sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: "extract method" creates invalid code when extracting free "continue" statement
Labels: gopls,Tools,Refactoring

When extracting statements from the body of a loop that include `continue`, but not the enclosing loop, gopls seems not to notice the implications of the continue statement, and this generates invalid code. Extracting:
```
func f(cond bool) {
	for range "abc" {
|		if cond {
|			continue
|		}
|		println(0)
	}
}
```
becomes:
```
func f(cond bool) {
	for range "abc" {
		newFunction1(cond)
	}
}

func newFunction1(cond bool) {
	if cond {
		continue // error: continue not in loop
	}
	println(0)
}
```
This is a pity since the extract logic seems to go to great trouble to deal with return continuations.
Repository: pytorch
Issue: torch.compile CPU backend is slower than eager for several transcendental functions
Labels: triaged,module: inductor,oncall: cpu inductor

I tried a handful of somewhat important transcendentals (sigmoid, tanh, log, logit), and they all appear to be slower than eager.  On my 96c/192t Intel(R) Xeon(R) Platinum 8339HC CPU:

```
$ OMP_NUM_THREADS=1 numactl -C 94 python bench.py
log
eager:    363.3282147347927
compiled: 1091.864187270403
sigmoid
eager:    756.7794565111399
compiled: 872.3638635128736
logit
eager:    731.156948953867
compiled: 1594.5508629083633
tanh
eager:    475.9031366556883
compiled: 867.8419776260853

$ python bench.py
log
eager:    28.686294332146645
compiled: 106.62426799535751
sigmoid
eager:    91.70412458479404
compiled: 108.63539576530457
logit
eager:    25.92829428613186
compiled: 88.3821751922369
tanh
eager:    28.41925248503685
compiled: 113.94776217639446
```


```
import time

import torch

def do_bench(fn, iters=1000):
    fn()  # warmup
    s = time.perf_counter()
    for _ in range(iters):
        fn()
    e = time.perf_counter()

    return (e - s) /  iters * 1e6

x = torch.clamp(torch.rand(1 << 20), 1e-6, 1 - 1e-6)  # good range for log, logit

for fn in [torch.log,
           torch.sigmoid,
           torch.logit,
           torch.tanh,
           ]:
    cfn = torch.compile(fn)
    print(fn.__name__)

    eager = do_bench(lambda: fn(x))
    compiled = do_bench(lambda: cfn(x))

    print(f"eager:    {eager}")
    print(f"compiled: {compiled}")
```

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler
Repository: TypeScript
Issue: Side effect of decorator
Labels: Bug,Needs Investigation

### 🔎 Search Terms

"decorator" "field decorator" "side effect" "decorator side effect"

### 🕗 Version & Regression Information

- This changed between versions 5.0 and 5.2
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about decorators

### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/MYewdgzgLgBAYgSwKYBsAmARJoBOBDKEHGAXhgAoo8cBzJKALhgFcw0kAzBMJNAGhigwUJAA9GMAMIo8ECIlSZsRAkUngR4gJSkAfDADeAXwBQJ4DLkwACtSTDDJmIPDQczYIRzlqNAIxMbtw0Ar4ATIFQOMGhtADMkdFgNDoGTs4wAPSZMAACUBAAtAg0YERI6c5QABYIEAB0AA44II1+pDC+fpVZOflFJWU4FRkwNXVNLY1hHeE92XkFxaXlPeMNza1xs-Hpps6bbQCEicFmB1NhJzBByecwh3HXtzQmpuaWEFK16DBiImwvrZhg40hdWn5nlEzulDldTnd0rkFOgsLhVDhYVMngjXu8hNBOh0eAB3b4IdDkADkfj8VIEVLCYXpMCpcTiVK05lcIBQSHqKBANB8XIWeEmENIJDIrHYXB4aF6MAA6gAVOAmMUS6ZSsiM5lKgDyAGlNTlxY9dSw2JxuLwlWqNUA

### 💻 Code

```ts
const FieldDecorator = (target: undefined, context: ClassFieldDecoratorContext) => {} // do nothing

class Parent {
  constructor(arg1: string, arg2: string, arg3: string) {
    // @ts-ignore
    this.prop1 = arg1
    // @ts-ignore
    this.prop2 = arg2
    // @ts-ignore
    this.prop3 = arg3
  }
}

class Child extends Parent {
  prop1!: string

  prop2!: string

  @FieldDecorator
  prop3!: string
}

const a = new Child('11', '22', '33')
console.log(a)
// a.prop1 === undefined // WTF
// a.prop2 === '22' // OK
// a.prop3 === undefined // WTF

```


### 🙁 Actual behavior

the decorated property and the very first property are `undefined` despite the fact that they are given a value in the constructor

### 🙂 Expected behavior

`a` object should be equal to the following `obj` object
```js
const obj = {
    prop1: "11"
    prop2: "22"
    prop3: "33"
} 
```

### Additional information about the issue

_No response_
Repository: godot
Issue: EditorNode3DGizmoPlugin._HasGizmo does not provide correct type for custom classes (C#)
Labels: bug,topic:editor,topic:plugin,topic:3d

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

When writing an EditorNode3DGizmoPlugin in C# (based on [this guide from the docs](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/3d_gizmos.html)) the `_HasGizmo` function does not seem to be providing the correct type information for the given `forNode3D` parameter. It will always be of the type `Node3D`. This makes it impossible to check the type of the node to determine if the gizmo should be shown.

