sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Sample Weighted BatchNorm1d
Labels: feature,module: nn,triaged,needs research,module: norms and normalization

### 🚀 The feature, motivation and pitch

I recently worked on a project involving graph neural networks where batch normalization with weighted samples (nodes) helped improve prediction performance. This was especially useful in my use case where graphs could vary quite significantly in size and weights reduce influence of larger graphs (those having more nodes) within the batch. Weights can also be used to compress graphs, improving performance. I don't believe there is a way currently to pass sample weights to the batch norm layer, so I wrote my own. This version of course, doesn't have the performance of the original BatchNorm1d layer. I was wondering whether it would be worthwhile for me to implement this directly. 

### Alternatives

The only feasible alternative I could come up with was repeating samples such that the behavior was replicated through the current BatchNorm1d i.e. if a sample contained [0, 1] with respective weights [1/3, 2/3] the sample could be expanded to [0, 1, 1]. Though, this is obviously inefficient.

### Additional context

There is a weighted form of Welford's algorithm: [https://en.wikipedia.org/wiki/Algorithms_for_calculating_variance#Weighted_incremental_algorithm](url), so performance can likely be retained (though this will of course be tested).

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: rust
Issue: Overflow evaluating the requirement with GATS
Labels: C-bug,A-GATs

I tried this code:
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=0ed2d890d6c301d7d07d6fbdb061d34e

I expected to see this happen: compilation success

Instead, this happened:

```
Compiling playground v0.0.1 (/playground)
error[[E0275]](https://doc.rust-lang.org/nightly/error-index.html#E0275): overflow evaluating the requirement `Option<List<Optionize>>: Debug`
  --> src/main.rs:36:22
   |
36 |     println!("{:?}", output);
   |                      ^^^^^^
   |
note: required for `List<Optionize>` to implement `Debug`
  --> src/main.rs:18:10
   |
18 | #[derive(Debug)]
   |          ^^^^^
   = note: 1 redundant requirement hidden
   = note: required for `Option<List<Optionize>>` to implement `Debug`
note: required by a bound in `ArgumentV1::<'a>::new_debug`
   = note: this error originates in the macro `$crate::format_args_nl` which comes from the expansion of the macro `arg_new` (in Nightly builds, run with -Z macro-backtrace for more info)

For more information about this error, try `rustc --explain E0275`.
error: could not compile `playground` due to previous error
```

`rustc --version --verbose`:
```
1.67.0-nightly

(2022-11-26 80a96467ec5675e9f696)
```

Probably related:
#85063, #39959, #96634

But I guess this is a bit different, because GATs are involved?
Repository: vscode
Issue: Support Nushell when resolving the shell environment
Labels: help wanted,feature-request,workbench-os-integration

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VS Code Version:
```
Version: 1.73.1
Commit: 6261075646f055b99068d3688932416f2346dd3b
Date: 2022-11-09T03:54:53.913Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Linux x64 5.19.0-21-generic
Sandboxed: No
```

OS Version: Ubuntu 22.10 (Lubuntu)

Steps to Reproduce:

1. Add `/home/emilyseville7cfg/.cargo/bin/nu` to `/etc/shells`
2. Do `sudo chsh --shell /home/emilyseville7cfg/.cargo/bin/nu`
3. Relogin to apply changes
4. Start VS Code
5. Obtain `Unable to resolve your shell environment: Unexpected exit code from spawned shell (code 1, signal null)` error

![image](https://user-images.githubusercontent.com/42812113/204156219-2546c95d-7d62-489b-a09d-eae9969b27af.png)
Repository: godot
Issue: Unexpected set_parallel behavior in SceneTreeTween
Labels: documentation,topic:animation

### Godot version

3.5.1.stable.mono

### System information

Windows 11

### Issue description

The `set_parallel` function of `SceneTreeTween` explicitly states that "Tweeners appended after this method will by default run simultaneously, as opposed to sequentially."

