sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: 在Windows 10 系统，2K显示器，使用系统推荐缩放 125% 下 ，浏览器缩放 100%，导致 Input 高度缩减0.4px
Labels: help wanted,Inactive

### Reproduction link

[https://ant.design/components/input-cn#components-input-demo-size](https://ant.design/components/input-cn#components-input-demo-size)

### Steps to reproduce

在Windows 10 系统，2K显示器，使用系统推荐缩放 125% 下 ，浏览器缩放 100%，导致 Input 高度缩减0.4px，系统缩放 100% 正常，但是字太小。
![360截图20230129124158806](https://user-images.githubusercontent.com/3166799/215305430-d9f8669f-2f52-4fac-b657-a025ba20f9b4.jpg)
![360截图20230129124148830](https://user-images.githubusercontent.com/3166799/215305432-38faeaf9-8820-4e71-a689-0b6fe0fcdee4.jpg)
![image](https://user-images.githubusercontent.com/3166799/215305545-9bcffc0f-6316-4839-9ddb-be12dcfee49b.png)
![微信截图_20221217212913](https://user-images.githubusercontent.com/3166799/208244393-e141ca4f-608d-4e65-9af7-c1522b1b9f21.png)

https://github.com/ant-design/ant-design/issues/39619

| Environment | Info |
| --- | --- |
| antd | 5.1.6 |
| React | React 18.2.0 |
| System | Windows |
| Browser | Chrome 103 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Missed collisions with concave 
Labels: bug,topic:physics,topic:3d

### Godot version

4.0 dev

### System information

Mac OS 12.4

### Issue description

The collision test project at https://github.com/Malcolmnixon/PhysicsCollisionTest occasionally misses collisions when the moving body is concave.  I've been debugging it to understand what is causing the problems.

The problem is in `GodotSpace3D::test_body_motion()`.  It tries various displacements along the motion direction, testing each one against the motion body, which takes the original body and extrudes it along the motion direction.

https://github.com/godotengine/godot/blob/218bef90af2091afde3b1be816c87286c194a2a8/servers/physics_3d/godot_space_3d.cpp#L871

It identifies a minimum distance at which a collision occurs, places the real body at that distance, and calls `solve_static()` to characterize the collision point.

https://github.com/godotengine/godot/blob/218bef90af2091afde3b1be816c87286c194a2a8/servers/physics_3d/godot_space_3d.cpp#L969

In the case of the missed collisions, the distance it selects is one at which the body does not actually collide.  The latter check fails, and no collision is reported.

I believe this happens because `GodotMotionShape3D::is_concave()` returns false.  And in fact, that class doesn't support the standard collision routines.  It's hardcoded to use GJK, which only works for convex shapes.  Therefore, the motion shape is really an extruded version of the original shape's convex hull.  `test_body_motion()` selects a distance at which the concave shape does not collide, but its convex hull does.

Hopefully this will get fixed by #70522.  It switches to a new algorithm for `test_body_motion()` that eliminates the need for GodotMotionShape3D.

cc @rburing @Malcolmnixon 

### Steps to reproduce

Use https://github.com/Malcolmnixon/PhysicsCollisionTest.  Use a curved shape such as sphere or capsule for the first body and concave for the second one.  There are occasional flashes where the collision is missed.  It happens sooner if you increase the size of the concave shape so the indentations in it are larger relative to the curvature of the other object.

### Minimal reproduction project

See above.
Repository: material-ui
Issue: [RFC] standardize & document optimal styling method: class vs ownerState
Labels: RFC

### What's the problem? 🤔

For Material, `ListItemButton` uses `&.${listItemButtonClasses.selected}` : https://github.com/mui/material-ui/blob/master/packages/mui-material/src/ListItemButton/ListItemButton.js#L77-L103

For Joy-UI, `ListItemButton` uses `...(ownerState.selected && {`: https://github.com/mui/material-ui/blob/master/packages/mui-joy/src/ListItemButton/ListItemButton.tsx#L87-L98

### What are the requirements? ❓

It seems as if using the class styling might lead to fewer distinct styles, as I think the `ownerState` would result in a new distinct CSS class for `selected` items, replicating the CSS properties from the unselected item.

It'd be great if there was documentation about the optimal method to produce the most efficient CSS or the trade-offs of each.

### What are our options? 💡

Both `ownerState` and the classes seem equally easy to use, so I think it ultimately comes down to which creates optimal CSS.

