sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Asset Library: importing add-on with files already present prevents disabling all items by clicking on root
Labels: bug,topic:editor,topic:gui

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Linux Ubuntu 22.04 with Unity desktop

### Issue description

I am sometimes importing add-ons with some files already present in the project (sometimes because I had already imported part of the add-on, sometimes due to conflicting files, esp. when add-ons are misconfigured and offer their local project.godot and README.md for import).

When only some files can be imported, the root `res://` checkbox is filled with a [-] symbol. Clicking on it selects all non-conflicting files, and keeps the [i] symbol. However, clicking on it again does *not* deselect them as expected, it does nothing more.

![Godot 4 0 - toggle doesnt work on partial import](https://user-images.githubusercontent.com/1067772/225712858-2ac96b59-7541-4a8f-b7cc-a9b88cd8b789.gif)

It also happens on sub-folders:

![Godot 4 0 - toggle doesnt work on partial import on subtree](https://user-images.githubusercontent.com/1067772/225714358-152ae67e-2753-43bd-b4b3-94603cb577b4.gif)

On full import, toggle works fine:

![Godot 4 0 - toggle works on full import](https://user-images.githubusercontent.com/1067772/225712927-596c3a8d-54e1-44b5-8d41-81f744a15fee.gif)

It's likely than checking all non-conflicting items is considered a state different from Full check, and therefore the action on next click is to select all and never deselect all.

We should recognize selecting all non-conflicting items as a full selection in this case.

Alternatively, we could allow force-reimport but that's another discussion, as it's trickier and would require to compare existing and new others to see if they are actually different or not, as in the Unity asset import window. In my case, most items are the same so I wouldn't need that, and when they were different it was because of bad configuration so common files like README.md were not ignored.

### Steps to reproduce

1. Open the Asset Library and pick an add-on with a clean hierarchy like GUT. Download and open the Install popup.
2. Toggle the root multiple times => OK
3. Uncheck a few items and install
4. Reopen the Install popup
5. Note the various [-] checkboxes along the hierarchy due to partial conflicts
6. Uncheck some of the child items and click on the [-] multiple times: note how you select all non-conflicting items under, but never deselect them

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Adding sparse `addmv` and `triangular_solve` support on CPU - Mac OS - Apple Silicon M2
Labels: module: sparse,triaged,module: macos,module: arm

### 🚀 The feature, motivation and pitch

As discussed in https://github.com/pytorch/pytorch/issues/77764#issuecomment-1472510169 it would be helpful to have a CPU fallback for [`torch.addmv`](https://pytorch.org/docs/stable/generated/torch.addmv.html?highlight=addmv#torch.addmv) on Mac OS when using sparse matrices.

### Alternatives

Run on google colab or similar

### Additional context

Steps to reproduce the issue on Mac OS:
```python
import torch
print(f"Running PyTorch version: {torch.__version__}")

dtype = torch.float32
device = torch.device("cpu")
#device = torch.device("mps")
print(f"Using device: {device}")

#mat = torch.randn((4,4), dtype=dtype, device=device)
mat = torch.randn((4,4), dtype=dtype, device=device).relu().to_sparse_csr()
mvec = torch.randn((4,), dtype=dtype, device=device)
avec = torch.randn((4,), dtype=dtype, device=device)

ovec = torch.addmv(avec, mat, mvec)
print(ovec)
```
leading to
```
UserWarning: Sparse CSR tensor support is in beta state. If you miss a functionality in the sparse tensor support, please submit a feature request to https://github.com/pytorch/pytorch/issues. (Triggered internally at /Users/runner/work/pytorch/pytorch/pytorch/aten/src/ATen/SparseCsrTensorImpl.cpp:56.)
  mat = torch.randn((4,4), dtype=dtype, device=device).relu().to_sparse_csr()
Traceback (most recent call last):
  File "[...]/test.py", line 14, in <module>
    ovec = torch.addmv(avec, mat, mvec)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Calling addmv on a sparse CPU tensor requires compiling PyTorch with MKL. Please use PyTorch built MKL support.
```

It may be that MKL can be compiled for Mac OS (and thus shipped in the default pytorch distribution for mac) or maybe an less optimised alternative needs to be found (e.g. Eigen).

