sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Need a UI message when an extension fails to initialize
Labels: extension-host,under-discussion

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Currently if the `activate()` extension function throw an exception, the VS Code behavior in reporting this error is different depending on whether the extension is in the retail or development environment. Here is the code line that produces the error message upon activation failure:

https://github.com/microsoft/vscode/blob/b547b58db642cac86c6a869cd025713f4e2cac9f/src/vs/workbench/api/browser/mainThreadExtensionService.ts#L107

In the development environment, a UI message is displayed, while in retail mode the message is recorded to the Development Tools Console.

![vscode_error_in_console](https://user-images.githubusercontent.com/1912050/230996672-6d52eafe-a11a-4f7a-84fc-63d35fe8cb9d.png)

![Activating_extension_failure_message](https://user-images.githubusercontent.com/1912050/230997312-875eb0dc-0c46-499b-a87b-7c482eb2cc9e.png)

This makes it difficult to troubleshoot for customers, as they don't normally have the Development Tools Console opened, and the user experience is as if the extension has been activated but doesn't do anything.

Please consider unifying the experience by always displaying the UI message.

A sample extension (with only one line `throw new Error('Inducing activation failure')` is attached.
[sample_extension.zip](https://github.com/microsoft/vscode/files/11193949/sample_extension.zip)
Repository: vscode
Issue: Ghost text background is not covering the whole line height
Labels: bug,inline-completions

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.77.1
- OS Version: 13.1 (22C65)

Steps to Reproduce:

Ghost text style API accepts a background color. The problem is that, once you apply the background color, the heigh of the ghost text does not matches the height of the line. This is an example red and black colors to be seen easily:

<img width="563" alt="Screenshot 1402-01-21 at 10 53 54 PM" src="https://user-images.githubusercontent.com/2157285/231002160-9cd77fbd-a19d-4c82-ac09-722ce00bc57e.png">

It's feels really wrong and annoying. And even so when you're getting multi-line suggestions:

<img width="562" alt="Screenshot 1402-01-22 at 1 13 44 AM" src="https://user-images.githubusercontent.com/2157285/231004860-125a1bd3-a97a-4c87-9e03-4e4251d3a593.png">

---

I wanted to fix the problem myself. So I searched for the ghost text and found this:

```css
/* src/vs/editor/contrib/inlineCompletions/browser/ghostText.css */
.monaco-editor .ghost-text-decoration,
.monaco-editor .ghost-text-decoration-preview,
.monaco-editor .suggest-preview-text .ghost-text {
	color: var(--vscode-editorGhostText-foreground) !important;
	background-color: var(--vscode-editorGhostText-background);
	border: 1px solid var(--vscode-editorGhostText-border);
}
```

Then I looked more and in `src/vs/editor/contrib/inlineCompletions/browser/ghostTextWidget.ts` found the code that injects the class names to the decoration. The problem was `IModelDeltaDecoration` only accepted class names and not more. So how can I pass the line height to the CSS? Is there any variables available or can I make one?
Repository: opencv
Issue: resizeWindow disables fullscreen
Labels: bug,category: highgui-gui

### System Information

## System information
OpenCV python version: 4.6.0+dfsg-11  (QT backend)
Operating System: Debian GNU/Linux unstable, pre-release of 12 (bookworm)
Python version: 3.11.2



### Detailed description

In OpenCV 4.6, when resizeWindow() is called, it now turns fullscreen off.  While this is less buggy than the behaviour in 4.5, it is undocumented and not necessarily what the programmer wants.  It also causes a race condition in which a later call from the program to enable fullscreen may or may not work.

### What should happen

If resizeWindow() is called and a GUI window is fullscreen, OpenCV ought save the size of the window and use it when fullscreen is explicitly turned off by the program. It should not turn off fullscreen.

Note that trying to work around this misfeature by adding a call to re-enable fullscreen immediately after resizeWinow() does _not_ work. I  believe that the UI code that disables fullscreen on resize is executed asynchronously and, due to some delay, ends up happening _after_ the call to enable fullscreen.


### Steps to reproduce


## Reproducing

I have written a [little test program](https://github.com/hackerb9/passportpix/blob/master/bugtest.py), based on haar.py, which allows one to hit keys to examine this issue. 

| Function                      | Keys                          |
|-------------------------------|-------------------------------|
| change the image size         | 1 to 9, or 0 for vidcap size. |
| resize window to image size   | r                             |
| toggle fullscreen             | f                             |
| get window properties         | g                             |
| resize then enable fullscreen | b                             |
    
Test procedure:
    
   1. Press <kbd>5</kbd> <kbd>r</kbd> and notice that resizing the window to 500x500
      works correctly when not fullscreen.
   
