sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: vscode flickering on mac (macbook air M1 ) while using with external display.
Labels: bug,upstream,gpu,chromium,upstream-issue-pending,electron-19-update,macos-ventura,multi-monitor

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- VS Code Version: 1.73.0 (Universal)
- OS Version: MacOS 13.0 (22A380) Apple M1

Steps to Reproduce:

1. Connect your laptop with an external display.
2. Use your vscode on fullscreen. (On any display)
3. Start using your vscode, after sometime it will start happening. (No pattern here, Unable to reproduce consistently)
4. Maybe switching between two displays triggers this issue. Not sure. (Like browser on main display then switch to vscode on another display and it happens)

Flickering happens on the main and external display as well. Flickering is random. Sometimes the screen goes black for a long (3-4 secs). Sometimes it flickers continuously.

Will publish more related videos. It's pretty random. Unable to record all situations.


https://user-images.githubusercontent.com/96908258/200257870-5a55e608-844d-44d0-a7b4-e99a6043c3ab.mp4
Repository: transformers
Issue: OWL-ViT training / fine-tuning code
Labels: Good Second Issue,Vision

### Feature request

Hi,

I've noticed that recently Google Research added the training and fine-tuning code for OWL-ViT in Scenic. Are you planning to integrate it in HuggingFace Transformers? Thank you!
Repository: vscode
Issue: Support manual align in merge editor
Labels: feature-request,merge-editor

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<!-- Describe the feature you'd like. -->
Sometimes the merge editor has wrong chunk alignment, and it would be useful to allow manual alignment.

Example for added/added lines conflict:
![image](https://user-images.githubusercontent.com/1246544/200263824-a535eeca-887f-42e9-8f92-e0ac44b74818.png)

If I'd choose "Accept combination", no matter for which side, the result would be wrong, because the right side is split to 2 chunks in the middle of the function.

What I'd like to do is to align the left side top line with the right side bottom line, and then accept both.

Beyond Compare 4 has 2 options to handle that.
![image](https://user-images.githubusercontent.com/1246544/200264464-343164d8-6fe3-4c2f-81ab-95d6ae105df0.png)

1. Right-click on a line -> Align With (or left-click -> F7), then left-click on the target line in the other pane.
2. Isolate - this is similar to Accept Combination in VS Code, but it is line-level. It isolates the chosen line to be one above its match in the other pane.
Repository: opencv
Issue: opencv4.6.0  fillpoly function throw an exception when operate on UMat with USAGE_ALLOCATE_SHARED_MEMORY UMatUsageFlags
Labels: bug,category: core,category: t-api

### System Information

OpenCV version: 4.6.0  64bit
Operating System / Platform: windows 10
Compiler & compiler version: vs2019
GPU:NVIDIA GeForce RTX 2080 
        Intel(R) UHD Graphics 630
CPU:Intel(R) Core(TM) i9-9900

### Detailed description

   I build OpenCV4.6.0 64bit using the `WITH_OPENCL_SVM=ON` CMake option, cuda11.6 installed, with gpu-z utility i found that my gpu support opencl3.0，about svm capabilities my gpu support corse grain buffer.
   the UMat object was constructed like this:
   cv::UMat rglMat = cv::UMat::zeros(640, 320, CV_8UC1, cv::USAGE_ALLOCATE_SHARED_MEMORY);
   when UMatUsageFlags is USAGE_DEFAULT/USAGE_ALLOCATE_HOST_MEMORY/USAGE_ALLOCATE_DEVICE_MEMORY, fillPoy funciton works, but fail with USAGE_ALLOCATE_SHARED_MEMORY flag.


### Steps to reproduce
```
#include <opencv2/opencv.hpp>

int main()
{
    cv::Point root_points[1][4];
    root_points[0][0] = cv::Point(215, 220);
    root_points[0][1] = cv::Point(460, 225);
    root_points[0][2] = cv::Point(466, 450);
    root_points[0][3] = cv::Point(235, 465);

    const cv::Point* ppt[1] = { root_points[0] };
    int npt[] = { 4 };

    cv::UMat rglMat = cv::UMat::zeros(640, 320, CV_8UC1, cv::USAGE_ALLOCATE_SHARED_MEMORY);
    fillPoly(rglMat, ppt, npt, 1, cv::Scalar(255, 0, 0));
}
```

