sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Find widget doesn't work in the CI env e.g. GitHub Actions
Labels: bug,editor-find

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- VS Code Version: 1.84.1
- OS Version: macOS Sonoma 14.0 (local), Ubuntu (CI)

Steps to Reproduce:

1. Write an extension test executing the `editor.actions.findWithArgs` and `editor.action.nextMatchFindAction` commands to open the find widget and search the text like below, and confirm the search feature works well and the cursor moves to the matched text position. The sample project is https://github.com/whitphx/vscode-find-widget-ci-sample/blob/main/src/test/suite/extension.test.ts
   ```typescript
   import * as assert from 'assert';
   import * as vscode from 'vscode';
   
   suite('Extension Test Suite', () => {
   	vscode.window.showInformationMessage('Start all tests.');
   
   	test('Find widget test', async () => {
   		const initialText = "aaa\nbbb\nccc\n";
   		const doc = await vscode.workspace.openTextDocument({
   			content: initialText,
   		});
   
   		await vscode.window.showTextDocument(doc);
   
   		const activeTextEditor = vscode.window.activeTextEditor;
   		assert.ok(activeTextEditor);
   
   		activeTextEditor.selection = new vscode.Selection(0, 0, 0, 0);
   
   		await vscode.commands.executeCommand("editor.actions.findWithArgs", {
   			searchString: "bbb",
   		});
   		await vscode.commands.executeCommand<void>("editor.action.nextMatchFindAction")
   
   		assert.ok(activeTextEditor.selection.isEqual(new vscode.Selection(1, 0, 1, 3)));
   	});
   });
   ```
2. Run the same test in a CI env e.g. GitHub Actions, then it fails. Sample: https://github.com/whitphx/vscode-find-widget-ci-sample/actions/runs/6780305868/job/18428767474
   ![CleanShot 2023-11-07 at 14 47 37@2x](https://github.com/microsoft/vscode/assets/3135397/61aa320d-7409-48d5-86a7-5183e94eb1b9)
Repository: go
Issue: proposal: flag: simplify `failf` output in `FlagSet`
Labels: Proposal

## Abstract

This proposal suggests enhancing error handling in the `flag` package in Go to address the issue of long usage messages. Currently, the package combines error reporting and the display of usage information, making it less flexible for users when error messages or usage messages are lengthy. The proposed change separates error messages from usage information, allowing for more concise and user-friendly output.

## Background

Currently, when an error occurs, the package combines error reporting with displaying the usage information. However, this approach can be problematic when usage messages are lengthy. On the other hand, the `go` command provides a better user experience by presenting a concise error message and suggesting users run 'go help' for more details in the case of unknown subcommands:

```txt
% go badcmd
go badcmd: unknown command
Run 'go help' for usage.
```

For the `flag` package should be:

```txt
% foo -badflag
flag provided but not defined: -badflag
Run 'foo -help' for usage.
```
```txt
% foo -valflag
flag needs an argument: -valflag
Run 'foo -help' for usage.
```
```txt
...
```

## Proposal

The proposal recommends modifying the `FlagSet.failf` method to return only the error message, addressing the issue of long error messages. Users can then decide when to access the full usage message separately, improving the user experience and making error handling more efficient:

```diff
func (f *FlagSet) failf(format string, a ...interface{}) error {
    msg := fmt.Sprintf(format, a...)
-   f.usage()
+   fmt.Fprintf(f.Output(), "Run '%s -help' for usage.\n", f.name)
    return errors.New(msg)
}
```


## Rationale

The proposed change simplifies error handling in the `flag` package and offers users the flexibility to decide when to view the complete usage message. Note that users may need to adjust existing code to accommodate the separation of error and usage message generation, although this change is expected to be minimal and simple.

## Compatibility

The proposed change it does not introduce binary incompatibility and does not change the behavior of existing Go programs. Users can adapt their code to accommodate this change without affecting the overall compatibility of their programs. While the Go team reserves the right to address certain issues (security, etc.), these changes are not expected to impact the proposed modification in the flag package. 

## Implementation

See "Proposal" section.
Repository: flutter
Issue: CMD is disabled, hence .bat files are unable to run
Labels: c: new feature,tool,platform-windows,c: proposal,team-tool

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

Follow the steps in [Flutter get started](https://docs.flutter.dev/get-started/install/windows) and try running ```flutter```

### Actual results

It results in:
```
PS> flutter

The command prompt has been disabled by your administrator.

Press any key to continue . . .
```

So not actually any bug, just wondering if maybe it would make sense to migrate to powershell script instead of batch. I totally understand if not.

Wasn't either sure if should be put under feature requests, but since it wouldn't be necessarily a flutter feature, i thought id put it here.

