sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: RenderView's "_updateSystemChrome" method never sets systemChrome system ui overlay style in desktop app with custom title-bar
Labels: c: new feature,framework,c: proposal,a: desktop,a: layout,P3,team-framework,triaged-framework

### 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

in flutter desktop app development with custom title-bar (app title-bar is a widget and always on top of the screen), I've tried adding AnnotatedRegion<SystemUiOverlayStyle> as first widget of my app's pages for modify desktop title-bar and mobile status-bar with that, but because RenderView's "_updateSystemChrome" method lookfor annotated region in just two positions {
1-top-center of RenderView's paintBounds--> upperOverlayStyle
2-bottom-center of RenderView's paintBounds--> lowerOverlayStyle
} in the top i have a widget as title-bar in desktop so it can't have AnnotatedRegion value so upperOverlayStyle will null, in the other hand lowerOverlayStyle is android platform specific writen in the code. so RenderView's "_updateSystemChrome" method never sets systemChrome system ui overlay style in desktop app with costom title-bar.

>  PS-1:  I couldn't use SystemChrome.setSystemUiOverlayStyle() for modify title-bar/status-bar because when go page a -> b it works fine but when pop (b -> a) there is no lifecycle method called to run SystemChrome.setSystemUiOverlayStyle() again in page a. 
>  PS-2:  there is "pop().then() "approach but it is useless when your app is big enough or using something like goRouter.

I used SystemChrome.latestStyle for modify desktop custom title-bar for a while #125798 , but with #125835 can register callback for systemUiOverlayStyle changes and sync desktop custom title-bar with that.


### Proposal

RenderView "_updateSystemChrome" method can look up for "SystemUiOverlayStyle" in the center position of paintBound when can't find in top position
Repository: vscode
Issue: Bracket Pair Colorization isn't properly disabled by configurationDefaults
Labels: bug,bracket-pair-colorization

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.77.3
- OS Version: Windows_NT x64 10.0.19045

Steps to Reproduce:

1. Create a new extension and put this in `package.json`:
```
"contributes": {
    "configurationDefaults": {
        "editor.bracketPairColorization.enabled": false
    }
}
```
2. Run or install the extension and reload VS Code, but make sure it loads with at least two open files.
3. Inspect the open file from startup and notice that bracket pair colorization is still in effect. But inspect the other open files and notice it's not in effect in those.  Close and reopen the files and notice it's not in effect in subsequently opened files.
4. Go to your Settings to confirm that bracket pair colorization is unchecked and disabled.
Repository: godot
Issue: Crash during script creation when searching for custom base class with template defining inheriting class
Labels: bug,topic:gdscript,topic:editor,confirmed,crash

### Godot version

4.0.2 stable

### System information

Ubuntu 22.04.2 LTS

### Issue description

I stumbled upon this bug when creating a class "State" and exploring how to set up a template for inheriting scripts, making a script template including the lines
```
extends State
class_name MyState
```
as example usage. Then, intending to make a specialized state class script, as I searched the class hierarchy for my original "State" class to be the new script's inherited class, getting only as far as typing "s" (or at most "sta"), the editor crashed. Further testing revealed that the leading "M" of the "MyState" name was the triggering factor; changing that to "YState", because "Y" comes after "S", made the crash go away.

This appears to only occur if the offending script is a script template. (Or more accurately, _if the script was a script template when loading the project or when the script was created_ . Moving it out from the script_templates folder did not stop the editor from crashing, and conversely, having it outside that folder when loading the project, and then moving it inside the script_templates folder, failed to trigger the crash.)

I was unsure whether defining a class inside a script template was allowed, or whether it would simply be ignored by the editor and the class hierarchy, but did not expect a crash. Having class definitions inside script templates be ignored by the rest of the project would be my preference, though resolving the crash and the naming dependent inconsistency is more important.