However, this is not the case. A tween defined before the call to `set_parallel` appears not to run at all. Or perhaps the tween defined after `set_parallel` is being run prematurely thus overriding it.

```
# Root node is a ColorRect
var tween = create_tween()
tween.tween_property(self, "color", Color.black, 1)
tween.tween_property(self, "color", Color.white, 1)
tween.set_parallel()
tween.tween_property(self, "color", Color.red, 1)
```
In the above snippet, I expect the following to happen:
1. Tween the `ColorRect` to black over 1 second.
2. Tween the `ColorRect` to white over  1 second.
3. Enable parallel execution
4. Tween the `ColorRect` to red over 1 second.

However, the observed behavior is instead as follows:
1. The `ColorRect` is tweened to black over 1 second.
2. The `ColorRect` is tweened to red over 1 second.

In the observed behavior, the transition back to white never happens. The tween goes immediately from black to red, despite the fact that a tween to white is specified _before_ `set_parallel` is called.

### Steps to reproduce

See issue description or minimal reproduction project.

### Minimal reproduction project

[SceneTreeTween Issue Example.zip](https://github.com/godotengine/godot/files/10099078/SceneTreeTween.Issue.Example.zip)
Repository: godot
Issue: [4.0b6] KEY_MASK_CMD_OR_CTRL in PopupMenu accelerators do not get called
Labels: bug,topic:gui

### Godot version

4.0b6

### System information

Win 10 x64

### Issue description

I realize there are problems with accelerators as far back as 3.2; this one seems it would really help cross platform compatibility if it's fixed, hence my reporting it. Apologies if once again I missed this bug reported elsewhere -- seems to happen to me a lot.

If you provide `KEY_MASK_CMD_OR_CTRL|KEY_N` to an accelerator, it correctly shows it in the list of accelerators on Windows as Ctrl+N. I assume this would also show correctly on Mac as CMD+N. The issue comes when the keys are pressed. It receives `KEY_MASK_CTRL|KEY_N`, not `KEY_CMD_OR_CTRL|KEY_N`.

### Steps to reproduce

Set a PopupMenu programmatically from GDScript using MASK_CMD_OR_CTRL.
Notice it's never called.
Switch it to MASK_CTRL.
Notice it now works as expected on Windows, but would not work as expected on Mac for example.

### Minimal reproduction project
[testcase_for_key_mask_cmd_or_ctrl.zip](https://github.com/godotengine/godot/files/10099595/testcase_for_key_mask_cmd_or_ctrl.zip)
Repository: rust
Issue: `doc(cfg(a or b or c) and a)` should cut unnecessary conditions
Labels: T-rustdoc,C-bug,F-doc_cfg

I tried this code:

```rust
#[doc(
    cfg(
        any(
            feature = "a",
            feature = "b",
            feature = "c",
        )
    )
)]
#[doc(
    cfg(
        feature = "a",
    )
)]
pub fn add(left: usize, right: usize) -> usize {
    left + right
}
```

I expected to see this happen after creating documentation:

> Available on **crate feature a** only.

Instead, this happened:

> Available on **(crate features a or b or c) and crate feature a** only.

Occured when one module requires any of few features and then submodules requires one of those features - module should list **create features a or b or c** but submodule should return only **create feature a**.

### Meta

`rustc --version --verbose`:
```
rustc 1.67.0-nightly (a00f8ba7f 2022-11-15)
binary: rustc
commit-hash: a00f8ba7fcac1b27341679c51bf5a3271fa82df3
commit-date: 2022-11-15
host: x86_64-unknown-linux-gnu
release: 1.67.0-nightly
LLVM version: 15.0.4
```
Repository: excalidraw
Issue: Line midpoint often incorrect
Labels: bug

When creating lines, sometimes the newly created & selected line's midpoint is put on the previous line (or some much older line even). Probably a cache thing.

![excal-midpoint-bug](https://user-images.githubusercontent.com/5153846/204162320-161114b5-5a61-47f8-a7a0-6d04a3bf7081.gif)

/cc @ad1992
Repository: deno
Issue: `import.meta.resolve()` inconsistency on Windows
Labels: bug,ext/url

Hi. I've detected the `import.meta.resolve()` returns the drive letter in lowercase. For example:

```ts
const resolved = import.meta.resolve("C:\\Users\\foo");

// c:\\Users\\foo
```

This is very inconvenient to compare paths and inconsistent because, for example `Deno.cwd()` returns the letter in uppercase.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow 'home' and 'end' keys to navigate the prompt when the autocomplete popup is visible
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 ?