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @malfet @albanD
Repository: godot
Issue: Mouse cursor invisible in Text Editor while AnimationTree is active
Labels: bug,topic:editor,needs testing,topic:animation

### Godot version

4.0

### System information

Windows 11

### Issue description

If an AnimationTree's "active" property is toggled on, then the mouse cursor becomes invisible when it hovers over the text editor in the Script panel, for all scripts. This happens even if the AnimationTree is not the selected node in the scene tree. It doesn't affect the documentation viewer in the Script panel.


### Steps to reproduce

- Make a scene with an AnimationPlayer and AnimationTree.
- Setup the AnimationTree to play an animation from the AnimationPlayer on start.
- Tick the AnimationTree "active" property.
- Open a script in the Script pane.


### Minimal reproduction project

N/A
Repository: godot
Issue: Right clicking Context menu is too close to the mouse
Labels: bug,topic:editor,topic:gui

### Godot version

v4.0 stable

### System information

Ubuntu 22.04 Running on Vulkan Mesa Intel® UHD Graphics 620 (WHL GT2)

### Issue description

On my side, I don't feel like Im moving my mouse to the right, but it seems to do so, by 1 or 2 pixels, and then it thinks Im clicking on it, which is really annoying.

[online-screen-recorder-2023-03-16--19-13-07.webm](https://user-images.githubusercontent.com/63069499/225729079-0d7f7446-d935-49f0-97a7-7472b63212bc.webm)


### Steps to reproduce

Just right click on the filesystem and it occasionally should result in this

### Minimal reproduction project

N/A
Repository: vscode
Issue: selecting text highlights match only if the length is less than or equal to 200
Labels: feature-request,editor-core

<!-- ⚠️⚠️ 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. -->
I want a setting to be added to make the statically (https://github.com/microsoft/vscode/issues/111002#issuecomment-731013319) 200 character letter selection limit in Visual Studio Code updatable for the user. Previously, this request on [#111002 ](https://github.com/microsoft/vscode/issues/111002) was requested ~2.5 years ago, but it was not accepted because it did not receive enough positive votes.

The reason I want this feature is that I get stuck at the limit to understand the differences between the lines and accordingly I can't get the right matches. I use it as a feature that helps me a lot while providing translation and data editing support in many projects.

Selection Before:
![image](https://user-images.githubusercontent.com/8878055/226115723-7dcbf154-85c2-46a0-a3d9-369379e6a787.png)


Selection After: 
![image](https://user-images.githubusercontent.com/8878055/226115743-75d2cf43-8489-42ec-8e5f-ffd969a75e43.png)
Repository: godot
Issue: External Programs - File menu does not show all files/all applications
Labels: bug,platform:macos,topic:editor,topic:porting

### Godot version

v4.0.1.rc1.mono.official [d23922ffe]

### System information

macOS 13.2.1 (22D68) on MacBook Pro 16 - 2021 - with M1 Max, 64GB

### Issue description

![Bildschirm­foto 2023-03-16 um 21 32 41](https://user-images.githubusercontent.com/2221289/225746904-cd419fa5-3645-4d16-a4d5-ec075b8f4ffb.png)

When opening _Editor -> Editor Settings..._ at _FileSystem -> External Programs_, I cannot assign an external application for any of the four options. The _Open a File_ menu does only show a hand full of _.app_ files. Applications like, e.g., Affinity Designer or Affinity Photo are not on the list.

The filter option is set to _All Files (*)_, but still unsuccessful.

I've encountered this issue on Godot 4.0 stable, firstly, and it still seems to persist in the 4.0.1 RC1.

Edit: The _Show hidden files_ option does not change anything.


### Steps to reproduce

As mentioned in the issue description.