### Proposed solution 🟢

- [ ] Determine if there's any benefit to one method over the other.
- [ ] Document said benefits/trade-offs.
- [ ] Standardize provided components with optimal method.

### Resources and benchmarks 🔗

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Auto size img2img
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 ?

In the img2img tab, automatically substitute the length and width of the image

### Proposed workflow

1. Loading the image
2. Width and height are automatically entered based on the size of the image

### Additional information

_No response_
Repository: flutter
Issue: Implementing FocusNode within GestureDetector for better assistive tech support
Labels: framework,a: accessibility,d: api docs,f: gestures,P2,team-framework,triaged-framework

## Problem 
- The GestureDetector widget has no FocusNode, making it invisible to people using assistive technology. This is fixed with using Inkwell, but I would like to propose that GestureDetector gets a FocusNode anyways. I feel as though most developers may not be in-depth accessibility testing their Flutter applications on web, iOS, etc and may count their applications as 'passing' the audit, when it may not translate to all platforms. 
- Many devs use auto-complete to fill in widgets, and a beginner dev would easily chose GestureDetector over InkWell if they didn't know better. 
- With the lack of a FocusNode, GestureDetectors may pass an accessibility screening on iOS using VoiceOver (which works to extrapolate missing details based on semantics to improve user experience), but it may not translate to web where people who use assistive devices (like Joy sticks, sip and puff, etc) won't be able to focus on an element that is only marked with a gesture detector. Especially given that Windows devices (and web platforms on PC) have no 'built-in' system screen-reader tool that works similar to VoiceOver, I see this impacting those users more negatively. 
- I think this is a major accessibility barrier to those using software with Flutter, and I found it frustrating that I had to learn about this through StackOverflow as opposed to the documentation. This is a simple fix that would positively impact a lot of users, IMO. 

## Proposal
- Implement a Focus widget (or an alternative method) into the Gesture Detector widget, OR make it more clear within the GestureDetector documentation that it has negative implications for assistive tech that may not be caught without a thorough audit of web. Although, I don't think that just a surface level explanation buried in documentation would do this justice.
Repository: stable-diffusion-webui
Issue: [Feature Request]: select face restoration model through image generation API
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 ?

Currently we have `CodeFormer` and `GFPGAN` as face restoration models, but you could only select them in the Settings page.
When we are using `txt2img` or `img2img` with face restoration through API, it is painful and insecure to change config through API before requesting the image generation.
I think we could make the existing `restore_face` property in API as a string field that has 2 valid value: `CodeFormer` and `GFPGAN`.

### Proposed workflow

1. Remove the existing `Face Restoration Model` in Settings page
2. Change the existing `Restore Face` checkbox to a dropdown contains `None`, `CodeFormer` and `GFPGAN`
3. Change the `restore_face` in `txt2img` function and `img2img` function from `bool` to `str | None`
4. Change the `modules/face_restoration.py` to receive the model name instead of reading from `shared.opts`
5. Change the `modules/processing.py` to pass face restoration models into the `restore_face` function described in 4)

### Additional information

_No response_
Repository: transformers
Issue: Megatron-11B
Labels: New model

### Model description

I discovered two implementations of this facebook model on the hub, which was trained on the same corpus as Roberta/Bert. I want to try out some prompting, but when I try to download it with 

from transformers import AutoModelForCausalLM
model = AutoModelForCausalLM.from_pretrained("hyunwoongko/megatron-11B")


I get a 
KeyError: 'megatron' exception. 

This is a relatively sizable model which is as interesting as gpt-j to me, does it work with transformers? 
I found one of the two model re-publishers below wrote their own library, but it depends on outdated versions of transformer. Can we use this model with transformers? 


### Open source status

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

### Provide useful links for the implementation

The two megatron-to-pytorch models on the hub: 
https://huggingface.co/models?search=megatron-11

Extra py lib which should make it work: 
https://pypi.org/project/megatron-11b/
Repository: HelloGitHub
Issue: 项目自荐  @clean-js/presenter
Labels: JavaScript 项目

## 推荐项目

- 项目地址：https://github.com/lulusir/clean-js

<!--请从中选择（C、C#、C++、CSS、Go、Java、JS、Kotlin、Objective-C、PHP、Python、Ruby、Rust、Swift、其它、书籍、机器学习）-->
- 类别：JS

<!--请用 20 个左右的字描述它是做什么的，类似文章标题让人一目了然 -->
- 项目标题：@clean-js/presenter 一个包含状态管理、IOC容器的辅助库

