sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Tooltip should be offset to the right and down to avoid the mouse cursor.
Labels: enhancement,usability,topic:gui

### Godot version

4.1.dev.custom_build.06f5b09ca / master

### System information

macOS

### Issue description

The editor's button tooltips are behind my mouse cursor. Sometimes the first letter is cut off because it is behind my mouse cursor.

I admit to using a slightly larger than default mouse pointer (since I have old eyes and am using a 4K display). 

However, even with a default cursor size in macOS, I think it would be nice to have some padding between the mouse pointer and the tooltip's dark gray rectangle.

I suggest moving the tooltip about 15px to the right, and 10px down. If we want to be fancy, we could try getting the user's current cursor size via NSCursor (on macOS). But I think a hard coded top+left margin will be enough for now.

Slightly related discussion: https://github.com/godotengine/godot-proposals/issues/3842

https://github.com/godotengine/godot-proposals/issues/3842#issuecomment-1020553533

### Steps to reproduce

Launch Godot, and hover over any button (e.g., the Select Mode button, which has a big tooltip).

### Minimal reproduction project

N/A. Any project will suffice.
Repository: flutter
Issue: Running `flutter test -d chrome` silently runs non-web tests.
Labels: tool,platform-web,P3,team-tool,triaged-tool

## Description

When I run:

```script
flutter test --verbose -d chrome
```

I can see in the output that it is running the host (Linux in this case) version of the unit test, not the web version, but it just happily runs the test and reports the result.

`flutter test` shouldn't accept the `-d` argument if it is going to ignore it, at least in this case. It should either run in chrome, or not allow the argument.

To run the test the way I wanted, I needed to supply this instead:

```script
flutter test --verbose --platform=chrome 
```
Repository: PowerToys
Issue: query for a missing function
Labels: Needs-Triage

### Description of the new feature / enhancement

1) I would like to be able to change the names of hot keys and their set in the function "Windows key shortcut" or make a separate one where you can write your own hot keys (not necessarily combined with win), because thanks to your application there are too many new hot keys and remember them all at first time is quite difficult.

2) Add a hotkey that will display a predefined text on the screen (this is like a variation of the previous option)


### Scenario when this would be used?

1) if the user forgot any of his keyboard shortcuts, he could recognize them
2) Display some important information on the screen

### Supporting information

_No response_
Repository: godot
Issue: ProjectSettings.save() create godot project even after export windows application
Labels: discussion,topic:core

### Godot version

3x

### System information

Mac Air M1 2020

### Issue description

ProjectSettings.save() create godot project even after export windows application.
![Capture](https://user-images.githubusercontent.com/57259604/232918338-bbd41910-f42a-4ef1-97d3-5f3a97c2a194.JPG)
### Steps to reproduce

Add ProjectSettings.save() in your script then export to windows app.
Open the exported file then godot project will be created.
When you open that file with godot. It contains all the project settings in your app.
Although it is possible to use engine.is_editor_hint() to avoid. But it not very secure.

### Minimal reproduction project

[New folder.zip](https://github.com/godotengine/godot/files/11266848/New.folder.zip)
Repository: rust
Issue: seemingly incorrect nontrivial_structural_match warning
Labels: T-compiler,A-MIR,C-bug,A-const-eval,A-patterns

For the following code, I get a compiler warning:

```
#[derive(PartialEq, Eq)]
pub enum Thing { Foo(bool), Bar(Vec<()>) }

impl Thing {
    pub const FOO: Thing = Self::Foo(true);
}

pub fn foo(thing: Thing) {
    match thing {
        Thing::FOO => {},
        _ => {},
    }
}
```

[Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9fc3e33a2658c636278f40c22d390e49)

And the warning:

```
warning: to use a constant of type `Vec<()>` in a pattern, the constant's initializer must be trivial or `Vec<()>` must be annotated with `#[derive(PartialEq, Eq)]`
  --> src/lib.rs:10:9
   |
10 |         Thing::FOO => {},
   |         ^^^^^^^^^^
   |
   = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
   = note: for more information, [see issue #73448 <https://github.com/rust-lang/rust/issues/73448>](https://github.com/rust-lang/rust/issues/73448)
   = note: `#[warn(nontrivial_structural_match)]` on by default
```

What makes me think this warning is incorrect is that the constant's initializer does not produce the `Vec`-containing variant like the warning suggests, and changing `Self::` to `Thing::` in the initializer resolves the error despite those (afaik) being equivalent.

