sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Can't select character by moving mouse pointer in Ibus input method on Linux
Labels: bug,editor-input-IME

Type: <b>Bug</b>

Hello,
I am using Debian 11 (Linux) with Ibus input method to input Chinese characters. When I use Ibus to input code in Vscode, the characters can't be selected by moving mouse point (holding left-click) . If converts to English input method, this bug is gone. May you repaired this bug?
Thanks.

VS Code version: Code 1.74.2 (e8a3071ea4344d9d48ef8a4df2c097372b0c5161, 2022-12-20T10:27:19.253Z)
OS version: Linux x64 5.10.0-20-amd64
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 4800U with Radeon Graphics (16 x 2793)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|15.07GB (8.85GB free)|
|Process Argv|--unity-launch --crash-reporter-id bbf60a2d-8b11-4465-809a-b6c227f93def|
|Screen Reader|no|
|VM|67%|
|DESKTOP_SESSION|gnome-xorg|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome-xorg|
|XDG_SESSION_TYPE|x11|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
latex-workshop|Jam|9.3.0
isort|ms-|2022.8.0
python|ms-|2022.20.1
vscode-pylance|ms-|2023.1.10
jupyter|ms-|2022.11.1003412109
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.12
vscode-jupyter-cell-tags|ms-|0.1.6
vscode-jupyter-slideshow|ms-|0.1.5


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vsdfh931:30280409
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
vscccc:30610679
pyindex848cf:30577861
nodejswelcome1cf:30587006
3biah626:30602489
iaj6b796:30613358
f6dab269:30613381
fim-prod:30623723

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: Project works correctly in editor, works incorrectly after export
Labels: needs testing,topic:export

### Godot version

3.5.stable

### System information

Windows 11, GLES2, NVIDIA GeForce RTX 2060

### Issue description

I was altering my project so it has mobile controls and I followed the steps on the Godot site for exporting to Android and everything went well for the most part, the project worked as intended in the editor, and I was able to install and run my exported APK.

However when running it, the game was not working as intended (usually the game environment is supposed to be setup through signals and set to default, but it is missing details and not in the correct game state). I also tried exporting the project to Windows also, and everything worked as intended.

This issue also happened sometime ago in the same project when I tried to export to MacOS, on MacOS, the project worked fine in editor, but after exporting to an executable, it did not work as intended. I'm thinking this may be a bug or something that I'm missing

Project is made in Godot 3.5 using C# and GDScript 

### Steps to reproduce

Export to MacOS or Android executable following steps and requirements on Godot documentation website. Then progress past intro in-game.

### Minimal reproduction project

My archive is bigger than the 25 MB file limit (by only 5MB) and I'm not sure which files are unnecessary, and I couldn't find a .godot folder, the only similar thing I found was a godot folder, which was using 5.4KB of space, so I uploaded the archive to a file sharing website (link will not work after download): https://file.io/fnpdUQvuPv8F (if this is an issue please let me know if there is anything I can do about it)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Aspect Ratio Bucketing For TI Training
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Aspect Ratio Bucketing For Textual Inversion Training

### Proposed workflow

I believe the code is already there, the dreambooth extension already uses it, just need to implement it for the default training tab (embeddings / hypernetworks).

I'm no coder, so i can't do it myself


### Additional information

_No response_
Repository: angular
Issue: Get value of the validations applied to control. ie., minLegth or maxLength
Labels: area: forms

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

I'm developing a UI to display the counter next to the input field to show the `10/100` character count against the maximum value allowed.

I have set `Validators.maxLength(100)` validation but there is no option to get the maximum value set for the validator.

One way to do this is to set the maximum value statically but I want to keep it dynamic against the validation set for the control.

### Proposed solution

The list of validators applied on a control could be exposed with metadata containing the set values for each validation.

This will be helpful in the runtime check for the validation value.

### Alternatives considered

The validation and its value are exposed when an error occurs (validation fail) on the control. But this cannot be used in the counter because the value will be disclosed only when there is an error.
Repository: neovim
Issue: nvim_set_hl :  "link" does not work as expected
Labels: bug,highlight

### Describe the bug

Hi, I had asked this in the matrix room once, but it did not get answered; recently I saw
someone asked it again in there, so I think if this must be a bug or an misuse-prone api.

If I am wrong, could you explain why? and how should do use `nvim_set_hl` to
do same thing as `hi def link NormalFloat Normal` do?