   2. Press <kbd>f</kbd> <kbd>6</kbd> <kbd>r</kbd> and notice that as soon as resizeWindow() is called,
      fullscreen was turned off. It should have stayed fullscreen.
   
   3. Now try <kbd>f</kbd> <kbd>b</kbd>, which enables fullscreen then attempts to both resize the window and re-enable
      fullscreen mode immediately afterward. Note that it fails: the
      screen stays windowed, probably due to a race with some
      asynchronous GUI process caused by resizeWindow().
   


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [x] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: excalidraw
Issue: Reproducible: Replacing RO canvas with another RO canvas does not update scene without manually clearing
Labels: bug

I'm having a reproducible issue where clicking OK to replace the canvas from a read-only link is not actually updating my scene unless I manually clear the canvas myself using CTRL+A and Backspace. If the canvas is clear, everything works correctly.

Try switching between these 2 canvases. Sometimes the canvas gets replaced correctly when I click "OK", but other times, it doesn't. _Maybe it's a race condition_.

- Diamond Square https://excalidraw.com/#json=twKv4IQIn_rXqzwCZldIX,xIAnOIV1gl2nrkQmAVvnvg
- Circle https://excalidraw.com/#json=4jYTbmT0Edk6If7HBSLdi,PvFe9l4JwbEM2bA3pVogfA

1. Load the Circle canvas
![image](https://user-images.githubusercontent.com/38052038/231008105-d360854a-5fb6-46be-b75a-5c34ecf07a0b.png)
2. Load the Diamond Square canvas
![image](https://user-images.githubusercontent.com/38052038/231008172-3431db57-d3ce-4e08-8d66-2ce3ead981b7.png)
3. Press "Ok"
![image](https://user-images.githubusercontent.com/38052038/231008530-e6b2b234-4826-4d60-ab93-b457569dc558.png)
4. Sometimes, I see a blip of the Diamond Square canvas before it reverts back to the Circle canvas.
Repository: godot
Issue: Set Animation Save Paths breaks looping
Labels: bug,topic:editor,topic:import,topic:animation,topic:3d

### Godot version

4.0.dev

### System information

Linux

### Issue description

Importing animations to `.res` files removes the looping attribute that was inferred from the "-loop" suffix

### Steps to reproduce

1. Open a .glb model that contains animations with the `-loop` suffix as a new inherited scene
2. Verify that animations loop
3. Open the advanced import settings
4. Click Actions > Set Import Save Paths
5. Select a folder
6. Reimport
7. Reopen the model as an inherited scene
8. See that animations no longer loop

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/11194435/example.zip)
Repository: next.js
Issue: Still able to scroll after set body.overflow to hidden
Labels: bug

### 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: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:39:35 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T8103
    Binaries:
      Node: 19.6.0
      npm: 9.4.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.0
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/gallant-leavitt-i0fz2c?file=%2Fpages%2Findex.tsx&selection=%5B%7B%22endColumn%22%3A34%2C%22endLineNumber%22%3A12%2C%22startColumn%22%3A34%2C%22startLineNumber%22%3A12%7D%5D

### To Reproduce

Scroll the page with your mouse. 

### Describe the Bug

- In `pages/index.tsx` file, line 11-13
- I use `useEffect` hook to set the `body.style.overflow` property to `hidden` to prevent the page from scrolling. 
- But the page is still able to scroll after rerendering. 

### Expected Behavior

The page is not able to scroll. 

### Which browser are you using? (if relevant)

Chrome 

### How are you deploying your application? (if relevant)

_No response_
Repository: flutter
Issue: Write a test for gen_date_localizations.dart
Labels: a: tests,framework,a: internationalization,c: proposal,P2,c: tech-debt,team-framework,triaged-framework

The `dev/tools/localizations/bin/gen_date_localizations.dart` script needs to be run whenever there are updates to the ICU data that's being used by `intl` or whenever we add new locale to Flutter. However, since this hasn't been done in awhile, the code has gone stale and I had to make a separate PR #124547 to fix the outdated parts.

We should write a test that checks that `gen_date_localizations.dart` isn't broken by other parts of the code base, and also find a good way to run it on CI to check if it needs to be run again.
Repository: next.js
Issue: Rewrite with host matching doesn't capture host port
Labels: bug

### 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: arm64
      Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:48:54 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: 7.29.3
    Relevant packages:
      next: 13.3.1-canary.4
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/migueloller/nextjs-host-port-repro

### To Reproduce

```bash
git clone https://github.com/migueloller/nextjs-host-port-repro
cd nextjs-host-port-repro
npm install
npm run dev
```

After running the steps above, open the browser console. Notice that the matched host is `localhost` when it should be `localhost:3000`, if running on port 3000.

