sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Support nesting threads in the debugger
Labels: feature-request,debug

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This is a companion to microsoft/debug-adapter-protocol#339. In conjunction with that proposal, when debugging a process via a debug adapter that exposes the parent-child relationship between threads, I want VSCode to show threads in a tree. It probably should be opt-in or opt-out via a setting or something.

### Motivation

Go uses [green threads](https://en.wikipedia.org/wiki/Green_thread), called goroutines. A Go release in the near future will provide information from the debugger than can be used to determine a parent-child relationship between goroutines.  Complex servers may have hundreds or thousands of goroutines. Debugging such a server can be challenging, especially when attempting to hunt down what caused a goroutine to be launched. I want Go's debug adapter, DAP, and VSCode to be updated to provide me the option of nesting goroutines to both make the call stack panel more manageable and make it easier to track down the ultimate cause of an event.
Repository: stable-diffusion-webui
Issue: Separate PNG metadata chunk for each parameter
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Currently all the data is dumped to json and into a single chunk. Using an image editor to copy values or prompts from the PNG data, I have to do some manual selection to only get the data I want.


**Describe the solution you'd like**
My editor organizes each chunk into a separate cell. If we dumped each parameter to a separate chunk and skipped json, I could simply select the cell and hit CTRL+C to copy exactly the data I want.
Repository: storybook
Issue: TS2339: Property 'content' does not exist on type
Labels: bug,needs triage

I have the following **ButtonComponent**

*button.component.ts*
```typescript
import {Component, EventEmitter, Input, Output} from '@angular/core';

@Component({
  selector: 'app-button',
  templateUrl: './button.component.html',
  styleUrls: ['./button.component.scss']
})
export class ButtonComponent {

  /**
   * Type of button. Default: primary
   */
  @Input() color: 'primary'|'secondary'|'success'|'info'|'warning'|'danger'|'link'|'light'|'dark' = 'primary';

  /**
   * Type of button to render. Default: button
   */
  @Input() type: 'submit'|'button' = 'button';

  /**
   * Size of the button. Default: regular
   */
  @Input() size: 'default'|'sm'|'lg' = 'default';

  /**
   * Disable button
   */
  @Input() disabled: boolean = false;

  /**
   * If true, use outline style for respective type
   */
  @Input() outline: boolean; false;

  /**
   * If true, button width will be set to 100% of parent
   */
  @Input() block: boolean = false;

  /**
   * On click event
   */
  @Output() onClick: EventEmitter<any> = new EventEmitter<any>();

  constructor() { }
}
```

*button.component.html*
```html
<button [type]="type"
        class="btn btn-{{ outline ? 'outline-' : ''}}{{color}} my-4 mb-2"
        [class.btn-sm]="size === 'sm'"
        [class.btn-lg]="size === 'lg'"
        [class.w-100]="block"
        [disabled]="disabled"
        (click)="onClick.emit()">
  <ng-content select="[label]"></ng-content>
</button>
```

and the story *button.stories.ts*
```typescript
export default {
  title: 'Components/Button',
  component: ButtonComponent,
  argTypes: { onClick: { action: 'clicked' } },
} as Meta;

const Template: Story<ButtonComponent> = (args: ButtonComponent, context) => ({
  template: `<app-button
                [color]="color"
                [type]="type"
                [size]="size"
                [disabled]="disabled"
                [outline]="outline"
                [block]="block"
                (onClick)="onClick">
                <ng-container label>${args.content}</ng-container>
              </app-button>`,
  props: args,
});

export const Primary= Template.bind({});
Primary.args = {
  content: 'Hello',
  color: 'primary',
  onClick: () => {
    console.log('Button clicked');
  }
};
```

A few issues I'm facing with this setup
1. `${arg.content}` gives the error `TS2339: Property 'content' does not exist on type 'ButtonComponent'.`
<img width="423" alt="Screen Shot 2022-10-01 at 11 32 09 PM" src="https://user-images.githubusercontent.com/105233146/193422324-dd36d93a-a304-4c00-8caf-f7211f0b427a.png">
 and it fails to build with them command `npm run storybook`

2. Control panel is showing an additional property `false`. Not sure from where it is coming
<img width="486" alt="Screen Shot 2022-10-01 at 11 35 24 PM" src="https://user-images.githubusercontent.com/105233146/193422433-0084a9b5-2736-49a7-b3a0-e8299d32a90d.png">
Repository: godot
Issue: Code hint does not update active argument when navigating code with left/right arrows.
Labels: bug,topic:editor,topic:gui

### Godot version

4.0 880a0177d12463b612268afe95bd3d8dd565bf52

### System information

Win 10

### Issue description

The below video shows that the code hint does not update when moving the caret. As the caret changes position the code hint should:
* Change which method it is displayed for (e.g. for `do_something_with_bool`)
* Change the active argument that is emphasized 
* Disappear completely if not inside a method.

https://user-images.githubusercontent.com/41730826/194735876-eafa5080-38af-4536-bace-8f2e2d94d673.mp4

cc @Paulb23.