### Steps to reproduce

As a minimal example, a project might contain the following script **res://b.gd**
```
extends Node
class_name B
```
and a script template for the above class, **res://script_templates/B/b_template.gd**
```
extends B
class_name AB
```
(Note that "AB" both lexicographically precedes, and contains the whole or the start of, the name of the base class, "B".)

To trigger the crash, open the dialog for creating a new script, click the button to search the class hierarchy for which class to inherit from, and type "b".

As far as I can tell, the following, which is true in the above example, must be true for the crash to occur:
- the second script must be a script template and must extend the base class
- the template's class name must lexicographically come before the base class name
- the template's class name must contain what is typed when searching for the base class during the creation of a new script

### Minimal reproduction project

This is the above minimal example in the form of a godot project:
[minimal_example.zip](https://github.com/godotengine/godot/files/11367993/minimal_example.zip)
Repository: pytorch
Issue: Subgraph rewriter: Unable to match constant args
Labels: triaged,export-triaged

**Summary:**

I want to match `nn.Conv2d` with arbitrary strides, paddings, and other constant fields. However, when I try to do this the constants are inlined into the graph, and `replace_pattern` complains that these constant args are dead code (i.e. have no users in the graph). For my use case, both the original model and patterns need to be dynamo exported.

**Minimal repro:**
```
import torch
import torch._dynamo as torchdynamo
import torch.nn.functional as F
from torch.fx import replace_pattern

class M(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.conv = torch.nn.Conv2d(1, 1, 1, stride=(1, 1), padding=(1, 1))

    def forward(self, x):
        return self.conv(x)

def match_pattern(x, weight, bias, stride, padding):
    return F.conv2d(x, weight, bias, stride, padding)

def replacement_pattern(x, weight, bias, stride, padding):
    return F.relu(F.conv2d(x, weight, bias, stride, padding))

model_example_inputs = (torch.randn(1, 1, 3, 3),)
pattern_example_inputs = (
    torch.randn(1, 1, 3, 3),  # x
    torch.randn(1, 1, 1, 1),  # weight
    torch.randn(1),           # bias  
    (1, 1),                   # stride
    (0, 0),                   # padding
)

m = M()
m, _ = torchdynamo.export(m, *model_example_inputs, aten_graph=True)
match_pattern , _ = torchdynamo.export(match_pattern, *pattern_example_inputs, aten_graph=True)
replacement_pattern , _ = torchdynamo.export(replacement_pattern, *pattern_example_inputs, aten_graph=True)
replace_pattern(m, match_pattern, replacement_pattern)  # This line fails with the following stacktrace
```

**Outcome:**
```
Traceback (most recent call last):
  File "/home/andrewor/repro.py", line 33, in <module>
    replace_pattern(m, match_pattern, replacement_pattern)
  File "/home/andrewor/local/miniconda3/envs/pytorch/lib/python3.9/site-packages/torch/fx/subgraph_rewriter.py", line 195, in replace_pattern
    match_and_replacements = _replace_pattern(gm, pattern, replacement)
  File "/home/andrewor/local/miniconda3/envs/pytorch/lib/python3.9/site-packages/torch/fx/subgraph_rewriter.py", line 245, in _replace_pattern
    matcher = SubgraphMatcher(pattern_graph, match_output=False, match_placeholder=False,
  File "/home/andrewor/local/miniconda3/envs/pytorch/lib/python3.9/site-packages/torch/fx/passes/utils/matcher_utils.py", line 81, in __init__
    assert len(node.users) > 0, \
AssertionError: SubgraphMatcher cannot be initialized with an pattern with dead code
```

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @soumith @anijain2305 @Xia-Weiwen @desertfire
Repository: TypeScript
Issue: Import uses old filename casing
Labels: Bug

VS Code version: Code - Insiders 1.26.0-insider (c86cab2211d6dce686e5c89934d915b1e020ba9e, 2018-08-02T05:12:16.245Z)
OS version: Darwin x64 17.7.0