### Steps to reproduce

* `test.lua`
* nvim --clean +'source test.lua'

<details>
<summary>test.lua</summary>

```lua
local api = vim.api

local ns
do
  ns = api.nvim_create_namespace("foo")
  -- a)
  api.nvim_set_hl(ns, "Normal", { link = "NormalFloat" })
  -- b)
  -- api.nvim_set_hl(ns, "NormalFloat", {link = "Normal"})
end

local bufnr
do
  bufnr = api.nvim_create_buf(false, true)
  api.nvim_buf_set_option(bufnr, "bufhidden", "wipe")
  api.nvim_buf_set_lines(bufnr, 0, -1, false, { "a", "b", "c" })
end

local win_id
do
  -- stylua: ignore
  win_id = api.nvim_open_win(bufnr, true, {
    relative = "win", style = 'minimal',
    row = 3, col = 3, width = 12, height = 3,
  })
  api.nvim_win_set_hl_ns(win_id, ns)
  api.nvim_create_autocmd("WinLeave", {
    once = true,
    callback = function()
      api.nvim_win_close(win_id, true)
    end,
  })
end
```
</details>

### Expected behavior

In the above code, I'm expecting the a) or b) is equal to `hi def link NormalFloat Normal` (except the fomers only affect to the specified namespace), actually none of them works as expected.

### Neovim version (nvim -v)

NVIM v0.8.2

### Vim (not Nvim) behaves the same?

n/a

### Operating system/version

archlinux

### Terminal name/version

st 0.9

### $TERM environment variable

tmux-256color

### Installation

pacman
Repository: pytorch
Issue: torchrun default value of command line options
Labels: oncall: distributed,triaged,oncall: r2p

### 🚀 The feature, motivation and pitch

1. Now `torchrun`'s `--nproc_per_node`'s default value is `1`. Why not use `auto`? `auto` decides the value automatically, which seems to be better than fixed integer.

> --nproc_per_node NPROC_PER_NODE
>                       Number of workers per node; supported values: [auto,
>                       cpu, gpu, int].

2. Now `torchrun`'s `--start_method`'s default value is `spawn`. I can understant its reasom: windows only support spawn while unix support spawn, fork, forkserver. So use `spawn` as default value can make it work by default in more OSs. However, according to <https://docs.python.org/3/library/multiprocessing.html#contexts-and-start-methods>

> spawn
>   ... Starting a process using this method is rather slow compared to using fork or forkserver.

So why not provide a value named `auto`, when the OS is unix, it chooses `fork/forkserver` which is faster, when the OS is windows, it chooses `spawn`? It seems to be better than fixed method, maybe it can be the default value of `--start_method`?

TIA for discussion!

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: pytorch
Issue: torchrun --help is too slow
Labels: oncall: distributed,triaged,oncall: r2p,topic: improvements,topic: performance

### 🚀 The feature, motivation and pitch

```
❯ hyperfine -Nw3 -r10 'torchrun --help'
Benchmark 1: torchrun --help
  Time (mean ± σ):     943.2 ms ±   7.1 ms    [User: 855.5 ms, System: 84.6 ms]
  Range (min … max):   933.9 ms … 959.5 ms    10 runs
```

`torchrun --help` need to wait 1 second -- I advise to move the parse_args part to `torch/distributed/run/__main__.py`, And don't import any slow code in `__main__.py`, then if not `--help` after parse_args, import true main function and pass parsed args to it. It should fasten `torchrun --help`.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: vscode
Issue: 'Open recent' menu takes up full width of the window when it contains an entry with very long path
Labels: bug,menus

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.74.2
- OS Version: Windows 11

Steps to Reproduce:

1. Open a directory having an extremely long path in VSCode and then close it.
2. Now open VSCode again and go to menu -> File -> Open recent.
3. Sub-menu takes full width of the screen if the path was long enough.

#### Example:

![Screenshot_20230108_184610](https://user-images.githubusercontent.com/55626797/211198481-0d7c788f-9940-47a3-b372-5535d98cd26c.png)
Repository: material-ui
Issue: theme.typography.button.fontSize not working when pass size="large" or size="small" props to Button Comp
Labels: customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1.
2.
3.


### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### 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: rust
Issue: example on String::from_raw_parts is correct in-context, but raise Miri error with seemingly sound modification
Labels: A-docs

### Location
[String::from_raw_parts](https://doc.rust-lang.org/std/string/struct.String.html#method.from_raw_parts) example

### Summary
The example is technically correct, however adding `s.reserve(1)` makes Miri complain about an invalid deallocation. From the documentation there is no obvious reason why that is. 

<details><summary>problematic code</summary>

```rust
use std::mem;

unsafe {
    let mut s = String::from("hello");
    s.reserve(1); // <= not in std example

    // Prevent automatically dropping the String's data
    let mut s = mem::ManuallyDrop::new(s);

    let ptr = s.as_mut_ptr();
    let len = s.len();
    let capacity = s.capacity();

    let s = String::from_raw_parts(ptr, len, capacity);

    assert_eq!(String::from("hello"), s);
}
```

</details>

I opened an issue on https://github.com/rust-lang/miri/issues/2751, where @bjorn3 clarified that there is indeed an issue:  
> This seems to be an issue in the documentation, albeit a tricky one. The `as_mut_ptr` method comes from `str`, not `String`. The deref from `String` to `str` shrinks the region to which the `str` and thus `as_mut_ptr` result is valid for to fit exactly the size and not the capacity of the string. I think the only way to do this currently are `s.into_bytes().as_mut_ptr()` (which uses `Vec::as_mut_ptr`, which does cover the whole capacity) or `s.into_raw_parts()`, which is unstable.