![CleanShot 2023-04-10 at 18 44 00](https://user-images.githubusercontent.com/5677929/231012945-d363c050-96be-43e7-8012-120c22be72d5.png)

### Describe the Bug

The HTTP Host header includes both the hostname and the port, but when a Next.js rewrite matches on a host, it doesn't include the port.

### Expected Behavior

The expected behavior is that the matched host equals the HTTP Host header.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: flutter
Issue: [autosubmit] Bot is dropping all commit information in a PR.
Labels: team-infra,P2,triaged-infra

The `auto-submit` bot is dropping commit information when it lands PRs, instead duplicating the PR title both as the title and description (first and 3rd+ lines) of the commit message.

Like here:

* https://github.com/flutter/cocoon/commit/5e711dcf227b7887a6e343b17c430cce28972ebe

<img width="678" alt="Screenshot 2023-04-10 at 3 55 06 PM" src="https://user-images.githubusercontent.com/1255594/231014391-66b4025b-cba6-44f2-bad2-109c665465d5.png">

This is bad, however, because it's dropping `Co-Authored-By` in commit messages that are very nice to have, like here:

* https://github.com/flutter/cocoon/pull/2601/commits/1e282bdf08c0de79615c1270861f70256d263828 (look at the two user avatars near the commit message, etc...)

This is what a manual merge (by clicking Squash and Merge) in Github yields, using the current repo configuration:

* https://github.com/flutter/packages/commit/7b4a5431d970783f000cb5ad53dedaba76037d9b (Title + PR Description)

I think the Title + PR Description is not too bad (because the Co-Authored-By can be added to the PR Description field at least), but ideally we should be auto-merging like the old days, with a compilation of all the commit messages of the PR or similar?

* Old commit: https://github.com/flutter/packages/commit/58ac45eb288734571a83d8e32896e4ba68ccd755 (last known good)

This started happening on **February 24th, 2023**, this is the earliest commit I can find in flutter/packages that exhibits the new behavior:

* https://github.com/flutter/packages/commit/ad48ee552768c5a36e9cd2ce50f5327280f0acf5 (first known "bad")

(Not sure how the bot is squashing and merging, but it seems it's not just using the "Merge PR" API (if it exists :P), or it's ignoring repo configuration on how a PR should look like.)
Repository: flutter
Issue: Make a more readable Icon page
Labels: framework,f: material design,d: api docs,a: quality,P3,team-design,triaged-design

### Describe the problem

The icons page is currently the most visited page in our API docs, but it's hard to find icons you need using a long list. This came in the user survey and I have also experienced it myself. It would be great to have something thats easy to search and filer, and combines all our icons not just material. 

https://api.flutter.dev/flutter/material/Icons-class.html



### Expected fix

_No response_

### Additional context

_No response_
Repository: go
Issue: cmd/doc: Blank lines inserted into doc output in place of "directive" lines  
Labels: NeedsInvestigation

xref https://github.com/golang/go/issues/56592

### What version of Go are you using (`go version`)?

<pre>
$ gotip version
go version devel go1.21-f00c54146c Mon Apr 10 22:52:22 2023 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

This tests a change made on tip.

### What operating system and processor architecture are you using (`go env`)?

NA

### What did you do?

Given this file:
```
// Package p is a package.
//
//magic:true
package p

// T is a type
//
//magic:true
type T struct {
	// Field is a field
	//magic:true
	Field int
}
```

go  1.20 `go doc` shows:

```
$ go doc --all .
package p // import "hockin.org/p"

Package p is a package.

TYPES

type T struct {
	// Field is a field
	//magic:true
	Field int
}
    T is a type
```

Note the directive line is present.  `gotip doc` says:

```
$ gotip doc --all .
package p // import "hockin.org/p"

Package p is a package.

TYPES

type T struct {
	// Field is a field

	Field int
}
    T is a type
```

The directive is gone (yay) but there's now a blank line.  @ianlancetaylor explains it in https://github.com/golang/go/issues/56592#issuecomment-1502475206 and acknowledges that it is imperfect (but better than before).
Repository: godot
Issue: Blender asset import creates a new bone for every object parented to same bone
Labels: bug,discussion,confirmed,topic:import,topic:3d

### Godot version

c3ed7af

### System information

Windows 10

### Issue description

When importing a Blender 3D asset the Godot asset importer creates a new bone and a new BoneAttachment3D for each object that was parented to a skeleton bone, e.g. each mesh item. Even if this behavior is wanted there is imo a bug when 100 objects are parented all to the very same bone in Blender the Godot importer adds +100 additional bones instead of just one extra bone.