### Logs

Can't obtain

### Flutter Doctor output

Can't obtain
Repository: godot
Issue: Floating windows jitter on resize
Labels: platform:windows,discussion,topic:porting,topic:gui,performance

### Godot version

v4.2.beta1.official [b1371806a]

### System information

Godot v4.2.beta1 - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.21029.1006) - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

Why you try to resize floating windows (any Godot's windows, it seems) they "jitter", there is no smoothness. This happens with any renderer.

https://github.com/godotengine/godot/assets/61655860/266691cf-5c1f-4b7f-9e04-de5097edca4d



### Steps to reproduce

Open "Project Settings" or press "Make Floating" on any tab. Then try to resize this new window.

### Minimal reproduction project

Appears on any new project.
Repository: rust
Issue: Broken loop unrolling in branchy loop
Labels: I-slow,A-codegen,C-bug,A-iterators

I've been looking at why some iterator fail to optimize well (#38038 & #80416) and it seems like it all boils down to having branches in the `next()` call which breaks loop unrolling. To give some context, it seems like these are some of the most low-hanging fruit in the `Iterator` API which almost always ends up generating ideal assembly.

This [fails to unroll](https://godbolt.org/z/zzKhbx34j):

```rust
const LEN: usize = 100_000;

pub fn compute(vals0: &mut [f32; LEN / 2], vals1: &mut [f32; LEN / 2]) {
    struct Iter<'a> {
        vals: &'a mut [f32; LEN / 2],
        i: usize,
    }

    let mut iter = Iter { vals: vals0, i: 0 };
    let mut iters = Some(Iter { vals: vals1, i: 0 });

    loop {
        // Adding a likely hint here doesn't change the codegen.
        if let Some(val) = iter.vals.get_mut(iter.i) {
            *val = val.sqrt();
            iter.i += 1;
        } else {
            if let Some(new_iter) = iters.take() {
                iter = new_iter;
            } else {
                break;
            }
        }
    }
}
```

... while [this doesn't](https://godbolt.org/z/vrboKd97n):

```rust
const LEN: usize = 100_000;

pub fn compute(vals0: &mut [f32; LEN / 2], vals1: &mut [f32; LEN / 2]) {
    for vals in [vals0, vals1] {
        for val in vals {
            *val = val.sqrt();
        }
    }
}
```

The first case can be unrolled manually:

```rust
const AMOUNT: usize = 128;
if let Some(vals) = iter.vals.get_mut(iter.i..iter.i + AMOUNT) {
    for val in vals {
        *val = val.sqrt();
    }
    iter.i += AMOUNT;
}
```

... but this doesn't work with `Iterator::next`.
Repository: PowerToys
Issue: PowerToys Systray: Left-click menu opens stretched over the screen
Labels: Issue-Bug,Product-FancyZones,Needs-Triage,Needs-Team-Response,Area-App Compat,Area-Flyout

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

System tray interaction

### Steps to reproduce

When clicking on the PowerToys **systray-icon** on my Windows 10 22H2 machine with a single left mouse click **for the first time** after a system-reboot or PowerToys restart, I get the following screen:

![Systray](https://github.com/microsoft/PowerToys/assets/42859522/5957c65c-d613-4a45-8994-ba087ac651fd)

![Powertoys-Runner](https://github.com/microsoft/PowerToys/assets/42859522/6b9328a8-4992-4a8d-8fea-3f7d0a2005a5)

As you see, the PowerToys menu (Is it called PowerToys Runner?) is **stretched almost over the whole screen**.

This window is **NOT dragable** and **NOT resizeable**.
When opening another program like notepad.exe it is opened **behind this screen**.

I can get rid of this window by clicking on the settings-button in the lower right corner for example:

![Icons](https://github.com/microsoft/PowerToys/assets/42859522/f35f158a-c4f5-4c3c-8cff-43c7f0ec2c7a)

When clicking on the PowerToys **systray-icon** with a single left mouse click for the **second time**, the PowerToys menu is shown correctly:

![menu](https://github.com/microsoft/PowerToys/assets/42859522/1defae15-18a4-465f-86c3-bf25792ef882)


This **may** happen because of my screen resolution. I have a 49" Ultra-Widescreen monitor running a resolution of **5120x1440px**.
On the native screen of my Surface Pro 7 (2736x1824px) this does **NOT** happen. I haven't tested any further yet.

