sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Dark+ V2: PHP tags still using same color as HTML tags
Labels: bug,themes

I've been using Dark+ PHP Plum Tags color theme to make it easier to differentiate inline PHP tags in HTML. It would be nice to be able to use the default Dark+.
Repository: go
Issue: cmd/go: awkward "list -json" error reporting for a `vendor` subdirectory that does not contain a Go package
Labels: NeedsInvestigation,GoCommand

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOOS="darwin"
GOARCH="amd64"
</pre></details>

### What did you do?

Run the following to create a module that vendors its dependencies and then run `go list -e -json`:

```
mkdir go-list-repro && cd $_
echo "module go-list-repro" > go.mod
echo 'package main; import _ "golang.org/x/tools/go/packages"; func main(){}' > main.go
go mod tidy
go mod vendor
go list -e -json golang.org/x/tools 
```

### What did you expect to see?
The JSON struct information for the requested module should contain the `Dir` field that indicates the directory for the module (the path should be in the vendor directory).

### What did you see instead?
The JSON struct printed as part of the output does not have a `Dir` field:

```
go: finding module for package golang.org/x/tools
{
	"ImportPath": "golang.org/x/tools",
	"Match": [
		"golang.org/x/tools"
	],
	"Incomplete": true,
	"Error": {
		"ImportStack": [],
		"Pos": "",
		"Err": "cannot query module due to -mod=vendor\n\t(Go version in go.mod is at least 1.14 and vendor directory exists.)"
	}
}
```

This is the output of the command in the same directory using Go 1.19:

```
{
	"Dir": "/Volumes/git/go/src/github.com/nmiyake/go-list-repro/vendor/golang.org/x/tools",
	"ImportPath": "golang.org/x/tools",
	"Target": "/Volumes/git/go/pkg/darwin_amd64/github.com/nmiyake/go-list-repro/vendor/golang.org/x/tools.a",
	"Root": "/Volumes/git/go",
	"Match": [
		"golang.org/x/tools"
	],
	"Incomplete": true,
	"Error": {
		"ImportStack": [
			"golang.org/x/tools"
		],
		"Pos": "",
		"Err": "no Go files in /Volumes/git/go/src/github.com/nmiyake/go-list-repro/vendor/golang.org/x/tools"
	}
}
```

For context, the code I wrote that depends on this is doing the following:
* "Given a local module that vendors its dependencies, find all of the paths to the imported modules in the vendor directory"

The output of `go list` through Go 1.19 allowed this to be done, but the behavior change in Go 1.20 breaks this workflow, and I'm unsure why the output changed in this case.

The error `"cannot query module due to -mod=vendor\n\t(Go version in go.mod is at least 1.14 and vendor directory exists.)"` is also misleading, since if the query is changed to be a package (`golang.org/x/tools/go/packages`), the `list` operation succeeds and prints the package information (even though the same condition of "Go version in go.mod is at least 1.14 and vendor directory exists." is still true).
Repository: godot
Issue: [C#] Values assigned to exported variables in the constructor are not properly shown in the inspector
Labels: bug,topic:editor,topic:dotnet

### Godot version

3.5.1 Stable, 4.0 rc1

### System information

Windows 10

### Issue description

I'm assigning the value of an exported field in the **constructor**:

**In 3.5.1**, the assigned values show correctly in the inspector only ONCE after rebuilding the solution. Subsequent changes to the assigned value (e.g. adding a new item to a dictionary) do not show up in the editor unless you remove and re-add the script. Rebuilding again does nothing.

**In 4.0,** the constructor values do not appear at all and only show the initialised values. 

~~However, upon playtesting, the constructor values are actually applied to the object and any values changed in the inspector overwrite the constructor values, exactly as expected. Removing the constructor assignment then falls back to the initialisation value, again as expected.~~

I was hoping this method would work as I've lost exported data (e.g. when changing scripts that inherit from the same base class) and would rather move some of these properties to code where it cannot be lost.

### How it should work
I believe any values in the constructor should become the default values as this is the only way to "initialise" variables in a derived class in C#. It also means if I click the reset button on an exported property, it won't wipe my changes AND the constructed value (especially in the case of arrays and dictionaries).