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Repository: rust
Issue: "warning: dropping unsupported crate type `dylib`" for linux-musl targets
Labels: A-linkage,A-diagnostics,T-compiler,E-medium,O-musl

### Code

```Shell
$ rustc - --crate-name ___ --print=file-names  --target riscv64gc-unknown-linux-musl --crate-type dylib
[EOF]
```
### Current output

```Shell
warning: dropping unsupported crate type `dylib` for target `riscv64gc-unknown-linux-musl`

warning: 1 warning emitted
```

### Desired output


I found this error message confusing, because it implies that the target doesn't support dynamic libraries. The real issue is that rustc assumes by default that musl targets statically link libc (see https://github.com/rust-lang/rust/blob/master/compiler/rustc_target/src/spec/linux_musl_base.rs#L12 ). Even the name of the function that indirectly determines if the warning is emitted (`invalid_output_for_target()` -- https://github.com/rust-lang/rust/blob/master/compiler/rustc_session/src/output.rs#L178 ) is a bit misleading, as its result isn't just based on the target, but also on the target options.

It would be helpful to reword the warning to something like:

```
warning: crate type `dylib` for target `riscv64gc-unknown-linux-musl` is unsupported with target options: `crt_static_default = true, crt_static_allows_dylibs = false, ...`
```

and/or include a suggestion to add the `-Ctarget-feature=-crt-static` flag if desired.

It appears there might be some underlying unresolved issues ( I found https://github.com/rust-lang/compiler-team/issues/422 ), but it seems like improving the error message isn't blocked on resolving those.


### Rationale and extra context

I originally ran into this while cross-compiling rustc, but was able to isolate it to the the `--print=file-names ...` output.
Repository: godot
Issue: Loading scene stopped working with "broken resource(s)"
Labels: bug,topic:editor,needs testing

### Godot version

4.0.2.stable

### System information

Windows 10 Pro

### Issue description

Here is a list of my errors that I receive from my world file:
```
* E 0:00:01:0979   load_threaded_request: Threading loading resource'res://resources/maps/map1_doorsign.png failed: Source specified: 'res://scenes/world.tscn' but was not called by it.
  <C++ Error>    Method/function failed. Returning: ERR_INVALID_PARAMETER
  <C++ Source>   core/io/resource_loader.cpp:316 @ load_threaded_request()
* E 0:00:01:0979   load: res://scenes/world.tscn:4 - Parse Error: [ext_resource] referenced broken resource at: res://resources/maps/map1_doorsign.png
  <C++ Source>   scene/resources/resource_format_text.cpp:476 @ load()
* E 0:00:01:0979   _load: Failed loading resource: res://scenes/world.tscn. Make sure resources have been imported by opening the project in the editor at least once.
  <C++ Error>    Condition "found" is true. Returning: Ref<Resource>()
  <C++ Source>   core/io/resource_loader.cpp:222 @ _load()
```
---
Here's the line where the file is messing up in those errors listed above:
```
1. [gd_scene load_steps=5613 format=3 uid="uid://busud8k7onwyq"]
2. 
3. [ext_resource type="Script" path="res://scripts/world.gd" id="1_7fgi5"]
4. [ext_resource type="Texture2D" uid="uid://w70fmkcffqn1" path="res://resources/maps/map1_doorsign.png" id="1_soq5l"]
5. [ext_resource type="PackedScene" uid="uid://pfak17jb6lme" path="res://scenes/worldspawn_map1.tscn" id="2_p5v5y"]
6. [ext_resource type="Texture2D" uid="uid://8ir4w5ctlaj4" path="res://resources/maps/map1_bathroomwriting.png" id="2_xcv18"]
```
---
My texture file in question has been imported correctly and has worked for a while now until this random error had occurred. I'm still not sure if I am able to share this entire map on the web with props but I'll try and just share a version where it's just the base map since I believe that also has the same issue.

**SIDE NOTE**: My world scene from the source engine game that I imported doesn't seem to apply textures to the map automatically for any of the things I have in the game. I have to re-apply the textures as overrides everytime I want to update the map even a little bit.. The [blend](https://drive.google.com/file/d/11rjK6kXbiot7i-G__YNzRJ65T8jVQ4yT/view?usp=sharing) file will also be attached here.

### Steps to reproduce

I have no idea how or why it happened, but my speculation is that I removed texture files and re-added them, and it didn't like that, or it could be that when I kept updating the model file, it also didn't like that.