<!--这是个什么项目、能用来干什么、有什么特点或解决了什么痛点，适用于什么场景、能够让初学者学到什么。长度 32-256 字符-->
- 项目描述：一个包含状态管理、IOC容器的辅助库，帮助你在在react和vue中管理状态， 简单， 轻量， 方便测试；

<!--令人眼前一亮的点是什么？类比同类型项目有什么特点！-->
- 亮点：
  - 提供presenter的约束，约束视图状态和更新的方式；
  - 提供视图devtool（redux-devtool/log）
  - 提供适配器，适配react/vue/...
  - 提供IOC容器，可以实现依赖注入
  - 常用的presenter模式，比如table





- 示例代码：
```typescript
import { Presenter, injectable } from '@clean-js/presenter';

interface IViewState {
  loading: boolean;
  name: string;
}
export class NamePresenter extends Presenter<IViewState> {
  constructor() {
    super();
    this.state = {
      loading: false,
      name: 'clean-js',
    };
  }

  changeName() {
    this.setState((s) => {
      s.name += '!';
    });
  }
}
```
```
import React from 'react';

import { usePresenter } from '@clean-js/react-presenter';
import { NamePresenter } from './presenter';

const Name = () => {
  const { presenter, state } = usePresenter(NamePresenter);
  return (
    <div>
      <p>name: {state.name}</p>
      <button
        onClick={() => {
          presenter.changeName();
        }}
      >
        hi
      </button>
    </div>
  );
};

export default Name;
```

- 后续更新计划：
  - 丰富常用的presenter模式，snippets
  - 接入更多的渲染方式，如canvas
  - 形成一套前端开发最佳实践
Repository: go
Issue: x/pkgsite: Add opensearch / Tab To Search
Labels: FeatureRequest,pkgsite,pkgsite/search

Having opensearch set up would be great. It allows users to type `pkg.go.dev<tab>package name<enter>` and go to their package, rather than first waiting for pkg.go.dev to load and then type into the search bar there.

godoc.org had this functionality. I've ported it to pkg.go.dev, I'll send a CL/PR shortly.

/assign Jille
Repository: neovim
Issue: "Technical" keyboard keys behavior in Windows version
Labels: bug,platform:windows,tui,input

### Describe the bug

There is a different behavior of Scroll Lock, Pause and Num Lock keys in Neovim on Windows.
On Linux, Scroll Lock toggles Scroll Lock indicator on a keyboard, Pause seems to do nothing and Num Lock toggles numpad functionality and respective indicator on a keyboard. Everything as expected.
On Windows, these keys are registered as some other characters or key combinations.
Also, there are differences between nvim running in terminal emulator (cmd, PowerShell) and in nvim-qt.exe

nvim (run from terminal):
ScrLk   - nothing
Pause   - ^Z
NumLock - nothing

nvim-qt:
ScrLk   - &
Pause   - normal mode - nothing, insert mode - acts like backspace
NumLock - %



### Steps to reproduce

On Windows:

1. run nvim-qt.exe
2. switch to INSERT mode
3. press ScrLk key (& character appears)
4. press Num Lock key (% character appears)
5. press Pause key (last character deleted, cursor goes back one character)

### Expected behavior

- ScrLk key - nothing printed in nvim
- Num Lock key - nothing printed in nvim
- Pause key - nothing printed in nvim

### Neovim version (nvim -v)

0.8.2

### Vim (not Nvim) behaves the same?

na

### Operating system/version

Windows 10 19044.1645

### Terminal name/version

cmd, nvim-qt

### $TERM environment variable

na

### Installation

scoop install neovim
Repository: vscode
Issue: Git - provide action `push --set-upstream` when remote ref is delete
Labels: feature-request,git

When remote branch is merged, the branch is often deleted automatically.
So when I try push the code to remote by `Sync Changes`, will notify:

![image](https://user-images.githubusercontent.com/41773861/215321417-3736d4d5-8824-4bbe-a5c2-ebe56f6977ec.png)

It would be convenient to provide a action button to run `git push --set-upstream origin $current_branch`

@lszomoru
Repository: svelte
Issue: Changing classes during transition:slide, broken on out transition
Labels: transition/animation

### Describe the bug

You can change i.e classes on a domElement while `transition:in`, but not while `transition:out`.