Updating these values in code should update in the inspector if they are not changed by the user, and at the very least update properly after a rebuild.

### Steps to reproduce

1. Create new script
2. Create an exported field/property
3. Assign the value in the class constructor
4. Rebuild the solution in the engine
5. (in 3.5.1) the constructor value appears in the inspector. (in 4.0) no change
6. Change the constructor-assigned value
7. Rebuild again
8. Notice no change
9. (in 3.5.1) Remove the script and reapply, the inspector values should properly update

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: network port usage app
Labels: Help Wanted,Idea-New PowerToy

### Description of the new feature / enhancement

A new PowerToy to see which programs are using each network port. Equivalent to File Locksmith but for networking.

It should show the following items for each open socket:
- Program name
- Program path
- Process ID
- Process owner
- Protocol (UDP/TCP)
- Port Number
- Status (Listening, Established, ...)
- Attached interface (127.0.0.1, ...)

### Scenario when this would be used?

- When programming, it is common to have some process already using a TCP/UDP port and blocking its usage.
- When checking which port an undocumented program is using (reverse engineering, debugging)

### Supporting information

This is already possible via cmd and PowerShell. Requires privileges.

https://stackoverflow.com/questions/48198/how-do-i-find-out-which-process-is-listening-on-a-tcp-or-udp-port-on-windows

```
  Proto  Local Address          Foreign Address        State
  TCP    0.0.0.0:135            notebook:0          LISTENING
  RpcSs
 [svchost.exe]
  TCP    0.0.0.0:445            notebook:0          LISTENING
 Can not obtain ownership information
  TCP    0.0.0.0:1042           notebook:0          LISTENING
 [asus_framework.exe]
  TCP    0.0.0.0:1043           notebook:0          LISTENING
 [asus_framework.exe]
  TCP    0.0.0.0:2179           notebook:0          LISTENING
```
Repository: pytorch
Issue: [RFC]FSDP API should make limit_all_gathers and forward_prefetch both default to be True
Labels: triaged,module: fsdp

### 🚀 The feature, motivation and pitch

limit_all_gathers=True can avoid over-prefetch when CPU thread is fast; 
forward_prefetch=True can help more prefetch when CPU thread is slow;

so basically we can always explicitly prefetch but with rate limiter;

We probably need to make number of all_gathers be the same for forward_prefetch and limit_all_gathers code paths.

Have both to be True in default should work fine no matter CPU thread is fast or slow, so that users do not tune these by themselves. We can do some experiments to confirm this.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @rohan-varma @awgu
Repository: godot
Issue: GPU Particles2D Visual Artifacts when changing Scale + Lifetime together
Labels: bug,topic:rendering,topic:2d,topic:particles

### Godot version

Godot 4 RC1

### System information

Windows 11, RTX 3090TI

### Issue description

When using GPUParticles2D and modifying the scale and timescale, it will cause the particle to streak unpredictably at the end of its lifespan.
It looks as expected in the editor, but when the app starts the bug appears.
FWIW I've noticed this bug since at least Godot 4 Beta 16. I cant speak for versions before that however.

https://user-images.githubusercontent.com/56948176/217641727-ce59af9b-39e8-4fa4-a73c-849f62a8b95f.mp4


https://user-images.githubusercontent.com/56948176/217641732-c99a2507-7698-4bf6-a139-d9a831ee936c.mp4



### Steps to reproduce

1. Use a project with `mode: canvas_items`
2. Create a GPUParticles2D with a ParticleProcessMaterial
3. Go to Scale and use a CurveTexture and set it to 1 -> 0.5
4. Go to Time and set the Lifetime to 1.3s
5. Start the game

### Minimal reproduction project

https://github.com/bubblemilktea-star/godot4-particle-scale-bug
Repository: PowerToys
Issue: Quick display resolution swap
Labels: Needs-Triage

### Description of the new feature / enhancement

Add a quick way to swap between user predefined display resolutions / dpi scales.