### Minimal reproduction project

[ErrorParable.zip](https://github.com/godotengine/godot/files/11240304/ErrorParable.zip)
Repository: godot
Issue: Render direct to screen option turns Viewport to black
Labels: topic:rendering,documentation

### Godot version

v3.5.2.stable.official [170ba337a]

### System information

Ubuntu 22.10 LTS, GTX1060, GLES2

### Issue description

here is two same viewports with **render_direct_to_screen** enabled and disabled.
![Screenshot from 2023-04-19 09-10-36](https://user-images.githubusercontent.com/36783322/232931381-ca74a55c-292e-40f6-8d49-8fe7fbb40ac2.png)


### Steps to reproduce

1. open attachment
2. toggle **render_direct_to_screen** option


### Minimal reproduction project


[New Game Project.zip](https://github.com/godotengine/godot/files/11267294/New.Game.Project.zip)
Repository: godot
Issue: OpenGL: Shader compilation stutter when rendering a 2D element for the first time
Labels: bug,topic:rendering,needs testing

### Godot version

4.0.2.stable.mono.official (7a0977ce2)

### System information

Windows 11, Compatability, Intel - Intel(R) Iris(R) Xe Graphics

### Issue description

I'm using Godot Mono version v4.0.2.stable.mono.official.7a0977ce2

When instantiating a Control node from a PackedScene for the first time, there is a noticeable lag and drop in framerates (60fps to 23fps on my computer). After the first instantiation, this issue no longer exists.

This only occurs in the Compatibility renderer and not in the Mobile/Forward+ renderers. This was tested on a friend's computer using Windows 10 and the same issue occurred in Compatibility only. This was also tested using standard Godot (rather than Godot Mono and this issue also occurred in Compatibility only.

I tested this using Buttons and Labels so I can only confirm that this exists for these Control nodes, however it's possible it occurs for other Control nodes as well.

### Steps to reproduce

The project is trivial so a reproduction project is not included.

I used the following code:
```
// C#
using Godot;
using System;

public partial class instantiation_lag_demo : HBoxContainer
{
	private PackedScene buttonPrefab;
	
	public override void _Ready(){
		buttonPrefab = GD.Load<PackedScene>("res://button.tscn");
	}
	
	public override void _Process(double delta){
		if (Input.IsActionJustPressed("click")){
			Button button = (Button)buttonPrefab.Instantiate();
			AddChild(button);
		}
	}
}
```
```
#GDScript
extends HBoxContainer
@onready var button_scene = preload("res://button.tscn")

# Called when the node enters the scene tree for the first time.
func _ready():
	pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	if Input.is_action_just_pressed("click"):
		var new_guy = button_scene.instantiate()
		add_child(new_guy)
```
This script extends HBoxContainer and is attached to an HBoxContainer in the scene tree. It loads a PackedScene "button.tscn", a scene made up of a single Button with Layout/Container Sizing/Horizontal Expand set to true (this issue is also reproduced if this is set to false).

A single input action is setup called "click" which is triggered when the left mouse button is pressed. 

To observe this issue, run the project and click once. The first button will take some time to load and produce a noticeable drop in framerates - clicking again will create additional buttons which load in far less time (ie. no lag, no noticeable drops in framerates).

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Support implicit invocations of `Symbol.toPrimitive` for statically-named properties
Labels: Suggestion,Awaiting More Feedback

# Bug Report

Original Title: Type declaration merging of a class, a namespace and another type like symbol or string

Given the following declaration

```ts
const ASymbol = Symbol('A');

class A {
  static [Symbol.toPrimitive]() {
    return ASymbol;
  }
}

namespace A {
  export type T = any;
}
```

I get an error when I do this:

```ts
class TestClass {
  [A]() { // error

  }
}
```

The why doesn't matter. It's a bug because Typescript is a "superset" of Javascript and it works in the latter.

It can be worked around with hacks like

```ts
const AWrapper: typeof A & typeof ASymbol = A as any;

class TestClass2 {
  [AWrapper]() { // works

  }
  otherMethod() {
    this[AWrapper](); // although this still gives an error
  }
}
```

But then I'm not able to do this:

```ts
let o: AWrapper.T; // error
```

It loses the the namespace properties.

Is it possible to merge all type declarations so that at least the hack can be used?