At the moment code completion (the dropdown options) and the code hint (the hint shown in the video) are tightly coupled. You cannot query for the code hint without querying for code completion options, as far as I can tell. I think it would make sense to separate these two things so that they can be updated and called separately.

* Is caret in method -> show code hint
* Update code hint when caret changes is not as much processing as filling the entire code completion list.

### Steps to reproduce

In any script, call any method with arguments, like `Input.is_action_pressed`, popup  the code hint (ctrl+space) and then move with the arrow keys.

### Minimal reproduction project

_No response_
Repository: rust
Issue: rustdoc: improve source navigation display on mobile
Labels: T-rustdoc,A-rustdoc-ui

Following up on https://github.com/rust-lang/rust/pull/102815 (which I think was correct since we're not _currently_ showing the topbar).

Here's what a source page looks like on my Pixel 6a:

<img src="https://user-images.githubusercontent.com/220205/194735532-f00674c0-0a11-49b2-9c36-55357d12bc9c.png" width=200>

The Rust logo really shouldn't wrap to the previous line, and the expander for the sidebar overlaps awkwardly.

One possible fix: we should actually _use_ the mobile topbar on source pages, like so:

<img src="https://user-images.githubusercontent.com/220205/194737204-54f19e8e-e535-4270-a3bb-498b545d592d.png" width=200>

This provides three things:
 - the hamburger icon could open the source sidebar, and follows the scroll just like the current `>` icon
 - the Rust logo provides navigation back to the doc root
 - the "lib.rs" text provides context for where the reader is currently, and also provides navigation back to the top of the page (where the search bar is)

/cc @GuillaumeGomez @notriddle
Repository: vscode
Issue: Merge Editor: Give an option to allow to use checkboxes
Labels: under-discussion,merge-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

Merge Editor has changed to use text-based labels when resolving conflicts since 1.72, but for me, I prefer the checkboxes-based UI like 1.71 and before.

I know some users gave feedback and they prefer the text-based UI, so can we just add an option for switching between text labels and checkboxes?
Repository: rust
Issue: Trait bounds that would be satisfied if autoderef was applied are not considered for function calls but are considered when using methods via the dot-operator
Labels: A-diagnostics,A-trait-system,T-compiler,C-bug,D-confusing

I tried this code ([playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=8b9305471fdb031738b925102f5e9a11)):

```rust
struct D(String);

impl std::ops::Deref for D {
    type Target = str;
    
    fn deref(&self) -> &str {
        &self.0
    }
}

fn print(val: &(impl std::fmt::Debug + ?Sized)) {
    println!("{:?}", val);
}

trait T {
    fn print(&self);
}

impl T for str {
    fn print(&self) {
        println!("{}", self);
    }
}

fn main() {
    print("123");
    print(&String::from("123"));
    // XXX: Doesn't compile but probably should via autoderef
    print(&D(String::from("123")));
    // because the below compiles
    print(&*D(String::from("123")));
    
    "123".print();
    // and because it works via the dot operator just fine
    D(String::from("123")).print();
}
```