### Steps to reproduce

1. Download and open the attached project
2. Build the C# solution with the **Build** button in the top right.
3. Go to **Project Settings > Plugins** and enable the **Bounding Box** plugin. This plugin contains a simple **BoundingBox** custom node type and an associated 3D gizmo plugin.
4. Open the **Bounding Box Plugin Test.tscn** scene, and also open the **Output** panel.
5. You should see some logs in the output that look something like this: _"Node3D : Godot.Node3D"_ and _"BoundingBox : Godot.Node3D"_. These are the node's name followed by its type. If you don't see them, Click on the nodes in the scene tree and the logs should appear each time you select/deselect a node.
6. Notice that the log for _"BoundingBox : Godot.Node3D"_ shows `Godot.Node3D` as the type instead of `BoundingBox`

If you open the gizmo code file at **addons/Bounding Box/BoundingBoxGizmo.cs**, you can see the `_HasGizmo` function where the logging occurs. The line `return forNode3D is BoundingBox;` is always false. You can modify this to `return true;`, and should see an extra line appear after rebuilding (although the line doesn't seem to be colored correctly, which I guess is a separate issue).

The expected behavior is that the type of the `forNode3D` parameter should match the script attached to the node, so the type can be checked appropriately.

### Minimal reproduction project

[Plugin Gizmo Test.zip](https://github.com/godotengine/godot/files/12819910/Plugin.Gizmo.Test.zip)
Repository: vscode
Issue: compare with saved not working
Labels: bug,notebook-diff

### Applies To

- [X] Notebooks (.ipynb files)
- [ ] Interactive Window and\/or Cell Scripts (.py files with \#%% markers)

### What happened?

As shown below, the `Compare with Saved` functionality is not working for notebooks (while its' working for txt and py files).
![temp2](https://user-images.githubusercontent.com/3153534/236365145-88bf6aa1-13de-4bea-923b-92f442ff793a.gif)


### VS Code Version

1.78.0

### Jupyter Extension Version

v2023.4.1011241018

### Jupyter logs

```shell
(nothing updated there)
```


### Coding Language and Runtime Version

_No response_

### Language Extension Version (if applicable)

_No response_

### Anaconda Version (if applicable)

_No response_

### Running Jupyter locally or remotely?

None
Repository: godot
Issue: Changing parents of a node that has children in inherited instances causes those to become orphaned and the inherited scene to corrupt.
Labels: bug,topic:core

### Godot version

v4.1.2.rc1.mono.official [58f0cae4a]

### System information

Godot v4.1.2.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700 (20 Threads)

### Issue description

Hopefully the title is not completely butchered, bit of a first time bug reporter here. 

Following situation:

Suppose I have a root node with 2 children:
-Root
---Child A
---Child B

Then, I inherit this scene and add some other nodes to one of those children:
-Inherited Root
----Inherited Child A
----Inherited Child B
------New Node

Now, back in the original, if I re-parent Child B to Child A:
-Inherited Root
----Inherited Child A
------Inherited Child B
--------New Node

 I would expect the inherited tree to do the same operation but move its specific child nodes along. Instead, those child nodes become orphaned, can no longer be interacted with (say, right-click) and sooner or later crash the editor. This might look something like [this](https://i.imgur.com/hMExpCU.png). In the screenshot, those markers were previously children of "Markers". Then I made the Markers node a child to the Sprite2D node in the original, which then orphaned those Markers. They can now no longer be interacted with, and the scene is essentially corrupted. For example, trying to close the scene crashes the editor.

### Steps to reproduce

1. Create a new scene.
2. [Add two child nodes, Child A and Child B.](https://i.imgur.com/xNC0OKh.png)
3. Save the scene, let's call it "main_scene".
4. Create a new inherited scene from that and save it, let's call it "inherited_scene".
5. In "inherited_scene", add a new node to Child B, let's call it "[Orphan](https://i.imgur.com/H0ISakV.png)". 
6. Go back to the "main_scene" and make [Child B a child of Child A.](https://i.imgur.com/qznPV7E.png) Save.
7. Go back to the "inherited_scene", where you should now find an orphaned spooky ghost-node called "[Child B@Orphan](https://i.imgur.com/PGBNf9x.png)".
8. Notice how this spooky node can not be reasoned with, and how closing the scene crashes the editor.