### Minimal reproduction project

any project should work
Repository: flutter
Issue: [web:canvaskit] provide a DWARF file along with canvaskit.wasm for stack deobfuscation
Labels: tool,engine,a: debugging,platform-web,e: web_canvaskit,P2,team-web,triaged-web

Internal: b/302409409

We should provide a DWARF file for each `.wasm` file we produce (`canvaskit.wasm`, `canvaskit_chromium.wasm`, `skwasm.wasm`, etc) to allow customers deobfuscate error stack traces that happen in production. Production deployments are built in release mode for smaller size and higher speed, which makes stack traces illegible.

b/265573571
Repository: next.js
Issue: after installation over npm, i get this Error: Must supply cloud_name
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 16.13.2
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.4
      eslint-config-next: 13.2.4
      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

no link

### To Reproduce

Step 1

cmd command:

npx create-next-app --example with-cloudinary nextjs-image-gallery

Step 2 
  cd nextjs-image-gallery
  npm run dev


### Describe the Bug

i get the following error message on localhost.
![bug1](https://user-images.githubusercontent.com/12599083/225748067-a884fcdc-ad6f-47bd-9116-0ed6f31ae42d.png)
and following error message terminal:
![bug2](https://user-images.githubusercontent.com/12599083/225748685-4158273f-03f1-4629-97df-2d68fbab606a.png)

i just installed the app and start app in development mode



### Expected Behavior

the app starts, i get no error message i guess?


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

chrome and edge

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

_No response_
Repository: PowerToys
Issue: Define character sets for greek letters and other special characters in Quick Accent
Labels: Idea-Enhancement,Good first issue,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Categorize all of the greek letters, dashes, and other special characters into respective character sets and add them to the list under "Choose a character set". Ideally, all of the characters able to be typed using Quick Accent would be categorized.

### Scenario when this would be used?

Currently not all of the special characters accessible in Quick Accent are categorized into charsets. This makes it difficult and slow to type just the specific characters you need if they are not part of one of the existing language sets.

### Supporting information

This request would go hand-in-hand with issue #24859, as combined they would allow for far greater customization and utility in the plugin.
Repository: godot
Issue: Polygon2D Points Created in Editor Interface are not connected to Texture
Labels: bug,topic:editor,topic:2d

### Godot version

v3.5.2.stable.official [170ba337a]

### System information

Windows 11

### Issue description

Polygon2D Points created in the Editor Interface do not connect to the underlying texture as they should and as they do correctly when using the UV editor. Quickly opening and then closing the UV Editor, after first creating the points in the Editor Interface, attaches the created points. Same result in version 3.5.1 Stable as well.


https://user-images.githubusercontent.com/25701774/225756800-fe02c350-4d89-48a9-b1f7-0340d4abc9e2.mp4



### Steps to reproduce

Create Polygon2D, Generate Points in the Editor Interface, drag points to find they are not connected.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Markdown/output warmup can block renderer process
Labels: bug,freeze-slow-crash-leak,under-discussion,notebook-layout

<img width="1034" alt="image" src="https://user-images.githubusercontent.com/876920/225757927-37fb929f-5294-4613-b840-398261739b07.png">

We currently warmup all markdown cells on notebook open. Even though all rendering requests are all handled in the webview, when they get rendered, they will send back their dimensions and we would need to update the list view to adjust the cell height. If a notebook has thousands of cells, this can take hundreds ms or seconds to handle as shown above.
Repository: pytorch
Issue: [mps] conv1d outputs zeros
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

HI! I'm getting tensors filled with zeros when using `mps`with "large" inputs and outputs.
```python
import torch
from torch.nn.functional import conv1d

device = "mps"
input_signal = torch.ones(size=(4, 1, 385360)).to(device)
kernel = torch.ones(size=(352, 1, 65536)).to(device)
output_signal = conv1d(input_signal, kernel)
print(output_signal) ## This should be full of ones, but it is however full of zeros.

#### This behaviour does not happen if, for example, the kernel is smaller
kernel = torch.ones(size=(1, 1, 1)).to(device)
output_signal = conv1d(input_signal, kernel)
print(output_signal) ## Has ones everywhere, as expected

```

I wonder if this is related to #88308 and #96716, as they are also resulting into matrices of zeros when using `mps`