I expected to see this happen: The above code compiles

Instead, this happened:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): `D` doesn't implement `Debug`
  --> src/main.rs:29:14
   |
29 |        print(&D(String::from("123")));
   |        ----- ^^^^^^^^^^^^^^^^^^^^^^^ `D` cannot be formatted using `{:?}`
   |        |
   |        required by a bound introduced by this call
   |
   = help: the trait `Debug` is not implemented for `D`
   = note: add `#[derive(Debug)]` to `D` or manually `impl Debug for D`
note: required by a bound in `print`
  --> src/main.rs:11:22
   |
11 | fn print(val: &(impl std::fmt::Debug + ?Sized)) {
   |                      ^^^^^^^^^^^^^^^ required by this bound in `print`
help: consider annotating `D` with `#[derive(Debug)]`
   |
1  | #[derive(Debug)]
   |
```

Note that it works fine via the dot-operator and autoderef.

### Meta
`rustc --version --verbose`:
```
rustc 1.64.0 (a55dd71d5 2022-09-19)
binary: rustc
commit-hash: a55dd71d5fb0ec5a6a3a9e8c27b2127ba491ce52
commit-date: 2022-09-19
host: x86_64-unknown-linux-gnu
release: 1.64.0
LLVM version: 14.0.6
```
Repository: pytorch
Issue: Segmentation fault (core dumped) in RTX3090
Labels: needs reproduction,module: cuda,triaged

### 🐛 Describe the bug

When I train my Neural Network in a RTX3090 with latest drivers 520.61.05 and CUDA Version: 11.8 and AMD Ryzen 9 5950X 16-Core Processor I get the error `Segmentation fault (core dumped)` and the training stop. It is frustrating.

I have installed the latest pytorch version with 
`pip3 install torch torchvision torchaudio --extra-index-url https://download.pytorch.org/whl/cu116
`

FYI: To make sure the issue is not due to my code, I tried several times the same training script in a A100 GCP instance and it works fine

Thanks

### Versions

Collecting environment information...
PyTorch version: 1.12.1+cu116
Is debug build: False
CUDA used to build PyTorch: 11.6
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.10.6 (main, Aug 10 2022, 11:40:04) [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-48-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.8.89
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3090
Nvidia driver version: 520.61.05
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.12.1+cu116
[pip3] torch-tensorrt==1.1.0
[pip3] torchvision==0.13.1+cu116
[conda] No relevant packages

cc @ngimel
Repository: pytorch
Issue: About autocast
Labels: triaged,module: amp (automated mixed precision)

Can i use autocast in model inference? Is that can accelerate the inference time?

cc @mcarilli @ptrblck
Repository: flutter
Issue: NetworkImage evict not working inside onPressed of IconButton
Labels: framework,a: images,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-framework,triaged-framework

Consider the sample below where we have a fixed url to an image. If we update the image using the same url, and then if we click on the IconButton, nothing change as long as the SingleChildScrollView exists. On the other hand, if we click on the ElevatedButton, the new image shows. If SingleChildScrollView doesn't exists, IconButton works as normal as ElevatedButton.
Hint: You can generate the url and update the image using Google Drawings for verification.

```
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({Key? key, required this.title}) : super(key: key);

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    // TODO: put url link to an image that can be updated using the same link. This can be done using Google Drawings.
    final url = 'https://docs.google.com/drawings/';
    final profileImage = NetworkImage(url);
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: SingleChildScrollView(
        child: Row(
          mainAxisAlignment: MainAxisAlignment.spaceEvenly,
          children: <Widget>[
            CircleAvatar(
              radius: 50,
              backgroundImage: profileImage,
            ),
            IconButton(
              onPressed: () async {
                await profileImage.evict().then((value) { // not working as long as SingleChildScrollView exists
                  print('zzz value $value');
                });
              },
              icon: const Icon(
                Icons.edit,
              ),
            ),
            ElevatedButton(
                onPressed: () async {
                  await profileImage.evict().then((value) { // always working without any issue
                    print('zzz value $value');
                  });
                },
                child: Text('evict')),
          ],
        ),
      ),
    );
  }
}
```

The same issue exists if I add the following lines of code just below `onPressed` even after removing SingleChildScrollView.
```
              await Navigator.of(context).push(
                MaterialPageRoute<void>(
                  builder: (context) => Scaffold(
                    body: Center(child: Text('Test Page')),
                  ),
                ),
              );
```
Repository: godot
Issue: Android does not read the horizontal axis of the right analog stick
Labels: bug,platform:android,needs testing,topic:input

### Godot version

v3.5.1.rc1.official [293c3844b]

### System information

w10 64

### Issue description

Android does not detect the horizontal axis of the right analog stick.
The vertical reads fine but the horizontal is always 0.
Control connected by bluetooth to the smartphone.

In windows it works correctly.

In android "horizontal_value" is always 0.
Android 7.0

![Captura](https://user-images.githubusercontent.com/19652075/194755413-199a70a7-f033-40b7-a317-f209248366ed.PNG)

### Steps to reproduce

Connect a bluetooth controller to android.
Move the right analog stick and see if the two values correspond to the position of the stick.

### Minimal reproduction project

[testAndroidMoveToTrash.zip](https://github.com/godotengine/godot/files/9741466/testAndroidMoveToTrash.zip)
Repository: godot
Issue: 4.0b2 AnimationPlayer libraries resource_local_to_scene nvalid
Labels: bug,topic:editor,topic:animation

### Godot version

4.0b2

### System information

win11

### Issue description

It's not effective to choose here
![image](https://user-images.githubusercontent.com/14800320/194756258-f26a9359-ffa4-47d6-9bf6-608e30bec698.png)


### Steps to reproduce

1 Create a Node containing AnimationPlayer
2 Add an AnimationPlayer animation and set resource_ local_ to_ scene
3 New Inheritance Scene
4 Modify the animation in the inherited scene.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Exported Rescource variables are not readable by inherited scripts
Labels: bug,topic:core

### Godot version

3.5.stable

### System information

Windows 10

### Issue description

Resources assigned in export variables are not being loaded by inherited scenes/scripts. 

### Steps to reproduce

1) Create a scene, give it a script with a class name and an exported Resource variable (e.g. a `BaseWeapon.gd` on a `BaseWeapon.tscn` with a 'export(Resource) var weapon_info')
2) Create a script with a class name that extends Resource and has some data that needs to be read by the script (i.e. a `WeaponInfo.gd` with a `var damage : int = 10`).
3) Create a new inherited scene (`InheritedWeapon.tscn`) from the `BaseWeapon.tscn`.
4) Create a new `WeaponInfo.tres` resource of the type created in step 2.
5) Assign the resource to `InheritedWeapon.tscn`'s Weapon Info export variable.
6) In the _`ready()` function, attempt to retrieve the `damage` variable from the `WeaponInfo.tres` resource.
7) Error pops, saying that the variable cannot be retrieve from base 'Nil'.

### Minimal reproduction project

[ResourceInheritenceTest.zip](https://github.com/godotengine/godot/files/9741740/ResourceInheritenceTest.zip)
Repository: pytorch
Issue: `topk` will return the wrong value and could read out-of-bound value after jit
Labels: oncall: jit

### 🐛 Describe the bug

`topk` will return the wrong value and could read out-of-bound value after jit