This can result in a very excessive amount of extra bones on complex skeletons with many attachments for e.g. character customization. As mentioned in related https://github.com/godotengine/godot/issues/75915 having so many extra bones is slow to work with and consumes performance for mostly nothing.

Godot 3 did not add extra bones for each bone attachment but this was apparently changed to solve other bugs with bone index shuffling like https://github.com/godotengine/godot/issues/64512 and https://github.com/godotengine/godot/issues/61641.




### Steps to reproduce

- Open the attached Blender test file (was made with Blender 3.40)
- See both meshes are parented to the same bone.
- Copy blend file to Godot and let importer run.
- See that Godot created two new extra bones that did not exist in the original skeleton.

### Minimal reproduction project

[BlenderTestFile.zip](https://github.com/godotengine/godot/files/11195011/BlenderTestFile.zip)
Repository: PowerToys
Issue: There are a few advantages in using a cross-hair cursor 
Labels: Needs-Triage

### Description of the new feature / enhancement

Please consider introducing a cross-hair cursor over the screen (or portion of the screen)
It makes your eyes follow better a graphic or the reading of a text

Also - as a variant consider allowing using a grid (same reasons as the cross-hair cursor)



### Scenario when this would be used?

Reading text, writing plain notes, designing graphics

### Supporting information

_No response_
Repository: pytorch
Issue: Discrepancy of supported Python versions between Get Started page and index of pre-built binaries for PIP installation
Labels: module: docs,triaged

### 📚 The doc issue

Sorry if this is not directly under contents under https://pytorch.org/docs/stable/index.html but for the page for "Get Started" https://pytorch.org/get-started/locally/

In the page description of required Python versions, it shows "Currently, PyTorch on Windows only supports Python 3.7-3.9; Python 2.x is not supported."

However, if we choose pip as the package manager to install Pytorch, the index of pre-built binaries of package `torch` is actually not containing `py37`. For example, under https://download.pytorch.org/whl/nightly/torch/, there is no item contains field `py37`. By the way, Python 3.10 and 3.11 seems actually supported.

If we try the command suggested by the page with Python 3.7, in my case `pip3 install --pre torch torchvision torchaudio --index-url https://download.pytorch.org/whl/nightly/cu118`, the installation is not going to work. The error message is:
```
ERROR: Could not find a version that satisfies the requirement torch (from versions: none)
ERROR: No matching distribution found for torch
```

### Suggest a potential alternative/fix

We may change the page description to match the actual support. Maybe the supported versions should be 3.8-3.11.

cc @svekars @carljparker
Repository: pytorch
Issue: [FSDP] move up the first all gather
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

The first allgather in FSDP is currently launched before computation for layer 1 needs to begin, but it can actually begin much sooner:

1. Potentially overlap with `_to_kwargs` data movement
2. API for advanced users to kick off this all gather even outside of model forward pass, to overlap with other work in their training loop.

The API could look as follows:

```
def gather_first_fsdp_layer_params(self: FullyShardedDataParallel):
    handle = self._root_handle
    handle.unshard() # kicks off the allgather on the unshard stream, but does not block
```

And can be used as follows in an example training loop:

```
while has_next(dataloader):
    batch = next(dataloader)
    # kick off FSPD allgather
    model.dense.gather_first_fsdp_layer_params()
    # overlap with next data transfer + sparse part of model
    dataloader.prefetch()
    model.sparse()
    model.dense()
```

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: rust
Issue: Better handling of `elif -> else if` syntax error
Labels: A-diagnostics,T-compiler

### Code

```Rust
if 1 > 2 {
  println!("Hello.");
} elif 2 > 1 {
  println!("Bye.");
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `2`
 --> src/main.rs:3:8
  |
3 | } elif 2 > 1 {
  |        ^ expected one of 8 possible tokens

error: could not compile `playground` (bin "playground") due to previous error
```


### Desired output

```Shell
Compiling playground v0.0.1 (/playground)
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `2`
 --> src/main.rs:3:8
  |
3 | } elif 2 > 1 {
  |   ---- ^ expected one of 8 possible tokens
  |   |
  |   help: write `else if` instead of `elif`

error: could not compile `playground` (bin "playground") due to previous error
```


### Rationale and extra context

Writing `elif` instead of `else if` would be a very common error for coders coming from Python (or other some languages).

### Other cases

_No response_

### Anything else?

_No response_

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