### Versions

```PyTorch version: 2.0.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.2.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.0 (clang-1400.0.29.202)
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.10 (main, Mar  4 2023, 23:23:44) [Clang 14.0.0 (clang-1400.0.29.202)] (64-bit runtime)
Python platform: macOS-13.2.1-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 M2 Pro```

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==2.0.0
[pip3] torchaudio==2.0.1
[pip3] torchmetrics==0.10.1
[conda] Could not collect

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr @abhudev
Repository: godot
Issue: TileMap IDs can be set to 0, which can causes errors and a crash
Labels: bug,topic:editor,crash,topic:2d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

TileMap allows for setting id to 0, which causes a crash.

### Steps to reproduce

Set a tilemap id to 0, you'll get this error in the console: "ERROR: No TileSet atlas source with id 1." Add another atlas to it, and it'll crash.
Repository: node
Issue: Memory overflow in `Readable.toWeb` due to the default strategy
Labels: stream,memory

### Version

v20.0.0-pre

### Platform

Linux Mars 5.19.0-35-generic #36~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Fri Feb 17 15:17:25 UTC 2 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

stream

### What steps will reproduce the bug?

To reproduce, run the following script with the debugger enabled, i.e. `node inspect mytest.mjs`
```javascript
// mytest.mjs

import fs from 'node:fs'
import process from 'node:process'
import { Readable } from 'node:stream'

const reportMemoryUsage = (maxMb, randomWebStream) => {
	const { arrayBuffers } = process.memoryUsage()

	if (arrayBuffers > maxMb * 1024 * 1024) {
		debugger
		process.exit(1)
	}
}

async function main() {
	const randomNodeStream = fs.createReadStream('/dev/urandom', { highWaterMark: 5556 })
	const randomWebStream = Readable.toWeb(randomNodeStream)

	setInterval(() => reportMemoryUsage(16, randomWebStream), 1e3)
}

main()
```

- When the debugger stops at the breakpoint, open up the `repl`, and print out the contents of `randomWebStream`, i.e. `console.dir(randomWebStream, { depth: 32 })`.
- Inspect the output of the queue in `randomWebStream[Symbol(kState)].controller[Symbol(kState)].queue`.

### How often does it reproduce? Is there a required condition?

Always. However, the underlying stream that's being turned into the web stream must _not_ be in the object mode.

### What is the expected behavior? Why is that the expected behavior?

Because the underlying stream was _not_ in the object mode and had its `highWaterMark` set at 5556 bytes, the expected behavior is for the web stream's underlying queue to also have the total size circa 5556 bytes.

### What do you see instead?

In my case I see the queue has the length of 5556 elements, with each element being an instance of Uint8Array of size 5556 bytes by itself - thus producing a grand total of 30869136 bytes, - as opposed to the 5556 bytes which the highWaterMark of the underlying stream `randomNodeStream` had.

### Additional information

This may be related to https://github.com/nodejs/node/issues/46347. 

The source of this behavior is likely this line: https://github.com/nodejs/node/blob/fe514bf960ca1243b71657af662e7df29f5b57cf/lib/internal/webstreams/adapters.js#L420-L424

This should probably use the `ByteLengthQueuingStrategy` instead, as previously suggested by @debadree25 https://github.com/nodejs/node/issues/46347#issuecomment-1435875104
Repository: vscode
Issue: Git - Add ability to specify `PATH` used by Git extension
Labels: feature-request,git

<!-- ⚠️⚠️ 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. -->
I tried looking if this already exists but couldn't find it. I'm trying to use custom binaries for e.g. the git credential helper and for gpg signing. The location of these binaries are in terminal's shell's `PATH` and work when I use `git` from the command line.
However, when trying to use the same commands via the Git extension in VSCode, git seems to be unable to find the custom binaries.

I'd like a way to customize the `PATH` as it is seen by the Git extension via a setting.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Batch Z axis of X/Y/Z plots over Z values if batch_size is 1 or equals length of Z values
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 ?

As a user, when I have the following settings using the X/Y/Z plot, I would like the batches to be based on the Z values.

X type                       X values
Prompt S/R               search prompt 1, replacement prompt 1, ..., replacement prompt N_1

Y type                       Y values
Prompt S/R               search prompt 2, replacement prompt 1, ..., replacement prompt N_2

Z type                       Z values
Seed                         seed 1, ..., seed N_3

Or any similar setup where you could batch over Z (so not model for instance)

Such that I'd have N_1 x N_2 batches, with N_3 images per batch.

Currently if I do this, I get one image per batch and N_1 x N_2 x N_3 batches.

### Proposed workflow

1. Go to txt2img or img2img
2. Press Script > X/Y/Z plot
3. Fill out all 3 axes with multiple values, where the Z type is something that could be batched.
4. Set batch_size to 1 or len(Z values)...or add a check box to batch over Z?
5. Press submit

### Additional information

_No response_
Repository: neovim
Issue: Linematch, diffopt, and diffget/put not working as expected.
Labels: bug,diff

### Problem

Linematch and diffget do not work correctly together. I use diffget to resolve merge conflicts, and with this new diffopt option, I'm not getting the expected behavior.


Since merging is a complicated mess, I tried to record what I mean in a 17second gif: 

![not working as I expected](https://user-images.githubusercontent.com/31679231/225777696-224cf679-eaa6-404a-8a6e-75c3782a0f21.gif)


### Steps to reproduce

Generally:

1. Have a merge conflict and start with `nvim -d`
2. Set diffopt+=linematch:50
3. Try to use :diffget <buffer num/name>

I see that diffget does not resolve a merge conflict as I expected.

### Expected behavior

With the default options of diffopt, using diffget with `nvim -d`, I can resolve merge conflicts, but not with linematch appened to diffopt.

### Neovim version (nvim -v)

NVIM v0.9.0-dev-2446+g995196c61-dirty

### Vim (not Nvim) behaves the same?

No, as linematch is not implmented yet: https://github.com/vim/vim/pull/9661

### Operating system/version

macOS 13.2.1

### Terminal name/version

kitty

### $TERM environment variable

xterm-kitty

### Installation

brew

related to #14537 and perhaps  #20931
Repository: youtube-dl
Issue: CBS: all videos failing
Labels: broken-IE

## Checklist

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones

## Verbose log

using an `assetType` of `Downloadable` (not DRM):

https://www.cbs.com/shows/video/YxlqOUdP1zZaIs7FGXCaS1dJi7gGzxG_/