### 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
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: youtube-dl
Issue: Add download support for full/particular season of shows/series for hotstar.com
Labels: request,incomplete

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## Checklist

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## Description

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WRITE DESCRIPTION HERE

(https://github.com/ytdl-org/youtube-dl/blob/5208ae92fc3e2916cdccae45c6b9a516be3d5796/youtube_dl/extractor/hotstar.py)
doesn't have download support for playlist (full series/show), particular season
i can download particular video but not full show at one go
Repository: godot
Issue: Scene loading significantly slowed down with unique LabelSettings
Labels: bug,usability,topic:gui

### Godot version

4.0 beta 4

### System information

Windows 10

### Issue description

I created a scene with various elements (3D objects, meshes, physical bodies, and controls for GUI). Everything saved almost instantly and ran really quickly when launched. This changed when I added a unique LabelSettings object to a Label - local instead of saved separately. This significantly slowed down (30-40 seconds):

* saving of the scene
* opening the scene in the IDE 
* reloading the scene in-game

The problems were solved when the same exact LabelSettings object was saved in its own resource file and then used by the local Label.

### Steps to reproduce

1. Create a scene
2. Add a Label
3. Add a unique `label_settings` property
4. Save the scene

### Minimal reproduction project

_No response_
Repository: godot
Issue: Godot 4: Group set in editor does not follow instantiated children of Scene.
Labels: discussion,topic:core,topic:editor

### Godot version

v4.0.beta1.official [20d667284]

### System information

Windows 11

### Issue description

(I'm sorry if the instance being gramatically wrong used here causes any trouble)

When instancing a Scene, the instantiated children do not inherit it's parent's groups, if set a group in the editor. A workaround to make sure the children also be a part of such group is explicitly writing:

`add_to_group("group_name")`

I'm not using the latest godot 4 beta, but I'm assuming it's the same across the other versions since I did not find a similar issue reported around here.

### Steps to reproduce

Create a Scene, import etc;
Give it a group using the editor like so:

![image](https://user-images.githubusercontent.com/7636427/200314349-9b3f648e-80d8-4078-8c09-871550a855b5.png)

Instance it around;
It's children/copies won't inherit the same group

### Minimal reproduction project

_No response_
Repository: godot
Issue: Local to Scene ViewportTextures proxy is invalid.
Labels: bug,topic:rendering

### Godot version

4.0 beta 4

### System information

Windows 11, Vulkan, RTX 2070Super

### Issue description


I am porting over a setup that I had working in Godot 3.5 for rendering the world at a lower resolution and then upscaling without pixel jitter that involves using two viewport textures. This works in the editor but when the game launches I get the following errors and I am met with a black screen.

![Screenshot_35](https://user-images.githubusercontent.com/20043270/200315873-2b3b8374-ba26-40f7-9fc6-e79270a46615.png)


### Steps to reproduce

![Screenshot_32](https://user-images.githubusercontent.com/20043270/200315252-3f21344d-c94c-4ea4-8e75-2ecc4462ebf8.png)

![Screenshot_33](https://user-images.githubusercontent.com/20043270/200315268-44e2b215-1cc3-4108-9ba8-efaa767640d4.png)

When the game is launched you will be met with a black screen.

![Screenshot_34](https://user-images.githubusercontent.com/20043270/200315279-351a68b2-c5d7-468f-b568-54c217ee4388.png)

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/9951779/project.zip)
Repository: next.js
Issue: Script blocks hydration/interactivity when using suspense streaming
Labels: Script (next/script)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.13.2
      npm: 8.1.2
      Yarn: 1.22.18
      pnpm: N/A
    Relevant packages:
      next: 13.0.3-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel

### Describe the Bug

While testing new server components and streaming with `Suspense` I noticed that any `Script` component included on the page/app will block interactivity of the page until streaming is done (eg. all Suspense boundaries are resolved).

I find this weird because `Script` with `afterInteractive` (which is also a default) strategy do not allow for page to be interactive until all the streaming is done which beats the purpose of streaming.

If I remove `Script` from my example I get the `Expected Behavior` and page is interactive during streaming.

### Expected Behavior

I would expect that page is interactive during streaming just as if there is no `Script` components. By interactive I mean any client components on the page should work eg. `Click` components from my reproduction example.