### 🔎 Search Terms

declaration merging class namespace type symbol string intersection

### 🕗 Version & Regression Information

Playground Latest v5+

### ⏯ Playground Link

[Playground](https://www.typescriptlang.org/play?#code/MYewdgzgLgBAggZQJ4FsBGIA2MC8NnpYAUA5HCQJQDcAsAFD3CYCGEE8MA3vTDNM1ACWwGAG0CGTADooIAAoAnQSkFCAbgFMAukQpcevGAo1QArgrDwJWWnV4Bfeo4Z0wzFBogAHZsA0duOxgNAA8vEAVYKCQvfwAVXBhmMCRbZ3pGFjYYOM8oAGEs9kDeUTgdPU4YAHpq4IUFCIyg53SXUEhYOAB1BWYvWIUALhho2JAAMw4AMlGYjUmrVElEuCT2ZNTmplZ2XOhC3YAmfSCy3v7Biq4auoB3CIBrCGaHAxAoAAsNBQBZE0+IAAJrpToZRp9BBBzn0Bj8KlRbklMF8QKYAOafCFQvhCTDYdGCTQbSw-RoKAytZqYEwwEAjHqwwZSOKI2r1cn0IA)

### 💻 Code

In the description

### 🙁 Actual behavior

Error

### 🙂 Expected behavior

No error, or at least a way to hack around.
Repository: stable-diffusion-webui
Issue: [Feature Request]: search in all model popups
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 you type "ana", only analog shows up

### Proposed workflow

click on the checkpoint popup (or any other popup)
start typing
= the popup list filters to what you type

### Additional information

_No response_
Repository: neovim
Issue: vimscript function metadata ("type information")
Labels: enhancement,documentation,api,vimscript

It would be really nice to have type information available for built-in functions available in some sort of dump similar to `--api-info`. I understand that these are not considered part of the API, but there are some cases where reaching for built-in functions is valuable / needed, and it would be nice to be able to generate bindings for them (that would be implemented via `nvim_call_function`).
Repository: material-ui
Issue: [Tooltip] Disable context menu when long-pressing a Tooltip
Labels: component: tooltip,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I just tried trigger MUI Tooltip by long press, and found it annoying that the context menu would appear as well 🙁

### Examples 🌈


https://user-images.githubusercontent.com/7490144/232953923-e3ef3f43-036e-4560-bd48-cf3eab1dd13f.mp4



### Motivation 🔦

I propose we can add a new prop: `disableContextMenu`, and default to `disableTouchListener === false`.

With `disableContextMenu === true`, pass `onContextMenu: e => e.preventDefault()` in  [props for cloning children](https://github.com/mui/material-ui/blob/master/packages/mui-material/src/Tooltip/Tooltip.js#L531-L539)
Repository: pytorch
Issue: 'Illegal instruction (core dumped)' for gpt-j bf16 generation task using greedy search 
Labels: module: crash,module: cpu,triaged,module: intel

### 🐛 Describe the bug

GPT-J model bf16 inference crashes for generation task with greedy search. 
 **Error info:**
`Illegal instruction (core dumped)`
```python 
from transformers import AutoModelForCausalLM, AutoTokenizer
import torch
import torch

generate_kwargs = dict(do_sample=False, temperature=0.9)
model_id = "EleutherAI/gpt-j-6B"
model = AutoModelForCausalLM.from_pretrained(model_id, low_cpu_mem_usage=True)
tokenizer = AutoTokenizer.from_pretrained(model_id)
model = model.eval()
model = model.to(torch.bfloat16)

# 32 tokens input
prompt = "Once upon a time, there existed a little girl, who liked to have adventures." + \
         " She wanted to go to places and meet new people, and have fun."

input_ids = tokenizer(prompt, return_tensors="pt").input_ids
gen_tokens = model.generate(input_ids, max_new_tokens=32, **generate_kwargs)
gen_text = tokenizer.batch_decode(gen_tokens)[0]
print(gen_text)
```

### Versions

torch              2.1.0.dev20230418+cpu

cc @frank-wei @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: PowerToys
Issue: Feature Request:  Double-click-and-dragging the non-primary mouse button, should allow drawing a rectangle to define a temporary zone, and snap the window in that zone
Labels: Needs-Triage

### Description of the new feature / enhancement

There is an option to  "click non-primary mouse button while window dragging"

Doing that causes the zones to appear and you can drop the window to a zone to snap it in that zone