```py
import torch

input = torch.tensor(5.0, dtype=torch.float64)

device = 'cuda'
m = lambda inp: inp.topk(0)

print(m(input.clone().to(device)))

jit_m = torch.jit.trace(m, input.clone().to(device))

print(m(input.clone().to(device)))
print(jit_m(input.clone().to(device)))
print(m(input.clone().to(device)))
```

```
torch.return_types.topk(
values=tensor(0., device='cuda:0', dtype=torch.float64),
indices=tensor(0, device='cuda:0'))

torch.return_types.topk(
values=tensor(1., device='cuda:0', dtype=torch.float64),
indices=tensor(4532020583610935537, device='cuda:0'))
(tensor(1., device='cuda:0', dtype=torch.float64), tensor(4532020583610935537, device='cuda:0'))

torch.return_types.topk(
values=tensor(1., device='cuda:0', dtype=torch.float64),
indices=tensor(4532020583610935537, device='cuda:0'))
```

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```
Repository: deno
Issue: Optimize `ReadableStream` backed by non-BYOB readables
Labels: perf,deno_core

#16115 changed `deno_core::Resource` to have seperate read methods for BYOB optimized resources (files & sockets) and non-BYOB optimized resources (HTTP steams).

Currently the only way to read data from Rust -> JS is via the `op_read` op. This op is BYOB, and can incur an extra data copy & allocation for non-BYOB ops. I propose we rename `op_read` to `op_read_byob` and add a new `op_read_buf` that is not BYOB. We can then add a second `readableStreamForRid` function for non-BYOB optimized resources. These `ReadableStream`'s can use `op_read_buf` internally to avoid a bunch of small data copies, maybe even some data copies.
Repository: godot
Issue: Crash when using `OS.move_to_trash()` on a path that does not exist
Labels: bug,platform:windows,topic:porting,crash

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

w10 64

### Issue description

Little to say, the program closes when the red button is pressed (OS.move_to_trash())
OS.move_to_trash with a false path or with a nonexistent file crashes.
The problem happens on windows.
Ignore the attached project folder name "testAndroid".

![Captura](https://user-images.githubusercontent.com/19652075/194762909-ad74a8e2-0d87-49b8-b9dd-47801dfe4ec0.PNG)

![Captura2](https://user-images.githubusercontent.com/19652075/194762913-fda51669-e528-458d-b380-ba1ee2c7763c.PNG)


### Steps to reproduce

Execute and press red button.
Red button executes OS.move_to_trash.

### Minimal reproduction project

[testAndroid.zip](https://github.com/godotengine/godot/files/9741806/testAndroid.zip)

*Bugsquad edit (keywords for easier searching): move_to_trash*
Repository: stable-diffusion-webui
Issue: Version switching for embeddings
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
In order to use different versions of the same embedding, you'd have to rename and move the .pt-files manually. This makes testing for overfitting bothersome.

**Describe the solution you'd like**
A drop-down selection box that lets me pick between the different .pt-files of the same embedding found in the embeddings-folders. Ideally it would only be visible near a prompt text area if the text cursor is on an embedding text, but a simpler method would be a table in the settings or the textual inversion tab that lists all detected embeddings and lets you pick the version of each.

**Additional context**
It could probably work by considering the files in the ./embeddings/ folder as the latest version, and then looking in the ./textual-inversion/{date}/{embedding}/embeddings/ folders for any .pt files using the {embedding}-{steps} filename structure.
Maybe maintain a .csv-file so you don't have to reload the whole structure as well.