**Bug-Report:**
The file(s) contain information I don't want to share in public like username, computername, etc.
It would be great to provide an option to anonymize the bug report! (System tray > Report bug)

### ✔️ Expected Behavior

As mentioned above, I would expect the screen/menu to open/look like this:

![menu](https://github.com/microsoft/PowerToys/assets/42859522/c3a65cf4-700a-4237-97f8-1dd98108a38e)


### ❌ Actual Behavior

As mentioned above, the screen/menu looks/opens like this:

![Powertoys-Runner](https://github.com/microsoft/PowerToys/assets/42859522/3746043e-ea1d-44d2-bedf-29c938efdbde)


### Other Software

If it does matter, FancyZones is running/active.
Repository: opencv
Issue: Java cv::dnn::TextDetectionModel_DB error Expression: vector subscript out of range
Labels: bug,category: java bindings,incomplete,platform: win32

### System Information

OpenCV java version: 4.7.0-1.5.9
Operating System / Platform:  Windows10 
Java version :1.8

### Detailed description

Java define file  : public void detect(Mat frame, List<MatOfPoint> detections);
my code: 
List<MatOfPoint> textRegions = new ArrayList<>();
textDetectionModel.detect(img,textRegions);
error：
![1](https://github.com/opencv/opencv/assets/57440934/05b2c6f6-fc4b-4352-a8de-771205dc6d2c)


### Steps to reproduce
```
package org.example;

import org.opencv.core.*;

import org.opencv.dnn.Dnn;
import org.opencv.dnn.Net;
import org.opencv.dnn.TextDetectionModel_DB;
import org.opencv.dnn.TextRecognitionModel;

import java.io.File;
import java.util.ArrayList;
import java.util.List;

import static org.opencv.highgui.HighGui.imshow;
import static org.opencv.highgui.HighGui.waitKey;
import static org.opencv.imgcodecs.Imgcodecs.imread;
import static org.opencv.imgproc.Imgproc.*;

public class Main {

    public static void main(String[] args) {


        System.loadLibrary(Core.NATIVE_LIBRARY_NAME);
        //        String modlePath = "D:\\code\\java\\OCR\\src\\main\\resources\\DB_TD500_resnet18.onnx";
        //        Net onnxNet =  Dnn.readNetFromONNX(modlePath);

        TextDetectionModel_DB textDetectionModel = new TextDetectionModel_DB("G:\\work\\java\\OCR\\src\\main\\resources\\DB_TD500_resnet18.onnx");
        
        //Net recNet = Dnn.readNet("PATH/TO/text_recognition_model");
        //TextRecognitionModel textRecognitionModel = TextRecognitionModel.__fromPtr__(detNet.getNativeObjAddr());
        

        Mat img = imread("G:\\work\\java\\OCR\\src\\main\\resources\\7.png");
        //cvtColor(img,img,COLOR_RGB2GRAY);
        //resize(img,img,new Size(736,736));
        float binThresh = 0.3F;
        float polyThresh = 0.5F;
        int maxCandidates = 200;
        double unclipRatio = 2.0;
        textDetectionModel.setBinaryThreshold(binThresh);
        textDetectionModel.setPolygonThreshold(polyThresh);
        textDetectionModel.setMaxCandidates(maxCandidates);
        textDetectionModel.setUnclipRatio(unclipRatio);
        textDetectionModel.setInputScale(1.0 / 255.0);
        textDetectionModel.setInputSize(736,736);
        textDetectionModel.setInputMean(new Scalar(122.67891434, 116.66876762, 104.00698793));
        List<MatOfPoint> textRegions = new ArrayList<>();
        textDetectionModel.detect(img,textRegions);
        polylines(img, textRegions, true, new Scalar(0, 255, 0), 1);
        imshow("Text Detection", img);
        waitKey(0);
    }

}
```
onnx file：


### 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
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: return value of `size()` is uint32_t for hash_set and hash_map while others are usually int 
Labels: enhancement,topic:core

### Godot version

Godot v4.2.beta (5ee983188)

### System information

Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

In hash_map.h or hash_set.h we have:
 `_FORCE_INLINE_ uint32_t size() const { return num_elements; }` 

but other container's size() function all return int, like this in cowdata.h:
```
_FORCE_INLINE_ int size() const {
	uint32_t *size = (uint32_t *)_get_size();
	if (size) {
		return *size;
	} else {
		return 0;
	}
}
```

I guess we can do some clean up here. Better to change hashset's size() to return int, as uint32_t is good but may overflow when do some math about it.

### Steps to reproduce

I met this problem when trying to add a hashset's size to a vector's size, and with treat warning with error on, the compiler complains about
`'!=': signed/unsigned mismatch`


### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: (SD/Dreambooth) default only option for 'Memory Attention' when training
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Trying to train a model, xformers seems to be the wrong version or non existent for Dreambooth? ([!] xformers version 0.0.20 installed) see log/screen:

Additional logging: https://pastebin.com/0pJJ6mQC

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/21128187/483b26c1-8b80-4777-a881-295ae1184a3d)