What I'm proposing is double-click-and-drag that non-primary mouse button, would allow you to draw a rectangle 
in a manner similar to taking a partial screenshot

Except when you release, it defines a temporary zone of the rectangle you've just drawn and snaps your window to that zone

### Scenario when this would be used?

Same as fancy zone, except now you can also define the on the fly

### Supporting information

_No response_
Repository: PowerToys
Issue: Feature Request: Fancy zone: scrolling while dragging a screen with the fancyzones visible, should swap fancy zone layouts on the fly
Labels: Product-Tweak UI Design,FancyZones-Hotkeys,FancyZones-Layouts

### Description of the new feature / enhancement

In my case, I have fancyzone setup to show the zones when I press a non-primary mouse button

In this case, the scroll would have a special function to switch the fancyzone layout on the current screen.

### Scenario when this would be used?

Pretty much every time fancy zone is used and you want to switch the layout on the fly without going through setup menus.

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: A text area appears which makes the UI ugly in the storybook docs section
Labels: question / support,addon: docs

### Describe the bug

This bug is in the docs section so the writing on the Canvas is carried over to the docs section or tabs which makes it look cluttered.

<img width="1157" alt="Screen Shot 2023-04-19 at 13 54 12" src="https://user-images.githubusercontent.com/19811857/232990863-efd9536e-7de6-4eff-9008-fbca64ee9480.png">


### To Reproduce

I'm using storybook version 6.5, I've updated it and added an error.

Then I've changed the storybook theme in preview.js and the ugly form still appears in all the components that I made.

### System

- OS Mac OS Monterey
- Browser : Chrome Version 112.0.5615.49 (Official Build) (x86_64)
- Storybook version : 
    "@storybook/addon-actions": "^6.5.16",
    "@storybook/addon-essentials": "^6.5.16",
    "@storybook/addon-interactions": "^6.5.16",
    "@storybook/addon-links": "^6.5.16",
    "@storybook/builder-webpack5": "^6.5.16",
    "@storybook/manager-webpack5": "^6.5.16",
    "@storybook/react": "^6.5.16",
    "@storybook/testing-library": "0.0.13",
### Additional context

_No response_
Repository: pytorch
Issue: Support polyphase channelizer
Labels: feature,triaged,module: fft

### 🚀 The feature, motivation and pitch

When doing audio or in general 1D time series data processing, one can use `torch.stft()` to convert 1D into 2D data. One can then use a 2D model for the actual task. However, `torch.sftf()` is a spectral analysis operation. Really, you want a polyphase channelizer, which may look similar, but isn't, and is efficiently channelizing your data into equally spaced (in frequency) downsampled time series channels.


### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @peterbell10
Repository: stable-diffusion-webui
Issue: [Feature Request]: In memory merging of models
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 ?

There's an increase in models that offer an inpainting version. For the img2img tab, add an option to automatically merge any model with the standard inpainting model in memory to avoid the need for specific inpainting models. This could also be used for InstructPix2Pix models

For txt2img, an equivalent option could allow multiple models to be merged in memory for image generation. The merge models and ratios could be saved into the png data. This would be similar to the SuperMerger extension:

https://github.com/hako-mikan/sd-webui-supermerger

### Proposed workflow

img2img tab
1. Add an "Inpainting model" to the img2img tab. If selected, this will be merged with the selected model in memory without saving to file.
2. Use the merged model for inpainting etc.
3. Save the merged model data to the png data

txt2img tab
1. Allow multiple models to be optionally selected together with merge rations and merge mode.
2. Merge the models in memory before generating the image
3. Save the merged model data to the png data

Alternatively, produce a common merge model section that can be shared by both for both txt2img and img2img (the end result would be the same but offering a specific inpainting model on img2img may be more user-friendly).

### Additional information

_No response_
Repository: transformers
Issue: Add an efficient vision transformer backbone in ICLR 2022: CrossFormer
Labels: New model

### Model description

The CrossFormer has three new things that does not exist in other ViTs (such as Swin):

1. The cross-scale embedding layer(CEL) that generate cross-scale embeddings as ViT's input.
2. The long-short distance attention (LSDA) mechanism, which is an efficient replacement of the vanilla self-attention and shows better performance than Swin
3. A dynamic relative position bias, a kind of relative position bias that support dynamic group size.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

The open source website: https://github.com/cheerss/CrossFormer
The paper was accepted in ICLR 2022: https://openreview.net/forum?id=_PHymLIxuI