They also added:
> One way to fix this would be to add an as_mut_ptr method directly to String.

I tagged this A-docs but the solution may be to actually create a `String::as_mut_ptr` and not update the documentation. An other solution is to describe the issue I experienced and change the `ManuallyDrop` line to be
```rust
    let mut s = mem::ManuallyDrop::new(s.into_bytes());
```
Repository: go
Issue: cmd/gofmt: -r strips some comments in array types
Labels: NeedsInvestigation

### What did you do?

~~~go
package main

type CommentInBrackets [/*c*/]  int
type CommentAfterBrackets [] /*c*/ int
~~~

Running `gofmt -r 'any -> any'` moves the first comment out of the brackets, which may be surprising to a user but understandable once you know that `ast.ArrayType` only records the position of `Lbrack` but not of `Rbrack`.

Running `gofmt -r 'a -> a'` removes both comments, which surprised me. I expected that `ast.CommentMap` would record all necessary data to preserve at least the second comment.
Repository: stable-diffusion-webui
Issue: [Bug]: txt2image, if use Hires.fix or Restore faces or Batch count>1, the end-of-generation image is not displayed
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

txt2image, if I use Hires.fix or Restore faces or Batch count>1, the end-of-generation image is not displayed, but if I don't use the above 3 options, the end-of-generation image is displayed normally. This will not be the case until the end of December 2022, it will be the case in the most recent modified version of the interface.

### Steps to reproduce the problem

1. Open url https://colab.research.google.com/github/dream80/TonyColab/blob/master/Stable_Diffusion_WebUI(NovelAILeaks).ipynb
2. Edit Run WebUI command 
add:
!pip install https://github.com/brian6091/xformers-wheels/releases/download/0.0.15.dev0%2B4c06c79/xformers-0.0.15.dev0+4c06c79.d20221205-cp38-cp38-linux_x86_64.whl
modify:
!COMMANDLINE_ARGS="--share --gradio-debug --xformers"  REQS_FILE="requirements.txt" python launch.py 
3. Press run all
4. When you see the following message like this:
Running on local URL:  http://127.0.0.1:7860/
Running on public URL: https://xxxxxxxxxxxxxx.gradio.live/
open the public url
5.Select the model, fill in the hints and negative hints, Sampling method just like Euler a DMP++2s a karra or other, Sampling steps 30,Width 512,Height 768, Batch size 2, CFG Scale 10 etc. These will not cause problems, but once used to Hires. fix or Restore faces or Batch count > 1, the end image is not displayed.

### What should have happened?

Select the model, fill in the hints and negative hints, Sampling method just like Euler a DMP++2s a karra or other, Sampling steps 30,Width 512,Height 768, Batch size 2, CFG Scale 10 etc. These will not cause problems, but once used to Hires. fix or Restore faces or Batch count > 1, when the end image is not displayed.

### Commit where the problem happens

<del>I can't be sure, but it must have been after Dec 27, 2022</del>

The problem is in the commit [76f256f](https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/76f256fe8f844641f4e9b41f35c7dd2cba5090d6)

### What platforms do you use to access UI ?

Other/Cloud

### What browsers do you use to access the UI ?

Google Chrome, Microsoft Edge

### Command Line Arguments

```Shell
COMMANDLINE_ARGS="--share --gradio-debug --xformers"  REQS_FILE="requirements.txt" python launch.py
```


### Additional information, context and logs

_No response_
Repository: go
Issue: x/mobile: If there is a private method in interface, it fails to generate IOS codes. (gobind)
Labels: NeedsInvestigation,mobile

If there is a private method in interface, it fails to generate methods whose return two results. (gobind)


## Example code
```go
type Test interface {
	A() string // OK!
	B() (string, error) // Error!

	c()
}
```

## Error message
```
$ gomobile bind -target=ios -o "dist/RektEngine.xcframework" "github.com/justx-inc/rekt-engine/sdk/engine"

gomobile: iossimulator/amd64: go build -buildmode=c-archive -o /var/folders/kg/m9tfxgnj5zqgmr6pq5ttmqy00000gn/T/gomobile-work-1509676306/RektEngine-iossimulator-amd64.a ./gobind failed: exit status 2
# gobind/gobind
Engine_darwin.m:1883:35: error: incomplete result type 'struct cproxyengine_Test_B_return' in function definition
Engine_darwin.m:1883:8: note: forward declaration of 'struct cproxyengine_Test_B_return'
Engine_darwin.m:1901:3: error: must use 'struct' tag to refer to type 'cproxyengine_Test_B_return'
Engine_darwin.m:1901:30: error: variable has incomplete type 'struct cproxyengine_Test_B_return'
Engine_darwin.m:1883:8: note: forward declaration of 'struct cproxyengine_Test_B_return'
```
Repository: godot
Issue: Jitter on player sprite during movement after enabling "Snap 2D Transform to Pixel"
Labels: discussion,topic:rendering,topic:2d