Verifying microsoft/vscode#50505

foo.ts:
```ts
baz();
```

bar.ts:
```ts
export function baz() {
}
```

- Run 'import from bar.ts' code action in foo.ts
- Undo
- Rename bar.ts to Bar.ts
- Run 'import from bar.ts' code action again
-> Import uses lowercase 'bar' instead of 'Bar'
Repository: go
Issue: runtime: TestCgoExternalThreadSignal failures on ios
Labels: NeedsInvestigation,compiler/runtime,OS-iOS

https://storage.googleapis.com/go-build-log/8aef7969/ios-arm64-corellium_3c768ebb.log:
```
--- FAIL: TestCgoExternalThreadSignal (5.15s)
    crash_cgo_test.go:113: /tmp/workdir-host-ios-arm64-corellium-ios/tmp/go-build3960206703/testprogcgo.exe CgoExternalThreadSignal: exit status 1
    crash_cgo_test.go:115: expected "OK\n", but got:
        C signal did not crash as expected
        
        
FAIL
FAIL	runtime	50.751s
```

(attn @golang/ios)
Repository: storybook
Issue: [Bug]: Accessibility checker incorrectly identifies `aria-description` as an invalid attribute
Labels: bug,help wanted,addon: a11y

### Describe the bug

The accessibility checker doesn't recognize the `aria-description` attribute.

https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-description

I have verified with NVDA that aria-description works.

### To Reproduce

Add `aria-description` attribute to any HTML element. 

![image](https://user-images.githubusercontent.com/4075314/235536069-e2f8ae05-d8e9-4b15-b0d0-c954164a300b.png)


### System

_No response_

### Additional context

_No response_
Repository: go
Issue: x/website: offline tour broken links
Labels: NeedsInvestigation,website

While trying to fix offline tour links other go.dev resources (golang/tour#1463 & golang/tour#1473) I put in golang/website#213 which updated URLs to work offline by adding `https://go.dev/` prefixes.

I later noticed this commit:

> commit f81f4f7f21d45f2e62f8dbcf84e0fd5d7b2785a3
> Author: Russ Cox <rsc@golang.org>
> Date:   Fri Jan 14 12:53:28 2022 -0500
>
>     _content: remove some https://go.dev/ prefixes in links
>
>     The site is served at both go.dev and golang.google.cn.
>     In China, only golang.google.cn can serve, so we try to use
>     relative links to avoid pointing users to the copy they can't access.
>
>     Periodically we have to remove prefixes that have crept in.
>     This commit applies today's round of that.

Which points out a third place these URLs need to work and a reason and policy to use relative URLs.

I think we need the local tour binary to get a handler update to allow for redirect of `/pkg/`, `/blog/`, `/doc/`, `/talks/`, `/cmd/`, & `/`.

There is already a handler for `/` which redirects to the tour start point which might should stay that way.

Does anyone see an issue with adding redirect handlers to the offline tour?

Does anyone have a input on changing or not of the `/` handler?
Repository: godot
Issue: Grid and Origin not showing on Mesa GLES (Chromebook Linux)
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty

### Godot version

4.0.2 stable

### System information

ASUS Chromebook C202SA, GLES 3.1, Mesa DRI Intel(R) HD Graphics 400

### Issue description

When using the compatibility renderer in Godot editor 4 (Mobile version) on chromebook the 3D editors grid and origin lines don't appear. Moving in different view angles work though.

This might help:

![Godot Bad Output](https://user-images.githubusercontent.com/84880691/235539874-52605a66-8e15-4ac5-9141-cb2b62c9ee38.png)



### Steps to reproduce

1. Launch Godot editor 4 on Chromebook
2. Create project using compatibility renderer.

### Minimal reproduction project

N/A
Repository: tensorflow
Issue: Inference significantly slower for Lenet5 models on both CPU and GPU when compared to other frameworks
Labels: stat:awaiting tensorflower,comp:apis,comp:gpu,type:performance,TF 2.5

