sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Go-to-definition on `continue` and `break` should jump around(?) corresponding statement
Labels: In Discussion,Help Wanted,Experience Enhancement,Effort: Casual

Similar to #51222 and #51223.

```ts
/*END*/while (true) {
  if (Math.random()) /*START*/break;
}
```

```ts
/*END1*/label: while (true) {
  while (true) {
    if (Math.random()) /*START*/break label;
  }
}
/*END2*/
```

```ts
/*END1*/while (true) {
  if (Math.random()) /*START*/continue;
}
/*END2*/
```

```ts
/*END1*/switch (Math.random() < 0.5) {
  case true: /*START*/break;
}
/*END2*/
```

Given how go-to-definition on `return`, `await`, and `yield` might work, it's tempting to jump up to the top of the corresponding statement.

However, I could also see us jumping to wherever the `break` or `continue` itself would jump. That's a bit at odds with the original intent of go-to-definition on `return` since the point of that was to figure out "who owns the current `return` statement?"

If someone wants to send a PR and discuss more in that PR, they're welcome to.
Repository: godot
Issue: Complete converting effects to use new render buffers where applicable
Labels: enhancement,topic:rendering

This issue is part of rounding off our render reorg logic and to make sure we know what open issues are left. 
See https://github.com/godotengine/godot/issues/67600 for the bigger picture.

The new `RenderBuffersRD` class provides a more structured way to manage (intermediate) buffers needed by effects in the Vulkan renderer. Many of the effects have already been altered to use this new approach but several still manage their own buffer creation. 
For some with good reason but most just need to be converted to the new approach.

The following effects need to be updated:
- [ ] Bokeh
- [ ] Gaussian Blur Raster implementation (half texture)
- [x] FSR
- [ ] Luminance (#70475)
- [x] Sky shaders (half and quad buffers, #70253)
- [ ] SSIL
- [ ] SSAO
- [ ] SSR
- [x] TAA

*note* GI and Fog should be looked at but as these mostly allocate buffers that are not directly related to the render buffers they probably should remain as they are
Repository: godot
Issue: Consistent stereoscopic support
Labels: enhancement,topic:rendering,topic:xr

This issue is part of rounding off our render reorg logic and to make sure we know what open issues are left. 
See https://github.com/godotengine/godot/issues/67600 for the bigger picture.

Most parts of the Vulkan rendering pipeline, both in the mobile renderer and desktop renderer, now properly support stereo output. There are a few effects left to do.

The new render buffer approach has made conversion of the effects to stereo fairly straight forward. As such this issue is dependent on the completion of https://github.com/godotengine/godot/issues/64478

**TODO** Investigate which effects still require updating to support stereoscopic output and add them into this issue.

*Note* completion of this issue is not critical for 4.0 as this only applies to really high end XR games. Nice to have though :)
Repository: godot
Issue: Add support for motion vectors to the mobile renderer
Labels: enhancement,topic:rendering,topic:xr,topic:3d

### Godot version

4.0

### System information

Any

### Issue description

Currently we update a motion vector buffer in the desktop renderer for TAA support however this is not the only use for this feature.

For VR motion vectors can be used for temporal re-projection when interjecting missed frames if rendering can't keep up with the required high framerates. Specifically on the Meta Quest this is implemented through their space warp functionality.

The motion vector logic needs to be enhanced so it can be toggled on for use cases other than TAA and support needs to be added to the mobile renderer. We already have enhancements in place to expose the data to the XR Server/Interface.

This mostly involves duplicating the logic from the desktop renderer into the mobile renderer. The biggest issue that we still need to overcome is that the mobile renderer uses a push constant to submit data to the draw calls and this does not have the memory bandwidth to add the needed data.
Repository: PowerToys
Issue: Keyboard command to turn Keyboard Manager on and off
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Switch in and out of Keyboard Manager without opening its window to flip the virtual toggle switch

### Scenario when this would be used?

Save time and bother in a frequent situation where I have to switch back and forth frequently between programs that I can or can't use Keyboard Manager for. It's a pain to have to go back to the window each time. and flip the virtual toggle switch. 

