sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: MaterialButton adds unecessary padding to child
Labels: framework,f: material design,has reproducible steps,P3,found in release: 3.10,team-design,triaged-design,found in release: 3.13

### 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

To reproduce this issue, just use a MaterialButton inside a Container. Give height and width to container and add a child to MaterialButton.

### Expected results

There should not be any specific padding added to MaterialButton's child

### Actual results

Even if the child is aligned to be center, the child is placed at a bit bottom right corner hence giving some padding to the child of MaterialButton.

### Code sample

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MainApp());
}

class MainApp extends StatelessWidget {
  const MainApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: Center(
          child: Container(
            width: 30,
            height: 30,
            color: Colors.black,
            child: MaterialButton(
              onPressed: () {},
              child: const Icon(
                Icons.next_plan,
                size: 20,
                color: Colors.white,
              ),
            ),
          ),
        ),
      ),
    );
  }
}

```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

<img width="1728" alt="Screenshot 2023-07-24 at 11 20 52 PM" src="https://github.com/flutter/flutter/assets/52591247/b9f1c12c-0bb2-4f40-b951-a73f67766b36">


</details>


### Logs

<details><summary>Logs</summary>

```console
Launching lib/main.dart on Chrome in debug mode...
main.dart:1
This app is linked to the debug service: ws://127.0.0.1:51792/KowQHVDz_vU=/ws
Debug service listening on ws://127.0.0.1:51792/KowQHVDz_vU=/ws
Connecting to VM Service at ws://127.0.0.1:51792/KowQHVDz_vU=/ws
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.10.6, on macOS 13.4.1 22F770820d darwin-arm64, locale en-GB)
[✓] Android toolchain - develop for Android devices (Android SDK version 32.0.0-rc1)
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2020.3)
[✓] VS Code (version 1.80.1)
[✓] Connected device (2 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: vscode
Issue: Polish notebook sticky scroll rendering
Labels: feature-request,notebook-sticky-scroll

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Polish items for notebook sticky scroll:

* [x] Smooth transition for single sticky line
~~Render icons for `h1` to `h6`~~
* [ ] Show "Hide breadcrumb" on sticky context menu
* [ ] Create "Hide breadcrumb + sticky" on breadcrumb context menu
Repository: pytorch
Issue: Report model flop utilization (mfu) in benchmark
Labels: feature,triaged,oncall: pt2

### 🐛 Describe the bug

This should be easy to do by running flop counter on the eager model (or even on fake tensors in dynamo analysis) to compute the theoretical maximum throughput. This would help us control for eager model being extremely extremely bad; it gives us an absolute yardstick to measure against, rather than speedup against eager (which can be gamed by slowing eager down.)

### Versions

main

cc @msaroufim @wconstab @bdhirsh @anijain2305
Repository: pytorch
Issue: Programmation error enabling unlegal memory access on gpu
Labels: module: error checking,triaged,module: mps

### 🐛 Describe the bug

Hi, in the following code I make a voluntary indexing logic error, as I wanted to index a tensor w.r.t multiple indexes at once. When I send all the tensors on cpu, an indexing error is raised which is fine. But, when I send it on my macOS mps device, I don't have any raised error and I can show that non legal memory is accessed instead. I understand the programmation error  I am voluntary making, but should an error be raised or is it normal?

The code is the following for the minimal reproducible error:
```
import torch as T

def access_non_legal_memory(batch_size=9):
    some_tensor = T.tensor([[0,0,1,1], [1,1,0,0]], device='mps')[None, :, :]
    non_legal_memory = some_tensor[T.arange(batch_size), T.unsqueeze(T.tensor([0,1,1,0,1,0,1,1,0], device='mps'), dim=0)]
    print(non_legal_memory)

if __name__=="__main__":
    access_non_legal_memory()
```

The output printed is:
tensor([[[0, 0, 1, 1],
         [0, 0, 0, 0],
         [0, 0, 0, 0],
         [0, 0, 0, 0],
         [1, 0, 1, 1],
         [0, 0, 0, 0],
         [0, 0, 0, 0],
         [0, 0, 0, 0],
         [0, 1, 2, 3]]], device='mps:0')

And as I said, on cpu an error is raised as it should.