### System information

-   **Have I written custom code (as opposed to using a stock example script
    provided in TensorFlow)**: Custom
-   **OS Platform and Distribution (e.g., Linux Ubuntu 16.04)**: Linux Ubuntu 18.04
-   **TensorFlow installed from (source or binary)**: binary
-   **TensorFlow version**: 2.5
-   **Python version**: 3.7.5
-   **GPU model and memory**:  NVIDIA Quadro RTX 4000 GPU with 8GB of VRAM
-  **CPU model**: Intel(R) Core(TM) i9-9900K CPU operating at 3.60GHz 
- **cuDNN version**: 7.6.5

### Describe the problem
Hello everybody.

I’ve been experimenting with different models and different frameworks, and I’ve noticed that  inference with a Lenet5 model on the MNIST dataset is significantly slower on Keras (28% slower on CPU and 108% slower on GPU) compared to the PyTorch and TensorFlow v1.X implementations. Note that I artificially increased the size of the testing set of the MNIST dataset by duplicating the set by 100 times for a total of 1 000 000 samples. I've done so so any difference in inference time may be clearer. Also note that this is observed even when the amount of memory Keras can reserve is limited (i.e., `tf.config.experimental.set_memory_growth(gpu, True)`)

Here are boxplots that showcase the performance of numerous Lenet5 models:

![infer time](https://user-images.githubusercontent.com/132307143/235554144-86b4e9e2-56c1-4029-b84a-0c838176444c.png)


Any ideas on what may be causing this?
Repository: pytorch
Issue: Higher GPU consumption for Lenet-5 and LSTM models when compared to other frameworks
Labels: module: cuda,module: memory usage,triaged

### 🐛 Describe the bug

Hello everybody.

I’ve been experimenting with different models and different frameworks, and I’ve noticed that, when using GPU, training Lenet-5 and LSTM models on the IMDB dataset and the MNIST, respectively, leads to higher GPU usage to the Keras and TensorFlow v1.X implementations. Moreover, I’ve also noticed that higher GPU consumption leads to faster training and inference times, and improved accuracy for the Lenet-5 model, while it leads to a slower training time, faster inference time, and consistent accuracy, when compared to the other frameworks

I'm on a Ubuntu 18.04.4 system equipped with an NVIDIA Quadro RTX 4000 GPU with 8GB of VRAM and an Intel(R) Core(TM) i9-9900K CPU running at 3.60GHz.

Here are boxplots that showcase the performance of numerous Lenet5 and LSTM models. Note that the blue boxplots represent training time while the orange ones represent the inference time:


![gpu cons](https://user-images.githubusercontent.com/132307143/235548546-7b9aeb70-1408-4b78-a3ca-fc3f63d8f21e.png)
 
Any ideas on what may be causing this?


### Versions

The version of relevant libraries are:

numpy==1.19.5
torch==1.10.0
torchaudio==0.10.0
torchvision==0.11.1
mkl==2022.2.1
mkl-fft==1.3.0
mkl-random==1.2.1
mkl-service==2.4.0

cc @ngimel
Repository: flutter
Issue: [pigeon] use template for codegen
Labels: platform-ios,package,p: pigeon,P3,team-ios,triaged-ios

### 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

Pigeon codegen is not straight forward and a bit tricky to follow. It wasn't a pleasant development experience to me (compared with my previous experience). 



### Proposal

This proposal is to use templates for codegen 
(with or without 3rd party template tools).


Benefits are: 
1. Better separation of complex logic code (that generates info) and dummy template rendering code (that consumes the info)
2. Templates resemble the generated files more, so can be very readable and easy to follow without much logic. 
3. The current setup is very challenging to follow the auto formatter. It would be much easier to do so with templates. 