~~~
[debug] Command-line args: ['--verbose', 'cbs:YxlqOUdP1zZaIs7FGXCaS1dJi7gGzxG_']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8, pref cp1252
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.10.4 (CPython) - Windows-10-10.0.18363-SP0
[debug] exe versions: ffmpeg 2022-06-09-git-5d5a014199-essentials_build-www.gyan.dev
[debug] Proxy map: {}
[CBS] YxlqOUdP1zZaIs7FGXCaS1dJi7gGzxG_: Downloading XML
ERROR: YxlqOUdP1zZaIs7FGXCaS1dJi7gGzxG_: Failed to parse XML  (caused by
ParseError('no element found: line 1, column 0'))
~~~

same with `assetType` of `StreamPack` (not DRM):

<https://paramountplus.com/movies/video/wQH9yE_y_Dt4ekDYm3yelhhY2KXvOra_>

~~~
[debug] Command-line args: ['--verbose', 'cbs:wQH9yE_y_Dt4ekDYm3yelhhY2KXvOra_']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8, pref cp1252
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.10.4 (CPython) - Windows-10-10.0.18363-SP0
[debug] exe versions: ffmpeg 2022-06-09-git-5d5a014199-essentials_build-www.gyan.dev
[debug] Proxy map: {}
[CBS] wQH9yE_y_Dt4ekDYm3yelhhY2KXvOra_: Downloading XML
ERROR: wQH9yE_y_Dt4ekDYm3yelhhY2KXvOra_: Failed to parse XML  (caused by
ParseError('no element found: line 1, column 0'))
~~~

## Description

looks like the issue is that these type URLs are now returning empty responses:

<http://can.cbs.com/thunder/player/videoPlayerService.php?partner=cbs&contentId=wQH9yE_y_Dt4ekDYm3yelhhY2KXvOra_>

I believe this started in the last day or two, not sure if temporary or permanent issue.