### Versions

Collecting environment information...
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.4 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: version 3.26.3
Libc version: N/A

Python version: 3.10.4 (main, Mar 31 2022, 03:37:37) [Clang 12.0.0 ] (64-bit runtime)
Python platform: macOS-13.4-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Max

Versions of relevant libraries:
[pip3] numpy==1.21.5
[pip3] pytorch-ignite==0.4.12
[pip3] torch==2.0.1
[pip3] torch-scatter==2.1.1
[pip3] torch-sparse==0.6.17
[pip3] torchvision==0.13.0
[conda] numpy                     1.22.3                   pypi_0    pypi
[conda] numpy-base                1.21.5          py310h742c864_3  
[conda] pytorch-ignite            0.4.12                   pypi_0    pypi
[conda] torch                     2.0.1                    pypi_0    pypi
[conda] torch-scatter             2.1.1                    pypi_0    pypi
[conda] torch-sparse              0.6.17                   pypi_0    pypi
[conda] torchvision               0.13.0                   pypi_0    pypi
(PTorchEnv) dominikrichard@REC-P-778273 Deep % 


cc @malfet @kulinseth @albanD @DenisVieriu97 @razarmehr @abhudev
Repository: godot
Issue: Pinjoint 2D Movement and Jitter with Zero softness
Labels: bug,topic:physics,topic:2d

### Godot version

4.1.1.stable.mono

### System information

Arch Linux Zen Kernel 6.3 Ryzen 5900x Nvidia RTX 2080TI 11GB (proprietary drivers)

### Issue description

When using pin joints with the softness set to zero in use with rigid body 2d's:

1. Still move and often glitch through small objects
2. Cause massive jumps / jitters with a high bias set

Setting softness to zero should make them act as an immutable axle that can only rotate, but they act like they are on springs even with CD set to continuous Cast Shape on all objects this happens.

### Steps to reproduce

Create a small circular Rigid body parent it to a pin joint and a larger heavier (50kg or more for best results) rigid body with it as the parent and drop it with a high bias, it will jump around and jitter. And with a low bias (which shouldn't matter with softness set to 0) it visibly moves quite a bit.

### Minimal reproduction project

[BrokenPinJoints.zip](https://github.com/godotengine/godot/files/12148849/BrokenPinJoints.zip)
Repository: vscode
Issue: Editor does not re-evaluate indentation after quickfix 
Labels: bug,editor-core

**Setup**
1. Have a space indented file
2. Have format on save turned on
3. Have an eslint rule that requires tab indentation instead of spaces

**Bug**
1. Accept the eslint quick fix to modify the indentation to tabs
2. 🐛 Saving reverts the indentation back to spaces, as the indentation of the file is not re-evaluated.

**Workaround**
1. Change the indentation to tabs in the editor status bar
Repository: flutter
Issue: Intention to deprecate and remove plugin_ffi template
Labels: c: new feature,tool,c: proposal,P2,team-tool,triaged-tool

### Removing plugin_ffi template

In the [native assets](https://github.com/flutter/flutter/issues/129757) we will create a way to bundle native code without the boilerplate code for every OS. Moreover, the packages with native assets will be regular Dart packages, removing the split between Dart packages and Flutter plugins with native code. (For example `package:realm` and `package:realm_dart`.)

Therefore, once we have support for native assets, the intention is to first deprecate and then remove the FFI plugin template.

Once native assets come out of experimental, we would mark the FFI plugin as deprecated, and subsequently remove it one or two Flutter versions later.

All the documentation and code labs that currently refer to FFI plugins need to be migrated in that time frame.

* [ ] https://docs.flutter.dev/platform-integration/ios/c-interop
* [ ] https://docs.flutter.dev/platform-integration/android/c-interop
* [ ] https://codelabs.developers.google.com/codelabs/flutter-ffigen

### Potentially adding package_ffi template

Packages with native assets are much simpler than the FFI plugins due to having less boilerplate code ([example](https://github.com/dart-lang/native/tree/main/pkgs/native_assets_cli/example/native_add_library)). They are basically a

1. dart package,
2. with a `pubspec.yaml` dependency on https://pub.dev/packages/native_assets_cli and https://pub.dev/packages/native_toolchain_c,
3. a toplevel `build.dart` doing the native build,
4. an `ffigen.yaml` for the bindings, and
5. a `src/some_c_code.c` with the native code.

It could suffice to have this in `dart create`, instead of adding a template to `flutter create`. However, the downside would be that `dart create` would not have a flutter sample app invoking the native code. And this sample app working out of the box means that our users know the building/bundling works for the target OS/arch they are working on.

It could suffice to have this as a sample (both a package with native assets as well as an example app using it), instead of `flutter create`. The downside over a template would be that changing the name from the sample is error prone. (And checking out the sample with git clone is more work than running `flutter create`.)

The extra steps that users have to do also have to be duplicated in our documentation and code lab.

Since we are intending to remove `flutter create -t plugin_ffi`, maybe we should consider whether we should add `flutter create -t package_ffi`.