Approaches: 

1. Approach 1: Use 3rd party tools. I had pretty happy experience with mustache and jinja, but can also try other tools. 

*Update: It turns out that Approach 2 (string interpolation) isn't good enough (e.g. expand a list with each line indented properly).* 


2. Approach 2: Since Dart's string interpolation itself is pretty good, i *think* we may be able to do it without relying on 3rd party dependencies. We may just need some refactoring to better separate logic part and template rendering part. For example, to generate the [`fromList` function](https://github.com/flutter/packages/blob/b87d79878c230678574ba9f5199355d29c0b5a22/packages/pigeon/platform_tests/test_plugin/ios/Classes/CoreTests.gen.swift#L127-L165), we can do: 

```
// semi-pseudo code, in an imaginary "swift_template.dart" file
String render_fromList(FromListFunctionInfo info)  => """
  static func fromList(_ list: [Any?]) -> info.className? {
    ${ info.args.asMap().map((index, arg) => "let ${arg.name} = castArg(list[$index])")
    return info.className(
      ${ info.args.map((arg) => "arg: arg,") }
    )
  }
"""
```

As you can see, even without using 3rd party template tools, this kind of structure is already much better. 

On the contrary, [the current implimentation](https://github.com/flutter/packages/blob/b87d79878c230678574ba9f5199355d29c0b5a22/packages/pigeon/lib/swift_generator.dart#L172-L197) is very different from [the generated code](https://github.com/flutter/packages/blob/b87d79878c230678574ba9f5199355d29c0b5a22/packages/pigeon/platform_tests/test_plugin/ios/Classes/CoreTests.gen.swift#L127-L165); It has lots of logic to follow; It explicit deals with `indent` but still not good enough to make the formatter happy, etc.



CC @stuartmorgan @tarrinneal
Repository: storybook
Issue: [Feature Request]: Integrate Storybook with Bazel.build
Labels: feature request,compatibility with other tools

### Is your feature request related to a problem? Please describe

We have a few of our systems using [Bazel](https://bazel.build/), but there is no integration with Storybook. 

It would be great to find a way to generate a Bazel binary `storybook.bzl` to consume with [Bazel modules](https://bazel.build/external/module) or add Storybook to the [Bazel registry](https://registry.bazel.build/).

### Describe the solution you'd like

We want to build Storybook with Bazel and kick off the job.
Ideally, we'd only run the Storybook and Chromatic jobs if everything stays the same, and Bazel can provide that for free. 

This process can assist in reducing costs and our build times in CI.

### Describe alternatives you've considered

We have some hacks right now to limit runs, but I'd rather build and test with Bazel as much as possible to help reduce latency.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

Here are some additional resources related to Bazel

https://registry.bazel.build/

https://github.com/bazelbuild/bazel-central-registry#roles

https://github.com/bazelbuild/bazel-central-registry/blob/main/docs/bcr-policies.md

https://bazel.build/external/module
Repository: node
Issue: console.timeStamp(...) and performance.mark/measure are missing from the --inspect Performance Timings timeline
Labels: inspector,perf_hooks

### Version

20

### Platform

_No response_

### Subsystem

_No response_

### What steps will reproduce the bug?

```js
console.profile()

console.timeStamp('Start Rendering')
performance.mark("Start rendering")

function createArr() {
  return new Array(10000).join('x')
}

for (var i=0; i< 1000;i++) {
  createArr()
}

performance.mark("Finish rendering")
performance.measure("Rendering", "Start rendering", "Finish rendering")

console.timeStamp('Finish Rendering')
console.profileEnd()
```

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

_No response_

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

1. Per the node docs on [`console.timeStamp(...)`](https://nodejs.org/api/console.html#consoletimestamplabel) with the `--inspect` flag enabled, I should be able to see the timestamp indicated on the performance tab.

2. The User Timings API, `performance.mark`, and `performance.measure` show up as "Timings" in the browser's Chrome Dev Tools, but does not show up in node.

### What do you see instead?

I don't see any User Timings API calls on the performance timeline.

![image](https://user-images.githubusercontent.com/1268976/235550244-06c6eedb-6d20-44a0-b96e-154ccca2fa4a.png)

When using the same `performance.*` methods in the browser I see them show up in the Performance Timeline.

<img width="714" alt="image" src="https://user-images.githubusercontent.com/1268976/235550504-71ccf385-c979-4b64-b5a9-cf6e7c495787.png">


### Additional information

_No response_