.com/flutter/packages/blob/main/packages/go_router/example/lib/others/custom_stateful_shell_route.dart

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

https://github.com/flutter/flutter/assets/54115437/37b688b2-1460-427f-9625-320fdb04ce52

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

[√] Flutter (Channel stable, 3.10.0, on Microsoft Windows [Versi¢n 10.0.23486.1000], locale es-MX)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.5.0)
[√] Android Studio (version 2022.2)
[√] VS Code (version 1.79.2)
[√] Connected device (4 available)
[√] Network resources
Repository: flutter
Issue: Support eye tracking when running on visionOS or iOS
Labels: c: new feature,platform-ios,framework,engine,P3,team-ios,triaged-ios

In initial testing of running iOS applications on the visionOS simulator, the most noticeable issue is that controls don't respond to eye tracking.

This is likely the same underlying feature as https://github.com/flutter/flutter/issues/55809, but filing separately since there may be some differences in what exactly is needed, so tracking both work and votes separately may be helpful.
Repository: vscode
Issue: .ipynb files can be saved as any type
Labels: bug,notebook

Testing #186196 in Linux (Fedora)

1. Follow the steps
2. Save the IW
3. Notice that the save dialog does not enforce that the file can only be saved in `ipynb` (not sure if this is a platform restriction)
Repository: go
Issue: testing: failures in Cleanup functions do not trigger -failfast if the test includes a parallel subtest
Labels: NeedsFix

When run with `-failfast`, the following test should run only `Test1`, which fails.
Instead, it reports the failure from `Test1` and then proceeds to run `Test2`.

https://go.dev/play/p/OiVQBuQ7fJl:
```go
package main

import "testing"

func Test1(t *testing.T) {
	t.Cleanup(func() {
		t.Errorf("fail in Cleanup")
	})

	t.Run("sub", func(t *testing.T) {
		t.Parallel()
	})
}

func Test2(t *testing.T) {
	t.Fatalf("This test should not run with -failfast.")
}
```

Without the call to `t.Parallel()`, it skips `Test2` as expected.

This is because the `numFailed` variable used for `-failfast` is [incremented](https://cs.opensource.google/go/go/+/master:src/testing/testing.go;l=1461;drc=bfdd3bf3a5bce39fefe388a19f75dfd9a484ea21)  before cleanup, only for tests that have parallel subtests.

I do not see a compelling reason for the difference in codepaths between tests with parallel subtests and those without. But I also don't see why we need to keep track of the number of failed tests explicitly — it seems like we could instead just set a boolean when any test fails.
Repository: rust
Issue: Linking error on Rust 1.70 aarch64-unknown-linux-musl toolchain
Labels: A-linkage,P-high,T-compiler,regression-from-stable-to-stable,C-bug

I have a project that currently compiles and links with Rust 1.67 on the following toolchains:
- x86_64-unknown-linux-musl (built in rust:1.67-alpine3.17)
- aarch64-unknown-linux-musl (built in rust:1.67-alpine3.17)
- aarch64-apple-darwin

The project successfully builds with all three toolchains for Rust 1.69.

I was attempting to build the project with Rust 1.70. The project compiles successfully on the following toolchains:
- x86_64-unknown-linux-musl (built in rust:1.70-alpine.3.17 and rust:1.70-alpine3.18)
- aarch64-apple-darwin

The project fails to compile and link on the following toolchain:
- aarch64-unknown-linux-musl (fails in rust:1.70-alpine3.17 and rust:1.70-alpine3.18)

I've been trying to track down which dependency of the project could be causing the following errors to be thrown since the project has no specific hardware requirements, but I also wanted to open an issue since this is failing for one specific toolchain starting with 1.70. 

Building with `--verbose` does not yield any additional information. This occurs for both `debug` and `release` builds.

```
error: linking with `cc` failed: exit status: 1
= note: /usr/lib/gcc/aarch64-alpine-linux-musl/12.2.1/../../../../aarch64-alpine-linux-musl/bin/ld: GFp_armcap_P: undefined version:
        /usr/lib/gcc/aarch64-alpine-linux-musl/12.2.1/../../../../aarch64-alpine-linux-musl/bin/ld: failed to set dynamic section sizes: bad value
        collect2: error: ld returned 1 exit status
```
Repository: vscode
Issue: `notebook controller is not associated to notebook` error
Labels: bug,interactive-window

Testing #186191

<img width="231" alt="image" src="https://github.com/microsoft/vscode/assets/31675041/3604da9c-3aad-4929-92a9-0a9140cef974">

repro:
1. With the python file linked in the TPI, run `Jupyter: Run Current File in Interactive Window`
2. While the notebook is still running, close the interactive window.
3. Re-run `Jupyter: Run Current File in Interactive Window`
4. See the error above.