Currently, if the autocomplete popup is visible when creating a prompt pressing either 'home' or 'end' will move you to the top or bottom of that list.  I would prefer that the popup not change the behavior of those keys and allow 'home' or 'end' to take you to the beginning or end of the prompt.

### Proposed workflow

1. Go to TXT2IMG
2. Begin typing prompt and autocomplete appears
3. press home or end and the text indicator moves respectively to the beginning or end of the prompt and not the autocomplete list.


### Additional information

none.
Repository: PowerToys
Issue: Keyboard manager - arrow keys
Labels: Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

I would like to map the RIGHT arrow key (not the one on the NUMPAD), but keep the numeric keypad arrow key unchanged
![image](https://user-images.githubusercontent.com/2807634/204166001-b6dafe40-6700-444b-88d8-d122f3db41b3.png)

This could be useful not only for Right. All arrow keys and home, end, pgup and pgdn

### Scenario when this would be used?

I want to map the key (in the image below) to be INSERT, and I will continue to use KEYPAD NUM 6 as the right arrow key.

At this moment, when I map RIGHT, it is mapping both keys

Both keys represent RIGHT, but actually they are different keys, would be good to be able to map them individually.

This is my specific case, this key must behave like INS :)

![image](https://user-images.githubusercontent.com/2807634/204166206-0593f080-ab48-4a5f-93f4-d97a2078dcd4.png)


### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Textual Inversion keeps getting "AssertionError: No inf checks were recorded for this optimizer."
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?

Earlier today I successfully trained an embedding. Now when I try to train an embedding I keep getting this error:

Traceback (most recent call last):
  File "C:\Users\----\stable-diffusion-webui\modules\textual_inversion\textual_inversion.py", line 335, in train_embedding
    continue
  File "C:\Users\----\stable-diffusion-webui\venv\lib\site-packages\torch\cuda\amp\grad_scaler.py", line 336, in step
    assert len(optimizer_state["found_inf_per_device"]) > 0, "No inf checks were recorded for this optimizer."
AssertionError: No inf checks were recorded for this optimizer.

### Steps to reproduce the problem

1. Go to Train tab
2. Create an embedding
3. Set up the training with deterministic latent sampling method
4. Press Train Embedding


### What should have happened?

It should start training the embedding.

### Commit where the problem happens

bb11bee22ab02aa2fb5b96baa9be8103fff19e6a

### What platforms do you use to access UI ?

Windows

### What browsers do you use to access the UI ?

Brave

### Command Line Arguments

```Shell
--medvram --opt-split-attention --share --gradio-auth ----:----
```


### Additional information, context and logs

_No response_
Repository: pytorch
Issue: torch.addbmm throws different exception differences on CPU and GPU.
Labels: module: cuda,module: error checking,triaged

### 🐛 Describe the bug

torch.addbmm runs under the pytorch1.8 version. The exceptions thrown by the test code on the CPU and GPU are very different. 

 Test on the CPU:
          
    import torch
    input = torch.rand([5], dtype=torch.float64)
    batch1 = torch.randint(-128, 1024, [10, 3, 4], dtype=torch.int64)
    batch2 = torch.randint(-64, 2, [10, 4, 5], dtype=torch.int8)
    out = torch.addbmm(input, batch1, batch2)
          
result: RuntimeError: expected scalar type Double but found Long
          
Test on the GPU:
          
    import torch
    input = torch.rand([5], dtype=torch.float64).cuda()
    batch1 = torch.randint(-128, 1024, [10, 3, 4], dtype=torch.int64).cuda()
    batch2 = torch.randint(-64, 2, [10, 4, 5], dtype=torch.int8).cuda()
    out = torch.addbmm(input, batch1, batch2)
          
result: RuntimeError: expected scalar type Double but found Char

torch.baddbmm has the same problem.