Is related to: [#8150](https://github.com/sveltejs/svelte/issues/8150) and [#8035](https://github.com/sveltejs/svelte/issues/8035) 

### Reproduction

In this example i have a common transition:slide and as you can see, you can change the class and background color changes with it, while transitioning in. But nothing is affected while transitioning out.

https://svelte.dev/repl/cf4eb9b61a01477d8df58e6abc8641cf?version=3.55.1

### Logs

_No response_

### System Info

```shell
System:
    OS: macOS 13.1
    CPU: (10) arm64 Apple M1 Pro
    Memory: 82.38 MB / 16.00 GB
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 18.12.1 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.3.1 - ~/Development/moment77/test/node_modules/.bin/npm
  Browsers:
    Chrome: 109.0.5414.119
    Safari: 16.2
  npmPackages:
    svelte: ^3.54.0 => 3.55.0
```


### Severity

annoyance
Repository: opencv
Issue: Polyline equivalent to FindContours()
Labels: feature

### Descripe the feature and motivation

I am attempting to convert Canny edges to polylines so that I can use them in other geometry libraries (for example, Shapely).
FindContours() does a good job of this when the lines from Canny produce a polygon, however in the cases where just a polyline should be produced, the result is a polygon which follows the length of the edge and back again, 
e.g: [[1, 1], [2, 2], [3, 3], [2, 2], [1, 1]]


I have written a [Stack Overflow Post](https://stackoverflow.com/questions/75203308/findcontours-in-opencv-produces-a-polygon-when-it-should-produce-a-polyline) which explains the problem and attempts to process the contours but I am not very confident in the results.

I think it would be very beneficial if findContours() was able to produce polylines in addition to contours.

### Additional context

Examples of polylines are broken edges, and edges which extend to the screen's border
Repository: godot
Issue: Imported resources don't appear in the FileSystem dock on activity change in the Android editor
Labels: bug,platform:android,topic:editor

### Godot version

4.0beta15

### System information

Android10 MT6765 Mobile

### Issue description

It doesn't appear immediately after moving the file to the correct directory, the application needs to be restarted to appear.

### Steps to reproduce

Move the content that needs to be imported to the project directory.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: Put `\n` at the end of embedded generation params
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 ?

Put `\n` at the end of the generation params embedded in the image file, so that the prompt & etc can be easily copypasted from there when opened in a text editor like Notepad.
Because sometimes it is faster to open a file in a simple text editor than drag it with the mouse into a new tab with PNG-info and wait for it to extract the parameters.

Also, it would be really nice to group all the numerous hires-fix related params together and maybe also separate them with a line break.

### Proposed workflow

This is a trivial change that should not affect the webui workflow in any way.

### Additional information

_No response_
Repository: godot
Issue: Nodes that Extend a script don't gain new parent @export's
Labels: bug,topic:editor

### Godot version

4.0.beta16

### System information

Windows 10

### Issue description

I first noticed this in 4.0.beta.15, and since I have tried beta.12 through to 16 and this issue occurs still.

Upon creating a Node with a Script that uses `@export` features,
if you extend said script and `add` or `remove` an export to the original script,
any node that is using an extension of that script does not get updated until you restart the Project, or edit the script in some way that extends the original script.

Changing the export type **is** updated successfully.
`var name`, and as said previously removing or adding new ones does not go down the chain.

### Examples:
![export_not_updating_01](https://user-images.githubusercontent.com/9413406/215343262-2268afab-22d0-4ba5-85a1-de3b6129881b.png)
![export_not_updating_02](https://user-images.githubusercontent.com/9413406/215343597-6770d8c4-bd85-4a29-8bcc-1d8099e15fd5.png)

### Steps to reproduce

1.  Create your Project
2. Make and save a simple script like:
```gdscript
class_name BasicThing extends Node

@export_category("Test")
@export var a: bool = false
@export var b: bool = false
#@export var c: bool = false
```
3.  In the `Scene tab` create a `Node`, and within that `add a child` Node called BasicThing, and attach your `BasicThing` script
4. `Right Click` the `Child Node` that has the `BasicThing` script attached, and `Save Branch as Scene`.
5. Now once again: `Add Child Node > BasicThing`
6. `Right Click` the new `BasicThing2` and `Extend Script`, you can leave it blank just assign and save it as something.
7. Go back to your original `BasicThing` script and `uncomment` the `c` boolean, and `comment out` the `b` boolean and save.
8. Observe the `Inspector Tab` of your `BasicThing` and `BasicThing2`, they're now out of sync.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Ghost text overlaps with codselens
Labels: bug,ghost-text