### Scenario when this would be used?

When the user uses a hi-resolution or non-standard ratio(f.e. ultra-wide) monitor
and often shares his display during on-line meetings
Then he needs to change the resolution so the others can see the shared content properly
or the hi-resolution does not take too much network bandwith.

### Supporting information

_No response_
Repository: TypeScript
Issue: Mixed-in classes with functions returning 'this' have TS2526 error in DTS file
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms
TS2526 mixin declaration this

### 🕗 Version & Regression Information
- This is the behavior in every version I tried

### ⏯ Playground Link
[Playground link](https://www.typescriptlang.org/play?ts=4.9.5#code/MYGwhgzhAEDKAOAnAlgFwKbQN4ChrQDswBbTAXmgCJKBuPPaYAewIlUQFdhUnEAKIqQBc0NigIBzAJTYG+VAAtkEAHSDyhEujr4Avjn05UAT3iYAwizFceiaBQLoA7tD4r3YRBIgiwBYwDaALoyZAB82Lo6OABmHATcyCxwwGAg6AA8ACoAQpCY6AAeGAQAJjCWrOw2vGF8eRDoIrn5Mrj4iOioHIgEjOBQKWnIktBFJeXQDZjt+NAA+hCp6fbQAIzRc6JdsMvofEtpTYQcxABG6IhSIorKslvySqqLe6uH6ToPnd290LcQnz0DCiBhwOCK8F4qEYVmhAEFVrsjnwECgMFI6DggA)

### 💻 Code
```ts
class Sprite {
  name = "";
 
  constructor(name: string) {
    this.name = name;
  }
}

type Constructor = new (...args: any[]) => {};
 
function Scale<TBase extends Constructor>(Base: TBase) {
  return class Scaling extends Base {
    _scale = 1;
 
    setScale(scale: number): this {
      this._scale = scale;
      return this;
    }
  };
}

export const A = Scale(Sprite);
```

DTS:
```ts
declare class Sprite {
    name: string;
    constructor(name: string);
}
export declare const A: {
    new (...args: any[]): {
        _scale: number;
// A 'this' type is available only in a non-static member of a class or interface.ts(2526)
        setScale(scale: number): this;
    };
} & typeof Sprite;
export {};
```

### 🙁 Actual behavior
TS2526 error appears in emitted dts file

### 🙂 Expected behavior
No error (TS files that have no errors should not emit DTS file with errors)
Repository: TypeScript
Issue: A tuple containing a spread not at the trailing edge has its minimum length calculated incorrectly
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

- tuple
- spread

### 🕗 Version & Regression Information

It happens in v4.9.5, no idea about other versions.

### ⏯ Playground Link

https://www.typescriptlang.org/play?jsx=0#code/C4TwDgpgBAYgcgRigHgCoD4oF4oAoB0hAhgE4DmAzgFxQXAkCWAdmQNoC6AlNpqgNwAoAaEiw4AJhQZseKIXylKNVgGMA9kwoBXALYQAJjTqMWAGjmEyJNVrDVa9Zm3bnmYLcCOOzUZvogAHl4mZOxQ3Fi8ggLqmsBQAGZMCDTwCMhMugBGECSYOLhQROZZ4TxQAAzRsXSJTOKpEhnZufmyxVClEZhVQA

### 💻 Code

```ts
type FN1 <T> = (...args: string[]) => T;

type FN2 <T> = ( ...args: [consumed: string, ...groups: string[], input: string, index: string] ) => T;

const fn1: FN1<number> = ( a, b ) => 0;

const fn2: FN2<number> = ( a, b ) => 0;
```

### 🙁 Actual behavior

TS complains about my `fn2`, with the following error:

```
Type '(a: string, b: string) => number' is not assignable to type 'FN2<number>'.
  Types of parameters 'b' and 'groups' are incompatible.
    Type '[...groups: string[], input: string, index: string]' is not assignable to type '[b: string]'.
      Source has 2 element(s) but target allows only 1.(2322)
```

If I'm interpreting it correctly it is saying like "hey you defined two arguments, but maybe this tuple only has one item in it.