### Versions

pytorch: 1.8
Python version: 3.8
CUDA/cuDNN version: cuDNN 11.3
GPU models and configuration: RTX3060
Operating System：Windows

cc @ngimel
Repository: neovim
Issue: Ex command arg parsing function
Labels: enhancement,api,vimscript



### Feature description

As mentioned by @ii14 here: https://github.com/neovim/neovim/pull/21107#discussion_r1033036216

A generalized method for parsing ex command arguments/subcommands would be a useful refactor.
Repository: terminal
Issue: Resizing the window creates a HUGE text mess
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal

### Windows Terminal version

1.15.2874.0

### Windows build number

19044.2251

### Other Software

_No response_

### Steps to reproduce

Write any command, the larger the better but make it easy to check if something gets disordered. Resize the window, try to do it multiple times if the first time you don't notice it, snapping to the corners might make it more obvious.

### Expected Behavior

The text gets "reflowed" or ordered correctly depending on the window size.

### Actual Behavior

A HUGE mess is created, the text gets duplicated and scrambled, the more times you change the window size the worse it gets.
Repository: terminal
Issue: Cmd.exe traps short cut keys with dwMode=ENABLE_VIRTUAL_TERMINAL_INPUT for input
Labels: Product-Conhost,Area-Server,Issue-Bug,Priority-3

### Windows Terminal version

1.15.2875.0

### Windows build number

 10.0.22000.1219

### Other Software

_No response_

### Steps to reproduce

Set ConsoleMode on input handle to ENABLE_VIRTUAL_TERMINAL_INPUT and try to ReadConsoleInput on CTRL-C or CTRL-V. The console doesn't react as a VT100 terminal.

### Expected Behavior

I set the terminal input mode to  dwMode=ENABLE_VIRTUAL_TERMINAL_INPUT.

I expect that with ReadConsoleInput transforms all keyboard input to VT100 terminal output. For example CTRL-C should return ETC and CTRL-V should return SYN. However the console (cmd.exe) overrides these actions. The same for a lot of other keyboard shortcuts. This is not standard VT100 behavior and should not occur.

How can this non VT100 behavior be disabled ?

### Actual Behavior

Termina in VT100 input mode behaves like Windows short cut keys, for example CTRL-C and CTRL-V are copy/paste.
Repository: three.js
Issue: PropertyBinding: Support more arbitary objects
Labels: Enhancement

<!-- Ignoring this template may result in your feature request getting deleted -->

Related: #24537, #24108

**Is your feature request related to a problem? Please describe.**

Currently `PropertyBinding` can bind only some of the object types, and can't do others. For example non-`map` textures can't be bound. Because of this limitation, Three.js animation system can't handle some type of objects.

The glTF `KHR_animation_pointer` extension that allows animation of arbitary objects in glTF support #24108 is blocked by this problem and the implemenation of it is the way more complex. It is a standard `KHR_` prefix extension so it's good if we can support it with simple implementation when it will be ratified.

**Describe the solution you'd like**

`PropertyBinding` supports more arbitary objects.

I guess the major cause is the keyframe track name has to start relative from the 3D object and the name must be up to three level depth like `name1.name2.name3`.

https://threejs.org/docs/#api/en/animation/PropertyBinding.parseTrackName
https://github.com/mrdoob/three.js/pull/24537#issuecomment-1226093348

Relaxing the name level depth limitation (allowing nesting) may resolve the problem, like `name1.name2.name3.name4...`? (If I remember correctly, someone (@WestLangley ?) suggested it before).

**Describe alternatives you've considered**

Alternative solution may be allow to specify an animation target with the pair of object and property name? (If we do this, we may need "legacy mode" not to break the compatibility.)

```javascript
new KeyframeTrack(
  object.material.roughnessMap, // target object
  'rotation', // property name
  inputAccessor.array,
  outputArray,
  interpolation
);
```

Is there any strong reason why animation target must be specified with the current `name1.name2.name3` name style?
Repository: godot
Issue: Godot 4.0 beta 6 win64 lags/freeze for a few seconds upon closing
Labels: bug,topic:core,needs testing,regression

### Godot version

4.0 beta 6 official win64 build

### System information

Win10, 64bit 

### Issue description

Godot application lags and freezes for a few seconds upon closing debug window.
The whole computer's CPU is like spiked for a few secconds, even the mouse cursor movement stopped working briefly, like your CPU is doing some extremely intensive work such as indefinitely connecting/ mining / encoding etc.