### Supporting information

_No response_
Repository: pytorch
Issue: The installation commands given on the pytorch website will not install properly
Labels: module: binaries,triaged

Description: The command to install torch 1.10.0 on the pytorch website is
pip install torch==1.10.0 torchvision==0.11.0 torchaudio==0.10.0
Impact: Following the commands on the official website will result in an error that prevents installation
Solution: Change the installation command to the following, and change torchvision==0.11.0 to 0.11.1
pip install torch==1.10.0 torchvision==0.11.1 torchaudio==0.10.0
<img width="844" alt="图片3" src="https://user-images.githubusercontent.com/60139005/196588665-48a49c8e-b13e-44b6-bc1a-6390a027b24b.png">
<img width="936" alt="图片4" src="https://user-images.githubusercontent.com/60139005/196588671-7ab5d603-9873-4c50-a4b7-c7e5d55f85b6.png">
![图片5](https://user-images.githubusercontent.com/60139005/196588678-e903e1e0-ec75-4c1f-84b6-bfbc09ac0fd1.png)


cc @ezyang @seemethere @malfet
Repository: PowerToys
Issue: Mouse utilities - use mouse middle scroll to change the size of spotlight radius 
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

enable mouse middle scroll to change the size of spotlight radius large and small

### Scenario when this would be used?

mouse spotlight, presentation

### Supporting information

_No response_
Repository: pytorch
Issue: register_package has no further documentation
Labels: module: docs,oncall: package/deploy

### 📚 The doc issue

There is a page describing how to save and load torch models.  It briefly mentions 

```
User extensions can register their own location tags and tagging and deserialization methods using torch.serialization.register_package().
```

However, there is no further explanation beyond that.

https://pytorch.org/docs/stable/generated/torch.load.html?highlight=register_package


### Suggest a potential alternative/fix

If there's a convenient way to extend the capabilities of load & save, it would be useful to know more about it.  `register_package` sounds potentially useful, but there is no documentation on it, and the pydoc for that function is empty as well

https://github.com/pytorch/pytorch/blob/c413a32135b745d29e555069d7cd8f6e6527b59f/torch/serialization.py#L89

cc @svekars @carljparker
Repository: godot
Issue: Instances created by the editor from a script with @tool will be copied as permanent nodes to the newly created scene if they exist  when 'Save Branch as Scene' is used. 
Labels: bug,topic:editor

### Godot version

4.0 Beta 3

### System information

Windows 10

### Issue description

When creating a scene that has a tool script attached, any nodes created by that script running in the editor will be created as permanent children of the new scene.  
For example, I created a simple script that created several boxes with labels based on @export values chosen. I then saved that branch as it's own scene. After making some more edits to the script I noticed old (deleted) labels still appearing. It seems the 'temporary' nodes that were in existence at the time I did the save scene were also saved in the new scene and were showing up in addition to the new @export values selected. 

### Steps to reproduce

Create a 2d node. 
Create a child  2d node named "save_me_as_new_scene". 
Attach this script to "save_me_as_new_scene". 
Play with the export values in "save_me_as_new_scene"
Be sure to 'save the scene' and 'reload the scene'. 
Note the grid changes due to @tool
Run the project 
View the remote instance as compared to local and note the dynamic nodes created.
Then on "save_me_as_new_scene" Save Branch as Scene.

if you go to the new scene, you will see those same nodes now exist as permanent objects.
Also, if you make changes an instance of the new scene you will see both the new export values you set and the objects permanently created when the node was converted to scene. 



[save_me_as_new_scene.gd.txt](https://github.com/godotengine/godot/files/9816935/save_me_as_new_scene.gd.txt)


### Minimal reproduction project

[tool_bug.zip](https://github.com/godotengine/godot/files/9816936/tool_bug.zip)
Repository: flutter
Issue: [Camera] Adding portrait mode (not orientation) for Camera
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

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## Use case

I need to get depth map from Images that taken from app's camera.
There is no way to force user to use only portrait mode in flutter.
May I request a feature that forcing users to only use portrait mode in camera?
Thank you!