### Steps to reproduce the problem

See log/screen

### What should have happened?

xformers should be a selectable option from the dropdown

### Sysinfo

AMD 5800x3D
RTX 3070 8gb OC
64gb Ram

### What browsers do you use to access the UI ?

Google Chrome

### Console logs

```Shell
c:\sd>webui-user
venv "c:\sd\venv\Scripts\Python.exe"
fatal: not a git repository (or any of the parent directories): .git
fatal: not a git repository (or any of the parent directories): .git
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: 1.6.1
Commit hash: <none>
Installing requirements
If submitting an issue on github, please provide the full startup log for debugging purposes.

Initializing Dreambooth
Dreambooth revision: d8e01e1fd13dd4b6afadbb0382875f905ee5f429
Successfully installed accelerate-0.23.0 fastapi-0.94.1 transformers-4.32.1

[!] xformers version 0.0.20 installed.
[+] torch version 2.0.1+cu118 installed.
[+] torchvision version 0.15.2+cu118 installed.
[+] accelerate version 0.23.0 installed.
[+] diffusers version 0.21.4 installed.
[+] transformers version 4.32.1 installed.
[+] bitsandbytes version 0.41.1 installed.
Launching Web UI with arguments: --medvram --xformers
Loading weights [9be563ddce] from C:\sd\models\Stable-diffusion\devlishphotorealism_sdxl14.safetensors
C:\sd\extensions\sd_dreambooth_extension\scripts\main.py:301: GradioDeprecationWarning: The `style` method is deprecated. Please set these arguments in the constructor instead.
  with gr.Row().style(equal_height=False):
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Creating model from config: C:\sd\repositories\generative-models\configs\inference\sd_xl_base.yaml
Startup time: 50.5s (prepare environment: 41.4s, import torch: 3.2s, import gradio: 0.8s, setup paths: 0.8s, initialize shared: 0.2s, other imports: 0.6s, setup codeformer: 0.1s, load scripts: 1.6s, create ui: 0.9s, gradio launch: 0.7s).
Applying attention optimization: xformers... done.
Model loaded in 5.1s (load weights from disk: 1.3s, create model: 0.7s, apply weights to model: 2.2s, calculate empty prompt: 0.7s).
```
```


### Additional information

https://pastebin.com/0pJJ6mQC
Repository: flutter
Issue: Add dictation status detection for iOS
Labels: a: text input,c: new feature,platform-ios,framework,team-text-input

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I use dictation status to custom TextField's style

### Proposal

Provide functions equivalent to `insertDictationResultPlaceholder `/`removeDictationResultPlaceholder ` in Flutter.

[https://developer.apple.com/documentation/uikit/uitextinput/1614466-insertdictationresultplaceholder](https://developer.apple.com/documentation/uikit/uitextinput/1614466-insertdictationresultplaceholder)
Repository: vscode
Issue: Does 'registerKernelSourceActionProvider' work for extensions other than 'ms-toolsai.jupyter'
Labels: feature-request,notebook-api,notebook-execution

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With reference to API proposal finalization for notebookKernelSource API in endgame plan at https://github.com/microsoft/vscode/issues/197438

I'm trying to make use of this API. I'm using 1.85.0-insiders.

There is code in notebookKernelQuickPickStrategy.ts that smells to me:

```
			if (isKernelSourceQuickPickItem(selectedKernelPickItem)) {
				try {
					const selectedKernelId = await this._executeCommand<string>(notebook, selectedKernelPickItem.command);
					if (selectedKernelId) {
						const { all } = await this._getMatchingResult(notebook);
						const kernel = all.find(kernel => kernel.id === `ms-toolsai.jupyter/${selectedKernelId}`);
						if (kernel) {
							await this._selecteKernel(notebook, kernel);
							return true;
						}
						return true;
					} else {
						return this.displaySelectAnotherQuickPick(editor, false);
					}
				} catch (ex) {
					return false;
				}
```

I currently don't have things set up to actually run VSCode in the debugger and debug the code, so this is by code inspection. This code would appear to only work if your extension ID is `ms-toolsai.jupyter`? If I look at all of the other ways of selecting a kernel, they all ultimately seem to end with `await this._selecteKernel(notebook, kernel);`. This code would would appear to only do that in a special case. If the command returns a kernel ID, but it doesn't match that ID pattern, `true` is returned, despite no kernel apparently being selected?

I'm have difficulty actually selecting a kernel using this `registerKernelSourceActionProvider` mechanism, and looking at this code, it would seem that this might be why?
Repository: godot
Issue: Parser bug (please report): Trying to check compatibility of unset value type
Labels: bug,topic:gdscript

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Windows 10.0.22635 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-10870H CPU @ 2.20GHz (16 Threads)

### Issue description

The editor has prompted that  Parser bug (please report): Trying to check compatibility of unset value type when i write:
var componet = func componet() -> Componet:
	return Componet.new()

and as long as it's written just.

### Steps to reproduce

// Componet.qd
extends Resource
class_name Componet

var value:String

//ccc.gd
extends Node
class_name ccc

const value:StringName = "ccc"

var componet = func componet() -> Componet:
	return Componet.new()

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/13278526/project.zip)