I tried with same PC and same projects, beta 5 only takes like 0.5 second to close when you close the debug game window with 'X' button, whereas beta 6 took like 3-5 seconds to close and caused mouse movement to free like 1 second.

Just FYI specs shouldn't be an issue since my computer also do UE5 stuff, and godot is installed on a NVME M.2 pcie4 drive.

### Steps to reproduce

1. Open any project, empty or projects from official asset repo example
2. Start debugging
3. Close the debug game window
4. Do a step 1 to 3 on both 4.0 beta 5 and 4.0 beta 6 with same project to compare time consumed and observe the exclusive 'mouse-freeze' problem in beta 6

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Type-asserting function call on variable initialized using `this` causes false implicit-any in VSCode
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

asserts, this, vscode, language server, implicit any

### 🕗 Version & Regression Information

- This changed between versions 4.6 and 4.7
- This is also a problem on Nightly (`5.0.0-dev.20221128`)

This issue seems to be specific to VSCode's TS support - I have not been able to reproduce it in either the Playground nor the Bug Workbench. `tsc` itself accepts this code with no issues.

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
const assertExists: <T extends number>(actual: T | null | undefined) => asserts actual is T = () => {};

type Value = { n: number | undefined };
const callThisFunc = (f: (this: Value) => void): void => {
  f.call({ n: 42 });
};

callThisFunc(function() {
  const maybeN = this.n;
  assertExists(maybeN);
});
```

### 🙁 Actual behavior

Sometimes, usually when freshly loading this code, this works normally. If you edit the function body passed to `callThisFunc` in any way, even stuff like adding superfluous semicolons, `maybeN` will become red-underlined and complain about implicit-`any` on hover. Further appearances of `maybeN` in the function are also treated as `any`.

This error does not happen if you do not call `assertExists`, nor does it happen if you give `this` an explicit type, like so:
```ts
callThisFunc(function(this: Value) {
  const maybeN = this.n;
  assertExists(maybeN);
});
```

### 🙂 Expected behavior

This should not display any errors in VSCode, and the `assertExists` call should correctly narrow the type to `number`.
Repository: flutter
Issue: Fix or dismiss code scanning alerts
Labels: team-infra,P3,infra: security,triaged-infra

<!-- Warning: The suggested title contains the alert rule name. This can expose security information. -->

Tracking issue for code scanning alerts:
### High priority
- [ ] https://github.com/flutter/flutter/security/code-scanning/6
- [ ] https://github.com/flutter/flutter/security/code-scanning/13
### Medium priority
- [ ] https://github.com/flutter/flutter/security/code-scanning/5
- [ ] https://github.com/flutter/flutter/security/code-scanning/4
### Low priority
- [ ] https://github.com/flutter/flutter/security/code-scanning/2
Repository: create-react-app
Issue: documentation for the use of BROWSER and BROWSER_ARGS
Labels: needs triage

The documentation for the use of `BROWSER` and `BROWSER_ARGS` may benefits from some example.

For example, when I run `npm run start` in VSCode with Remote SSH plugin on a remote systems, a browser window opens on my local PC (via port 3000 proxy set by VSCode) by default.

The `homepage` in `package.json` is set as follows.

```
"homepage": "/app/",
```

However, when the window opens, the trailing forward slash is not there. This results in app not being loaded.

```
http://localhost:3000/app
```

I have to manually, add `/`, i.e. `http://localhost:3000/app/`.

Some questions:
1. Does CRA triggers the opening of the window?
2. How do I manipulate `BROWSER` and `BROWSER_ARGS` such that the browser opens in `http://localhost:3000/app`?

Tried setting the following, but they it no effect. Opened local Chrome. I suspect VSCode takes direction from CRA.

```
BROWSER=firefox
BROWSER_ARGS="--incognito"
```