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## Proposal

I need MP Image3 metadata for iPhone, and DepthMapData metadata for Samsung mobile phones.
Got no idea for Hwawei, Xiaomi and Oppo.
I need user to take picture from our app and take photo with only portrait mode.
Thank you!

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Repository: vscode
Issue: Settings sync is cropped away in the web
Labels: bug,merge-editor

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Version: 1.72.2
Commit: d045a5eda657f4d7b676dedbfa7aab8207f8a075
Date: 2022-10-12T22:15:38.984Z
Browser: Mozilla/5.0 (X11; Linux x86_64; rv:106.0) Gecko/20100101 Firefox/106.0

![_02](https://user-images.githubusercontent.com/54838975/196614753-680c2fc5-7bce-44d5-8b1a-55bcdaa08618.png)

Steps to Reproduce:

1. Have a settings sync conflict
2. Open a three-way merge editor.
3. buttons such as `Remove Theirs` are cropped away. 
4. this still happens if you zoom in/out.
Repository: PowerToys
Issue: Relocate lost windows
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

I often lose windows offscreen in windows 11. I would like a shortcut/context menu that will bring the window to the desktop where the mouse cursor is, in front of all other windows (but not maximised).


### Scenario when this would be used?


This might happen because its off desktop, or because its showing on one of my other monitors that has dual input and is currently showing a screen from another computer, or because it is behind an 'always on top' window etc.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: Organize embeddings in directories
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
I don't like the fact, that all embedding files are in one directory and can be used with all models.
Having a lot of embeddings leaves us with a mess in `embeddings` directory. It is not clear whenever which embedding can be used with which model (I know that you can use them with any model, but most of them are created for specific model and gives undesired / bad results with other ones).

**Describe the solution you'd like**
I would like to organize embeddings in directories.
embeddings
```
\_ 7460a6fa-vanilla_v1.4
|   \_ fileA.pt
|   \_ fileB.png
\_ 0b8c694b-Waifu_v1.2
|  \_ fileC.png
|  \_ fileD.pt
\_ file1.pt
\_ file2.png
```
Directory name starts with model hash, then rest of directory name is not obligatory (ignored, but helps users to find out which embeddings are for which model).
Embedding files placed in root of embeddings directory are always used among all models (like it is working right now).
Embedding files placed in directories starting with hash of model are used only with this very model.
Also links between directories should be handled as I might want to use same group of models with Waifu 1.2 and 1.3 or some merge between different models. So I will simply link `0a1b2c3d-MyFancyModel_v0.1.2` to `0b8c694b-Waifu_v1.2` so there is no need to duplicate files.

**Describe alternatives you've considered**
None

**Additional context**
None
Repository: stable-diffusion-webui
Issue: Promptbook - queue / seed+settings stash
Labels: enhancement

Some people asked for a simpler version of this, a [notebook](2499) or saving a prompt history or [improvement to saved styles](3067) or [queues](2985).

I think it'd be a good idea to combine functionality and have a "promptbook" analogous to the txt2img mixed with history tab, possibly even replacing it.

The idea would be to have one (positive and/or negative - as the user chooses) prompt represented as one entry which leads to 0-n seeds(+optional per 1-n seed non-parent settings like a different model, positive/negative prompt, script or sampler settings) in an image grid. Those seeds only would optionally have an actual jpeg/png generated rn but could also be empty cards. E.g. it would be possible to stash five times -1 and two x number seeds with associated settings.

This would make for a pretty intuitive prompt+image hoarding/batching/queueing method. Add seeds to prompts in the promptbook and mark them for generation. The promptbook could indicate at what position in the queue x seed currently is right in the image grid.

---

I think it's probably also a better solution than the current "styles". A prompt in the promptbook could be a "style", but there would not be any restrictions on also having things like scripts (for wildcards or whatever you need) included with this method.