Like in this example which does not use `Script`: https://nextjs-script-blocks-streaming-git-feat-no-script-capjavert.vercel.app/

### Link to reproduction

https://github.com/capJavert/nextjs-script-blocks-streaming

### To Reproduce

1. Goto https://nextjs-script-blocks-streaming.vercel.app/
2. While page is streaming try clicking on the "Clicked" button (you can see the "Loading" text while streaming is happening)
3. It will NOT update state or be interactive until after all the Suspense boundaries are loaded and streaming is done ("Loading" text is gone), only then the page will become interactive
Repository: pytorch
Issue: Add support for `torch.Generator` in the FX IR
Labels: oncall: fx

### 🐛 Describe the bug

Code samples that don't work:
```
def fn1(x):
    return torch.manual_seed(x)
    
def fn2(x):
    g_cpu = torch.Generator()
    return g_cpu.manual_seed(x)
```
```
b = make_fx(fn1)
# b = make_fx(fn2)
b(1729).print_readable()
```

```
incomplete graph:
class fn1(torch.nn.Module):
    def forward(self, x_1):
        pass

Traceback (most recent call last):
  File "/scratch/chourdiaanjali/work/pytorch/tryy2.py", line 22, in <module>
    b(1729).print_readable()
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/experimental/proxy_tensor.py", line 665, in wrapped
    t = dispatch_trace(wrap_key(func, args, fx_tracer), tracer=fx_tracer, concrete_args=tuple(phs))
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/experimental/proxy_tensor.py", line 422, in dispatch_trace
    graph = tracer.trace(root, concrete_args)
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/_symbolic_trace.py", line 739, in trace
    (self.create_arg(fn(*args)),),
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/experimental/proxy_tensor.py", line 412, in create_arg
    return super().create_arg(a)
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/_symbolic_trace.py", line 344, in create_arg
    return super().create_arg(a)
  File "/scratch/chourdiaanjali/work/pytorch/torch/fx/proxy.py", line 165, in create_arg
    raise NotImplementedError(f"argument of type: {type(a)}")
NotImplementedError: argument of type: <class 'torch._C.Generator'>
```

### Versions

master

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: deno
Issue: LSP: Import specifier remapping should prefer exact matches
Labels: bug,lsp

I'm currently using the `postgres` library, which I've mapped using the following in my `imports` of `import-map.json`. I use both the exact name, as well as the prefix, so that I can refer to submodules in that package as `postgres/foo/bar.ts` for example.

```json
    "postgres": "https://deno.land/x/postgres@v0.17.0/mod.ts",
    "postgres/": "https://deno.land/x/postgres@v0.17.0/",
```

Now, in some module in my code, I import `postgres`:

```ts
import { Client } from "postgres";
import { QueryArguments, QueryObjectResult } from "postgres/query/query.ts";
```

On the first line, where I've imported `Client`, I see the following suggestion:

```
Resolved Dependency

Code: https​://deno.land/x/postgres​@v0.17.0/mod.ts

The import specifier can be remapped to "postgres/mod.ts" which will
resolve it via the active import map.deno(import-map-remap)
```

I would think that an exact match, `postgres` should take precedence over the relative mapping, or if the relative mapping is the prefered way to handle these, then maybe a lint rule that suggests I don't add both an exact AND a relative import mapping for the same library.
Repository: pytorch
Issue: Dynamo handling for all methods of torch.Generator
Labels: triaged,enhancement,module: dynamo,dynamo-variable-tracker

### 🐛 Describe the bug

We have a few different conditionals (https://github.com/pytorch/pytorch/blob/7076a6481d9f6d3ed40af1eac285fe5046a87531/torch/_dynamo/variables/torch.py#L294-L313, https://github.com/pytorch/pytorch/blob/7076a6481d9f6d3ed40af1eac285fe5046a87531/torch/_dynamo/variables/torch.py#L314-L337, https://github.com/pytorch/pytorch/blob/7076a6481d9f6d3ed40af1eac285fe5046a87531/torch/_dynamo/variables/tensor.py#L233-L241) to handle methods on torch.Generator and some torch.random functions, but it doesn't cover every function and method, for e.g., https://pytorch.org/docs/stable/generated/torch.Generator.html?highlight=manual_seed#torch.Generator.manual_seed. Creating this issue for a general strategy as well as figure out how to add support for `Generator.manual_seed`