### Minimal reproduction project

N/A
Repository: svelte
Issue: Add SvelteNative to official documentation
Labels: documentation

https://github.com/halfnelson/svelte-native/issues/340
Repository: rust
Issue: Monomorphization-time error handler does not point at constants
Labels: A-diagnostics,T-compiler,A-monomorphization

See the [test added](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=18f1489b6401af5f92e417484fc60fae) in https://github.com/rust-lang/rust/pull/116444: ideally we'd get a message pointing at where `PrintName::<T>::VOID` is used.

Cc @oli-obk
Repository: vscode
Issue: Consider re-ranking TF-IDF results
Labels: feature-request,quick-open

In https://github.com/microsoft/vscode/issues/194909 we discovered a funny result in the Command Palette.

* Install the [File Utils extension](https://marketplace.visualstudio.com/items?itemName=sleistner.vscode-fileutils)
* Type in the Command Palette `move file`

You'd expect `File Utils: Move...` to be at the top... but instead `File: New File` is first _then_ `File Utils: Move...` is 2nd.

Why? Well because our TF-IDF index puts a ton of weight on the word `File`... and since `File: New File` has two instances of this word, its score is higher than the score for `File Utils: Move...`.

I wonder if we could run TF-IDF results through an additional reranking algorithm... that might help us pick up situations like this.

If we ran TF-IDF results through an _additional_ fresh TF-IDF index and then queried from that... would that rank these properly?

Maybe something like that...
Repository: yt-dlp
Issue: Sections (e.g., `MODIFYING METADATA`) are referenced in `--help` but do not appear there, and it's unclear where the user should look to find them
Labels: docs/meta/cleanup,patch-available

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.09.24** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

```
% yt-dlp --help | grep MODIFYING\ METADATA
                                    from other fields; see "MODIFYING METADATA"
```

Yes, I'm aware there's a link to the main docs at the bottom of the `--help` message, but the user has to connect that with the link that must be visited. It would be nice to leave some kind of breadcrumb, e.g.,:

```
% yt-dlp --help
...
    --parse-metadata [WHEN:]FROM:TO
                                    Parse additional metadata like title/artist
                                    from other fields; see "MODIFYING METADATA"
                                    for details. Supported values of "WHEN" are
                                    the same as that of --use-postprocessor
                                    (default: pre_process)
...

MODIFYING METADATA, OUTPUT TEMPLATE, ...
See full documentation (link at the end below).

Full documentation hosted at https://github.com/yt-dlp/yt-dlp#readme
```

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: neovim
Issue: Concealing range between nodes with one character using treesitter
Labels: enhancement,treesitter

### Problem

I'm trying to conceal Markdown checkboxes _and_ the minus sign in front of them with one conceal character. Here's my query:

```scm
(
  (list_marker_minus)
  (task_list_marker_unchecked)
) @checkbox (#set! conceal "")
```

However, only the first sibling, `list_marker_minus` gets concealed.

Here's a file that I'm using as an example:

```markdown
- [x] foo
- [ ] bar
  - [ ] baz
```

Here's what the syntax tree looks like:

```scm
section [0, 0] - [3, 0]
  list [0, 0] - [3, 0]
    list_item [0, 0] - [1, 0]
      list_marker_minus [0, 0] - [0, 2]
      task_list_marker_checked [0, 2] - [0, 5]
      ...
    list_item [1, 0] - [3, 0]
      list_marker_minus [1, 0] - [1, 2]
      task_list_marker_unchecked [1, 2] - [1, 5]
      ...
      list [2, 2] - [3, 0]
        list_item [2, 2] - [3, 0]
          list_marker_minus [2, 2] - [2, 4]
          task_list_marker_unchecked [2, 4] - [2, 7]
          ...
```

I feel like this is a pretty trivial use case. 

### Expected behavior

This does seem to be [an issue with treesitter](https://github.com/tree-sitter/tree-sitter/issues/1508). However, one way I see that Neovim could work around this is to add the ability to specify a start and an end to a conceal range with treesitter captures.

```scm
(
  (list_marker_minus) @conceal_start
  (task_list_marker_unchecked) @conceal_end
)
```

Then I could through some new conceal API tell Neovim that I want everything between `@conceal_start`s and `@conceal_end`s to be conceald with some character, including (or excluding) the captures.