Context:

* https://github.com/flutter/flutter/pull/130494#pullrequestreview-1543613190

cc @stuartmorgan @vashworth @zanderso
Repository: godot
Issue: Can't check input type using == but no error is shown
Labels: discussion,topic:gdscript

### Godot version

4.1 stable

### System information

Windows 10

### Issue description

I attempted to check the type of input within an _input function. I used "if event == InputEventKey:" and "if event == InputEventMouseButton:", neither of which worked. IF the "==" characters are replaced with "is" this will work as intended. The main issue though is that if "==" are there instead, the statement wont work, code below the conditional will never be used but no error is shown anywhere. 

### Steps to reproduce

```gdscript
func _input(event):
	if event == InputEventKey:
		print("A")      
	elif event == InputEventMouseButton:
		print("B")
	if event is InputEventKey:
		print("C")      
	elif event is InputEventMouseButton:
		print("D")
```

### Minimal reproduction project

```gdscript
func _input(event):
	if event == InputEventKey:
		print("A")      
	elif event == InputEventMouseButton:
		print("B")
	if event is InputEventKey:
		print("C")      
	elif event is InputEventMouseButton:
		print("D")
```
Repository: vscode
Issue: Active walkthroughs have a truncated active state
Labels: bug,help wanted,polish,good first issue,getting-started

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.80.1
- OS Version: 14.0 Beta (23A5286i)

Steps to Reproduce:

1. Open VS Code
2. Hit tab until an in-progress walkthrough item is active

<img src="https://github.com/microsoft/vscode/assets/2276355/b636099b-ca31-4270-81b3-4a9e6e88d2b1" width="50%"><img src="https://github.com/microsoft/vscode/assets/2276355/4436c558-6dd2-4fb6-8581-449ce2f3af62" width="50%">
Repository: neovim
Issue: wl-paste can hang infinitely, and freezing Neovim with it.
Labels: bug,job-control,clipboard

### Problem

I reported this bug to `wl-clipboard` a couple of weeks ago, https://github.com/bugaevc/wl-clipboard/issues/185. `wl-paste` will hang in when you copy something from an XWayland application and then quit the application before pasting.  Neovim will also hang at this point.

I personally don't agree with the conclusion in the issue there, they say that `wl-paste` is allowed to hang because it's a command line application and that all users of it, so including `neovim` should deal with it. IMO, `wl-paste` should have a default short timeout. But since that won't get fixed there, and I don't have any arguing power, I have no other choice than  to report the bug here.

Now the root cause might be in KDE Plasma, but even if that's fixed, some other client might misbehave and cause similar behaviour, so there need to be a timeout somewhere. I could even argue that it's a Wayland protocol bug that allows clients to stop sending data, as far as I can see there's nothing in the specifications that disallows it.

But in any case this is a quite serious bug that needs to be fixed, and it happens very frequently for me, because I use `P4Merge`, which is an XWayland application as a merge tool, and usually copy and paste stuff there, and close it.

### Steps to reproduce

1. Open nvim
2. Open an XWayland application on KDE Plasma
3. Copy some text inside that
4. Close the application
5. Notice that nvim hangs, you don't even need to try to paste anything

The only way to make it responsive again is to copy some other text, and then run `pkill wl-paste`

### Expected behavior

Neovim should not hang

### Neovim version (nvim -v)

0.9.1

### Vim (not Nvim) behaves the same?

no, Vim 9.0

### Operating system/version

Arch Linux

### Terminal name/version

Alacritty

### $TERM environment variable

alacritty

### Installation

pacman
Repository: flutter
Issue: `ThemeData.dropDownMenuTheme.inputDecorationTheme` does not inherit from `ThemeData.inputDecorationTheme`
Labels: framework,f: material design,a: quality,P2,team-design,triaged-design

```dart

ThemeData(
  inputDecorationTheme: myInputDecorationTheme
);
```

does not apply to `DropdownMenu`


<details>


```
[✓] Flutter (Channel stable, 3.10.6, on macOS 13.4.1 22F770820d darwin-arm64, locale en-US)
    • Flutter version 3.10.6 on channel stable at /Users/lukepighetti/development/flutter/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision f468f3366c (12 days ago), 2023-07-12 15:19:05 -0700
    • Engine revision cdbeda788a
    • Dart version 3.0.6
    • DevTools version 2.23.1

[✓] Android toolchain - develop for Android devices (Android SDK version 32.1.0-rc1)
    • Android SDK at /Users/lukepighetti/Library/Android/sdk
    • Platform android-33, build-tools 32.1.0-rc1
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.15+0-b2043.56-8887301)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.3.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14E300c
    • CocoaPods version 1.12.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2022.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.15+0-b2043.56-8887301)

[✓] VS Code (version 1.80.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.68.0

[✓] Connected device (3 available)
    • iPhone 14 (16.2) (mobile) • 51B3F17C-CB32-4B1C-B7DA-C8C783B9349A • ios            • com.apple.CoreSimulator.SimRuntime.iOS-16-2 (simulator)
    • macOS (desktop)           • macos                                • darwin-arm64   • macOS 13.4.1 22F770820d darwin-arm64
    • Chrome (web)              • chrome                               • web-javascript • Google Chrome 114.0.5735.198

[✓] Network resources
    • All expected network resources are available.

• No issues found!
```