### Versions

master

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @chauhang @aakhundov @mlazos @soumith @yanboliang @anijain2305 @chunyuan-w @Xia-Weiwen @desertfire
Repository: pytorch
Issue: [Quant] Validate FixedQParams observers in eager mode
Labels: oncall: quantization,low priority,triaged

Currently, in eager mode, we treat fixed qparams ops such as `torch.nn.Sigmoid` and `torch.nn.Tanh` as having "special activation post process" according to this mapping:
https://github.com/pytorch/pytorch/blob/a16ced03c93dcbc5b08d0f9a36f8feab583f129a/torch/ao/quantization/quantization_mappings.py#L188-L193

Even if the user explicitly configured a QConfig for these modules, we would overwrite the configured observers with a `FixedQParamsFakeQuantize`. https://github.com/pytorch/pytorch/pull/88498 recently added a workaround for users to override this behavior, but requires users to explicitly specify these modules in `non_leaf_module_list`.

Instead, what we should do is don't overwrite the observers set by the users, but instead validate whether these observers satisfy our requirements. We did this recently with FX graph mode quantization already (https://github.com/pytorch/pytorch/pull/80184) and we should do the same for eager mode.

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: flutter
Issue: ui.Paragraph method computeLineMetrics() should return more libText info
Labels: c: new feature,engine,dependency: skia,c: proposal,P3,team-engine,triaged-engine

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## Use case
give a long text, we need calculate  all breakLine text info to do something, such as paint each line to different place.

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## Proposal
ui.Paragraph method computeLineMetrics() should return flutter-engine/line_metrics.h->LineMetrics all info,

include:

```c++
class LineMetrics {
 public:
  size_t start_index = 0;
  size_t end_index = 0;
  size_t end_excluding_whitespace = 0;
  size_t end_including_newline = 0;
}
```

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Repository: TypeScript
Issue: support control flow analysis of tagged template calls
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

return never tagged template unreachable code

Related issues:
https://github.com/microsoft/TypeScript/pull/32695
https://github.com/microsoft/TypeScript/issues/50363


## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Control flow analysis detecting unreachable code after a tagged template function call that throws.

## 📃 Motivating Example

It's a surprise that the same function call does not have control flow analysis when used as a tagged template:
```
function throws(opt?: any): never {
    throw new Error()
}

function testFn() {
    throws(`reason`);
    
    // @ts-expect-error unreachable
    console.log("is unreachable!")
}

function testTag() {
    throws`reason`;
    
    // ts does not detect that this is unreachable
    console.log("is unreachable!")
}
```
([playground](https://www.typescriptlang.org/play?target=99&noFallthroughCasesInSwitch=true&ts=4.8.4#code/GYVwdgxgLglg9mABFAFgJzgdwM4Ao4AOUA-AFyICGYAngJTlgCmAbo2ogN4BQivy6WRE0yIAomgxpctLgF8uXUJFgJkjbFABiYaZx59UGHLgAGaRhWwITtANz7eDxAHpniAAJRsAWkYAPAkZoXwk4dnBzCggUCgAjABtGJwgEK0SAOni4AHNcACIYbEQIi2i4xIBCPJl5RXBoeCQodSgAFQpc2j0+fiNsMwsrMBN7HqdXZCKAEzh1ITgoRCnGZuh+CkXUQsRtkqiYhKSelLA0xkyc-N2wSLLDqpquIA))


## 💻 Use Cases

### Throwing an exception with a message

Normally this would be something like,
```js
assert(condition, 'explanation');
```
However for performance reasons we eschew the function call:
```
condition || Fail`explanation`;
```

The `asserts` works but the `Fail` doesn't. We could work around this by `Fail('explanation')` but we prefer to be consistent in use of the `Fail` function. So for our current work-around is to explicitly `throw` the tagged template.
Repository: go
Issue: context: clarify documentation for TODO
Labels: Documentation,NeedsInvestigation

<!--
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The https://pkg.go.dev/golang.org/x/net/context?utm_source=godoc#TODO function description does not make it very clear that TODO is not a mistake (unfinished documentation), but an intentional name of the function. This was previously discussed in: https://github.com/golang/go/issues/12591

Suggestions for improvement:

- Formatting is not clear - context.TODO looks like there is a missing space after the sentence. Mark it as `<code>context.TODO</code>` to signify that this is a code.
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