### 🙂 Expected behavior

If I'm interpreting the error correctly then the error is wrong because there's no scenario where that tuple has just one item in it, minimum it will always have 3.
Repository: pytorch
Issue: `get_debug_state` a script function causes INTERNAL ASSERT FAILED
Labels: oncall: jit,triaged

### 🐛 Describe the bug

`get_debug_state` a script function causes INTERNAL ASSERT FAILED

```py
import torch

input = torch.randn(1, 2, 3)

def func(input):
    trace = torch.jit.trace(lambda x: x * x, [input])
    script_fn = torch.jit.script(trace)
    script_fn.get_debug_state()

func(input)

# RuntimeError: optimized_plan_ INTERNAL ASSERT FAILED 
# at "/opt/conda/conda-bld/pytorch_1672906354936/work/torch/csrc/jit/runtime/profiling_graph_executor_impl.cpp":697, 
# please report a bug to PyTorch.
```

### Versions

```
PyTorch version: 2.0.0.dev20230105
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 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.9.15 (main, Nov 24 2022, 14:31:59)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-56-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration:
GPU 0: NVIDIA GeForce RTX 3090
GPU 1: NVIDIA GeForce RTX 3090
GPU 2: NVIDIA GeForce RTX 3090

Nvidia driver version: 515.86.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.4.1
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==2.0.0.dev20230105
[pip3] torchaudio==2.0.0.dev20230105
[pip3] torchvision==0.15.0.dev20230105
[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                     1.23.5           py39h14f4228_0
[conda] numpy-base                1.23.5           py39h31eccc5_0
[conda] pytorch                   2.0.0.dev20230105 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_2    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torchaudio                2.0.0.dev20230105      py39_cu117    pytorch-nightly
[conda] torchtriton               2.0.0+0d7e753227            py39    pytorch-nightly
[conda] torchvision               0.15.0.dev20230105      py39_cu117    pytorch-nightly
```

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: stable-diffusion-webui
Issue: [Bug]: (Windows) Unable to create venv in directory
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

![stablediffusionerror](https://user-images.githubusercontent.com/110762561/217664016-0e958481-1e1a-49d2-8ee5-ccd0b44590fc.JPG)

I cant finish downloading stable diffusion dependencies on windows using the webui-user.bat file.

What I have tried:

- reinstalling python (3.10.6) and launcher (checked install for all users and add to PATH)
- setting the python path in the webui-user.bat file as follows:
set PYTHON="C:\Users\baias\AppData\Local\Programs\Python\Python310\python.exe" (I have tried without "" also)
- opening the cmd as administrator and running the .bat
- restarting the computer
- removing the venv file each time its created but complete (after each run attempt)
- cloning the project again

### Steps to reproduce the problem

Run the webui-user.bat

### What should have happened?

The .bat should have started the downloading process.

### Commit where the problem happens

cmd

### What platforms do you use to access the UI ?

_No response_

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
git pull
Already up to date.
Creating venv in directory E:\Stable Diffusion\test\stable-diffusion-webui\venv using python "C:\Users\baias\AppData\Local\Programs\Python\Python310\python.exe"
Unable to create venv in directory "E:\Stable Diffusion\test\stable-diffusion-webui\venv"

exit code: 1

stderr:
Error: Command '['E:\\Stable Diffusion\\test\\stable-diffusion-webui\\venv\\Scripts\\python.exe', '-Im', 'ensurepip', '--upgrade', '--default-pip']' returned non-zero exit status 1.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### Additional information

_No response_
Repository: flutter
Issue: Dart defines should be definable in pubspec.yaml
Labels: c: new feature,tool,c: proposal,P2,team-tool,triaged-tool

There should be a way of specifying Dart compile-time constants in `pubspec.yaml` like they can be defined on the command line using `--dart-define`.

## Use case

Some constants are common to the entire project so it doesn't make sense to specify them every time the `flutter` CLI tool is used. Doing so is error prone.