Ran into this often while writing docs


<img width="641" alt="image" src="https://user-images.githubusercontent.com/876920/215347903-87485cff-ab5e-4ae7-8183-a890d82c06e3.png">
Repository: pytorch
Issue: Minifier does not run on LearningToPaint (dynamic shapes, inductor, inference)
Labels: triaged,module: inductor

### 🐛 Describe the bug

LearningToPaint fails accuracy with inference dynamic shapes inductor. However, the minifier never triggers even when you ask for it:


```
(/home/ezyang/local/b/pytorch-env) [ezyang@devgpu020.ftw1 ~/local/b/pytorch (dbaba22e)]$ TORCHDYNAMO_REPRO_
AFTER="aot" TORCHDYNAMO_REPRO_LEVEL=4 python benchmarks/dynamo/torchbench.py --accuracy --ci --inductor --explain --only LearningToPaint  --dynamic-shapes                                                            cuda eval  LearningToPaint                     [2023-01-29 10:24:26,025] torch._dynamo.utils: [ERROR] RMSE 
(res-fp64): 0.00007, (ref-fp64): 0.00000 and shape=torch.Size([4, 65])                                     
FAIL                                                                                                       
Dynamo produced 1 graph(s) covering 72 ops                                                                 
(/home/ezyang/local/b/pytorch-env) [ezyang@devgpu020.ftw1 ~/local/b/pytorch (dbaba22e)]$ TORCHDYNAMO_REPRO_
AFTER="dynamo" TORCHDYNAMO_REPRO_LEVEL=4 python benchmarks/dynamo/torchbench.py --accuracy --ci --inductor 
--explain --only LearningToPaint  --dynamic-shapes                                                         
cuda eval  LearningToPaint                     [2023-01-29 10:25:25,055] torch._dynamo.utils: [ERROR] RMSE 
(res-fp64): 0.00007, (ref-fp64): 0.00000 and shape=torch.Size([4, 65])                                     
FAIL                                                                                                       Dynamo produced 1 graph(s) covering 72 ops  
```

### Versions

master

cc @mlazos @soumith @voznesenskym @yanboliang @penguinwu @anijain2305 @EikanWang @jgong5 @Guobing-Chen @chunyuan-w @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10 @desertfire
Repository: pytorch
Issue: Minifier produces minifier script that doesn't fail accuracy on Background_Matting (dynamic shapes, inductor, inference)
Labels: triaged,module: fx,module: functorch

### 🐛 Describe the bug

Original command: `TORCHDYNAMO_REPRO_AFTER="dynamo" TORCHDYNAMO_REPRO_LEVEL=4 python benchmarks/dynamo/torchbench.py --accuracy --ci --inductor --explain --only Background_Matting --dynamic-shapes`

Produced script: https://gist.github.com/aaeef0a8803356d35c5b3fcbc535a506 (after fixing bilinear problems)

```
$ python /data/users/ezyang/b/pytorch/torch_compile_debug/run_2023_01_29_10_36_06_349645/minifier/minifier_launcher.py
/data/users/ezyang/b/pytorch/torch/_inductor/compile_fx.py:89: UserWarning: TensorFloat32 tensor cores for float32 matrix multiplication available but not enabled. Consider setting `torch.set_float32_matmul_precision('high')` for better performance.
  warnings.warn(
[2023-01-29 10:37:31,679] torch._dynamo.debug_utils: [ERROR] Input graph does not fail accuracy testing
```

### Versions

master 7e449e8ba701046bde5512aad60403a2b22e98a9

cc @SherlockNoMad @soumith @EikanWang @jgong5 @wenzhe-nrv @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: rust
Issue: rustbuild: x.py dist  should interleave tool builds 
Labels: I-compiletime,T-bootstrap

Right now doing a `x.py dist` roughly acts like this:
1) build tools deps // good parallelism
2) build tool // bad parallelism
3) thinlto tool // good parallelism
4) create dist artifact of the tool // bad parallelism 
5) proceed to next tool

steps 2 and 4 usually start initially with a number of N threads but these might be 8 or just two, and we fully wait until everything is done until processing with the next tool. 

I have an 8c/16t system and eyeballing `htop` while running `x.py dist` I would guess we could save perhaps 30%-50% wall time by `doing more stuff at the same at the same time`™ (saturating more cores).
However measurements were taken AFTER running a full `x.py build` so the heaving lifting/ building of rustc, cargo, rustfmt  and other tools.etc was already done.