### Godot version

4.0 beta8

### System information

W10, GTX 1070, driver 527.56,  Vulkan 

### Issue description

Recently upgraded to 4 and found out about the option "Snap 2D Transforms to Pixel" that replaced GPU pixel snap and how it should fix the known camera jitter when applying smoothing to a Camera2D. Enabling it does fix that but introduces sprite jittering that makes it look blurry and vibrating, reminds me of when you put move_and_slide() in _physics_process but not as violent. 

I found an issue #63185 that seems to showcase this exact issue with video but for me, all the other sprites aren't jittering, it's only my player that the camera is following. My sprite's jitter is more intense that that of this person experiences but I think that's either because I have a faster move speed or due to camera smoothing they don't to use. Disabling smoothing however removes the issue completely but of course, I'd like to use it. 

### Steps to reproduce

In the minimal reprod steps below, you can find a demo project with these steps already done for you, make sure the snap setting is enabled though.
1. Create a small 16x16 sprite, preferably fill it with a bright color and a black outline. 
2. New project
3. Project Settings 
     - Enable advanced settings 
     - Under rendering / 2D, enable Snap 2D Transform to Pixel(can also enable snap vertices but it doesn't change anything for me)
4. Create a 2D scene, change type to CharacterBody2D
5. Attach a new script and add the code at the bottom. Add a sprite node set the sprite as the one created in step 1. Add a Camera2D too and enable "Current". Enable "Position Smoothing" and set its value to 15, then save the scene as "Player".
6. Make a new 2D scene and optionally add a tilemap if you want 
7. Add the Player.tscn to the scene and run the game 

Player.gd
	
	extends CharacterBody2D
	const ACCELERATION = 500
	const MAX_RUNSPEED = 150
	const MAX_WALKSPEED = 100
	const FRICTION = 50000

	func _physics_process(delta):
		var input_vector = Vector2.ZERO
		input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
		input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
		input_vector = input_vector.normalized()
		### RUN
		if input_vector != Vector2.ZERO && !Input.is_action_pressed("ui_walk") && !Input.is_action_pressed("ui_sprint"):
			velocity = velocity.move_toward(input_vector * MAX_RUNSPEED, FRICTION * delta) 
		###IDLE
		else:
			velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)

	func _process(_delta):
		move_and_slide()

### Minimal reproduction project

[New Game Project.zip](https://github.com/godotengine/godot/files/10368884/New.Game.Project.zip)
Repository: flutter
Issue: [Pointer Interceptor] Flutter google map crashes on the web when used with pointer interceptor 
Labels: c: crash,engine,platform-web,e: web_canvaskit,has reproducible steps,P2,p: pointer_interceptor,found in release: 3.3,found in release: 3.7,team-web,triaged-web


# Repro

### Setup

 - clone this repo https://github.com/cedvdb/flutter_repros/tree/repro_map_picture_recorder_issue
 - branch repro_map_picture_recorder_issue
 - replace google map API KEY in index.html
 - run project on web


### Steps
  - click on the fab button bottom right, 
  - click on the back button to go back on the previous page
  - error should appear
  - remove PointerInterceptor from the `MapScreen > ElevateButton`
  - there is no more crashes
  - readd the pointer interceptor but remove stack widget (change it to smtg else) there should be no more error either.

note that there is a PointerInterceptor around the FAB, which does not seem to create a crash. The combination seems to be google maps + stack +  pointer interceptor

# Issue

When google map is used in combination with pointer interceptor and stack the application running on the web crashes with the following assertion error:

```
Assertion failed: org-dartlang-sdk:///lib/_engine/engine/canvaskit/embedded_views.dart:411:12
_context.pictureRecorders.length == _overlays.length
is not true
```
Repository: go
Issue: proposal: x/arch/arm64/arm64asm: Export `imm` field in `MemImmediate`  
Labels: Proposal

The `MemImmediate` struct in `arm64asm` is as follows:
```go
type MemImmediate struct {
    Base RegSP
    Mode AddrMode
    imm int32
}
```

My proposal is to export the `imm` field:
```go
type MemImmediate struct {
    Base RegSP
    Mode AddrMode
    Imm int32
}
```

This would allow any external use of this API to access the `imm` field, which seems necessary.