## Proposal

There should be a new section in `pubspec.yaml` like:

```yaml
dart-defines:
  foo: 'bar'
  logging: 'true'
```

which would be equivalent to adding `--dart-define=foo=bar --dart-define=logging=true` to the `flutter` command line.
Repository: godot
Issue: Multimesh Instances Drawn Over VoxelGI
Labels: discussion,topic:rendering,documentation,topic:3d

### Godot version

4.0rc1

### System information

Windows 11 22H2

### Issue description

###### This is my first time creating an issue for an official thing so please excuse my mistakes(and point them out/ask for more info if needed)

I couldn't find anybody else with this same problem on this issues page so here it is:
When an object that has a material with transparency set to `Depth Pre-Pass` it is displayed over the bounds of a VoxelGI node

VoxelGI Selected
![editor_screenshot_2023-02-08T164006](https://user-images.githubusercontent.com/83252177/217668031-31baf134-0471-4f36-93f7-98033bbecd40.png)
VoxelGI Un-Selected (less visible but still there)
![editor_screenshot_2023-02-08T164502](https://user-images.githubusercontent.com/83252177/217668324-05a4152d-39d2-463b-bd48-98c96c819041.png)
Here it is in the attached project below
![image](https://user-images.githubusercontent.com/83252177/217670549-c45ccf44-7222-40e1-8bd9-846e313d031c.png)

### Steps to reproduce

Instance an object with material that has transparency set to `Depth Pre-Pass` and see it drawn over the VoxelGI boundaries.

### Minimal reproduction project

[issue.zip](https://github.com/godotengine/godot/files/10690547/issue.zip)
Repository: pytorch
Issue: Document and promise reproducibility torch.randn / torch.rand / torch.randint family behavior on CPU devices
Labels: feature,triaged,module: random

### 🚀 The feature, motivation and pitch

In PyTorch's documentation: https://pytorch.org/docs/stable/notes/randomness.html#reproducibility The reproduciblity of RNG is not guaranteed cross different releases / commits / platforms. While it is difficult to guarantee reproducibility with exotic hardware or GPU, it is beneficial, and practically unchanged for CPU on PyTorch end.

This pitch suggests we revisit some of our CPU implementations, and further promise stability / reproducibility for CPU-based RNG. In the context of where I am coming from (generative AI), what comes to known as "the seed" helps many creators to verify images generated by other creators and to build new work upon that. The noise tensor init from that seed is often small in size (4x64x64) thus performance is not a concern.

#### Counterargument

This pitch will force us to fix on using MT19937 family of RNGs as the starting point. While it is robust, there may be future, better, faster RNGs that better suit.

The community already moved on to use GPU-based RNG, which makes this pitch moot. There is no stability / reproducibility whatsoever with GPU RNGs, making this suggestion a fool.

#### Questions

Upon further investigate current PyTorch implementation, there are some questions on whether the current implementation on CPU is optimal. For example, when number of elements smaller than 16, we currently sample from double precision and then cast back to float when fill in `torch.randn([15], dtype=torch.float)`: https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cpu/DistributionTemplates.h#L192 When there are more than 16 elements, we use float throughout.

### Alternatives

There are a few alternatives:

#### Declare a particular RNG mode that is guaranteed reproducibility cross releases / commits / platforms.

This helps us to continue iterate on main RNG implementation while let whoever wants stability to opt-in. It does incur the cost of maintaining another implementation eventually.

#### Don't guarantee any stability / reproducibility.

Continue doing this will not break things. But the stability / reproducibility is practically guaranteed due to very little change in CPU RNG implementation. This may risk a future when we actually break RNG reproducibility (because we can), there are incompatibility concerns when upgrade.

I won't discuss the situation where we guarantee stability / reproducibility cross hardware, as that may not be practical at all.

### Additional context

_No response_

cc @pbelevich
Repository: create-react-app
Issue: Mark tailwindcss as an optional dependency of CRA
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

`react-scripts` should have`tailwindcss` as an optional dependency to prevent issues with tailwind, such as this recent [issue]() to break CRA builds.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

There has been an attempt made in this PR: https://github.com/facebook/create-react-app/pull/12046

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

(Write your answer here.)

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

(Write your answer here.)