What do you say?
Repository: vscode
Issue: Find and Replace in closed notebook search
Labels: feature-request,search

Related to https://github.com/microsoft/vscode/issues/173726, it would be nice if we could replace results in closed notebooks.
Repository: pytorch
Issue: opinfo split is confusing
Labels: triaged,module: testing

I'm looking for `_refs.fft.ifft`. It's not in common_method_invocations.py (which has a lot of the _refs OpInfos). It's not in `opinfo/refs.py`. I found them in `opinfo/definitions/fft.py`.

Can we assert that the OpInfos are consistently grouped by file?
Repository: stable-diffusion-webui
Issue: [Feature Request]: Different denoising level for latent nothing/noise than the unmasked part of the image in inpaint
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 ?

When inpainting with latent nothing or latent noise one needs a high denoising level to avoid artifacts. But at the same time it also blurs the unmasked part of the image ("the context") quite a lot such that stable diffusion does not know what the context around the masked part is.

It would be useful when one could denoise the masked part with a high denoising level so it doesn't leave brown/speckled artifacts while the unmasked part shouldn't be that much blurred/denoised.

### Proposed workflow

1. Go to inpaint 
2. Mask a part of the image, select latent nothing
3. have two sliders for different denoising rates


### Additional information

_No response_
Repository: next.js
Issue: Template.tsx not rendering correctly in many different circumstances
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/cjonesdoordash/nextjs-prefetch-issue/tree/template-issue

### To Reproduce

With next/link pre-fetching disabled (default when you pull down the branch)

1. Run `yarn build && yarn start`
2. Navigate to localhost:3000/testing - verify that you have two templates rendered with data from a template server component and state from a template client component (one outer and one inner)
3. Increment client-side counters to change template state on both counters
4. Navigate to the next page via the link
5. Verify that for the outer template neither the server seconds nor the client counter change
6. Verify for the inner template just the client counter resets

With next/link pre-fetching enabled (just remove the `prefetch={false}` on both links)

1. Run `yarn build && yarn start`
2. Navigate to localhost:3000/testing - verify that you have two templates rendered with data from a template server component and state from a template client component (one outer and one inner)
3. Increment client-side counters to change template state on both counters
4. Navigate to the next page via the link
5. Verify that for the outer template the client counter doesn't change, but the server seconds sometimes doesn't reflect a proper change in seconds.
6. Verify for the inner template that both the seconds increment correctly and the client counter resets
7. Using quick navigations back and forth to trigger the RSC client-side cache verify that the inner template seconds doesn't change once you hit the cache

### Current vs. Expected behavior

Expected behavior is that Templates re-mount and render in their entirety (both server and client components) on any route transition if they are within the segment.

Current behavior is that Templates fail to mount / render properly in a bunch of difference scenarios listed about in the reproductions.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Fri Sep 15 13:39:52 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_X86_64
Binaries:
  Node: 16.18.0
  npm: 8.19.2
  Yarn: 1.22.5
  pnpm: 6.23.6
Relevant Packages:
  next: 13.5.4
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Additional context

_No response_
Repository: vscode
Issue: Web: Log level is not retained after reload
Labels: bug,log,web

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Does this issue occur when all extensions are disabled?: Yes

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Version: 1.84.0-insider
Browser: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/117.0.0.0 Safari/537.36

We in Python repo often ask users to provide the debug logs:

- Run `Developer: Set log level` command
- Select `Python` -> `Trace`
- Run `Developer: Reload Window` command
- Provide the output:

<details>

<summary>Output for <code>Python</code> in the <code>Output</code> panel (<code>View</code>→<code>Output</code>, change the drop-down the upper-right of the <code>Output</code> panel to <code>Python</code>)
</summary>

<p>

```
XXX
```

</p>
</details>

And observed that many users came back with "info" logs still. We were reported that the log level (especially at extension level) did not stick.

Steps to Reproduce:

1. Can repro it in codespaces: https://github.com/Microsoft/vscode-python
2. Change Python log level to trace and reload
Repository: godot
Issue: Loading GLTF models at runtime does not handle the "-colonly" flag
Labels: discussion,topic:import,topic:3d

### Godot version

4.1.2-stable

### System information

Windows 11

### Issue description

When a model is loaded at runtime via GLTFDocument, it seems that the "-colonly" flag is not handled correctly, and the object has an type of "MeshInstance3D" and not "StaticBody3D". A cast will also fail. The editor import handles it correctly with the same model file, by creating a propper "StaticBody3D/CollisionShape3D" object.

![2023-10-06_00-46-23](https://github.com/godotengine/godot/assets/70962730/ff53c47f-0de4-45b5-9e69-7ce66582555d)
![2023-10-06_00-47-13](https://github.com/godotengine/godot/assets/70962730/fd5d2868-23e6-428a-b750-9a9b1a97060e)


### Steps to reproduce

* Run the MSP project

### Minimal reproduction project

[GLTFDocument_bug.zip](https://github.com/godotengine/godot/files/12825014/GLTFDocument_bug.zip)