</details>
Repository: storybook
Issue: [Bug]: 🔥🐞🔥 docs.source.transform not modifying "Show Code" for stories
Labels: question / support,has workaround,block: source

### Describe the bug

Based off the bug from https://github.com.mcas.ms/storybookjs/storybook/issues/23367.

I'm using the docs.source.transform parameter to transform the code string like this:
![image](https://github.com/storybookjs/storybook/assets/75461349/4b3d6d95-41f1-4622-b6fa-0f65172d9c49)

The original code is as follows:
```
export const BasicUsage = (args) => {
    const [activeId, setActiveId] = useState('2');

    const _onClick = (id) => {
        setActiveId(id);
    };

    return (
        <Tabs activeId={activeId} {...args}>
            <Tab id="1" onClick={_onClick}>
                Tab
            </Tab>
            <Tab id="2" onClick={_onClick}>
                Tab
            </Tab>
            <Tab id="3" onClick={_onClick}>
                Tab
            </Tab>
            <Tab id="4" onClick={_onClick}>
                Tab
            </Tab>
        </Tabs>
    );
};
```

When I check the transform using console.log it is giving the exact source code I would like to see where "args" is removed:
```
() => {
  const [activeId, setActiveId] = useState('1');
  const _onClick = id => {
    setActiveId(id);
  };
  return <Tabs activeId={activeId}>
            <Tab id="1" onClick={_onClick} disabled>
                Disabled Active Tab
            </Tab>
            <Tab id="2" onClick={_onClick} disabled>
                Disabled Default Tab
            </Tab>
        </Tabs>;
}
```
However, it is not showing up in the "Show Code" area and instead is being replaced with the returned HTML from the code:
![image](https://github.com/storybookjs/storybook/assets/75461349/4a184376-6304-4bf6-b82a-6697ba851eb5)

Is there a way to get the code modified in transform to show in the "Show Code" section?


### To Reproduce

1. Create a story using React functional components
2. Add "args" as a parameter to the functional component
3. Pass {...args} as a prop inside component inside the return expression
4. Add the following to the export default object:
```
parameters: {
        docs: {
            source: {
                transform: (code, storyContext) => {
                    code.replace('{...args}', '');
                    code.replace('args', '');
                    return code;
                },
            },
        },
},
```
6. View the component in Storybook and click "Show Code"


### System

_No response_

### Additional context

_No response_
Repository: material-ui
Issue: Border radius theme props not interpolated for specific corners
Labels: new feature,breaking change,package: system,v6.x

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/gracious-dubinsky-sg8yzv?file=/src/App.tsx

Current workaround is to interpolate manually by multiplying with `theme.shape.borderRadius`, but I think it would be consistent with api design of @mui to include those prop interpolations.

### Current behavior 😯

sx props borderTopLeftRadius, borderTopRightRadius, borderbottomLeftRadius, borderBottomRightRadius, don't interpolate theme props like borderRadius does

### Expected behavior 🤔

same behavior as borderRadius

### 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: neovim
Issue: GUI clients: more customization of transparency
Labels: enhancement,ui-extensibility

### Problem

Users of Neovide have wished to have more possibilities to customize the transparency, than what Neovim currently offers. See the discussion here https://github.com/neovide/neovide/pull/1790, between me an @A-Lamia for example. There was also some discussions in the Neovide discord channel with @TheSast.

I think there are two main problems at the moment.
1. The highlight group `blend` only applies to floating windows. so it's not possible to customize parts of the main ui like the main background and the status bar. This might only be a documentation issue though
> blend={integer}					highlight-blend
	Override the blend level for a highlight group within the popupmenu
	or floating windows. Only takes effect if ['pumblend'](https://neovim.io/doc/user/options.html#'pumblend') or ['winblend'](https://neovim.io/doc/user/options.html#'winblend')
	is set for the menu or window. See the help at the respective option.
2. There's no way to set blend for the foreground color. Probably the biggest use case for this is to make the statusbar fully transparent, since some of the "background" colors are often done with characters using foreground colors

### Expected behavior

The transparency is configurable for all visible elements.