There are also other benefits to presentation of seeds in an image grid. You could overlay some pip or symbol if the seed failed to generate - access to both the full settings and the error in UI even in batch generation and easy retrying with or without changed settings. Or there could be an indicators on seeds that may no longer exactly generate as they did before due to updates, missing models or plugins. Or border colors could be used to indicate the same settings between seeds.

Likewise having this sort of a queue makes it easy to still understand what's going on even if a large number of images are scheduled for generation. Even if somewhat obvious queue automation like toggles to "jump between prompts generating x seeds each" or "jump between models no later than every x generated images" start to be added I don't think most users will have trouble understanding and manipulating the queue.
Repository: flutter
Issue: [google_maps_flutter] Overlapping circles tap event not working properly
Labels: p: maps,package,team-ecosystem,has reproducible steps,P3,found in release: 3.3,found in release: 3.5,triaged-ecosystem

- Circle tap events are not working properly when i tap outside of the circle then also circle gets selected. and when we have a overlapping circles at that time we face issues while selecting a circle.
- i am sharing demo code here for reference



/// main.dart

```
import 'package:flutter/material.dart';
import 'package:google_maps_flutter/google_maps_flutter.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: GoogleMapPage(),
    );
  }
}

const List locations = [
  LatLng(23.13, 72.561),
  LatLng(23.14, 72.564),
  LatLng(23.13, 72.568),
  LatLng(23.125, 72.650),
  LatLng(23.128, 72.655),
  LatLng(23.123, 72.660),
  LatLng(23.20, 72.491),
  LatLng(23.212, 72.495),
  LatLng(23.213, 72.499),
  LatLng(23.20, 72.5452),
];

class GoogleMapPage extends StatefulWidget {
  int selectedIndex = 0;

  GoogleMapPage({Key? key}) : super(key: key);

  @override
  State<GoogleMapPage> createState() => _GoogleMapPageState();
}

class _GoogleMapPageState extends State<GoogleMapPage> {
  @override
  Widget build(BuildContext context) {
    return GoogleMap(
      initialCameraPosition:
          const CameraPosition(target: LatLng(23.120399, 72.544948), zoom: 12),
      circles: _createCircle(),
    );
  }

  Set<Circle> _createCircle() {
    Set<Circle> circles = {};
    for (var index = 0; index < locations.length; index++) {
      circles.add(Circle(
          consumeTapEvents: true,
          circleId: CircleId("id$index"),
          center: locations[index],
          strokeColor: index == widget.selectedIndex ? Colors.red : Colors.blue,
          radius: 1000,
          fillColor: Colors.blueAccent.withOpacity(0.5),
          zIndex: index == widget.selectedIndex ? 1 : 0,
          strokeWidth: 2,
          onTap: () {
            setState(() {
              widget.selectedIndex = index;
            });
          }));
    }
    return circles;
  }
}
```
Repository: node
Issue: [test] riscv64 failure in parallel/test-crypto-sign-verify
Labels: test

### Version

v18.10.0

### Platform

Linux 5.18.0-4-riscv64 #1 SMP Debian 5.18.16-1 (2022-08-10) riscv64 (riscv64)

### Subsystem

test

### What steps will reproduce the bug?

Run the test.

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

I don't know. At least once.

### What is the expected behavior?

Test succeeds

### What do you see instead?

Test fails

### Additional information

What do these lines want to achieve exactly ?

https://github.com/nodejs/node/blob/ef1771183e9713039b3154fce40f9583d4bb4545/test/parallel/test-crypto-sign-verify.js#L34-L47
Repository: stable-diffusion-webui
Issue: [feature request] img2img default image 
Labels: enhancement

This is hopefully more a questing than a feature request.
And I thought we had that in earlier versions.

I want to set a default path with an image for img2img. Then I can override this file every time from my graphic programs and have it directly in img2img.

I figured out, that you can set in the ui-config.js in line 101 "img2img/Input directory/value": ""
But this is only for Batch img2img
Repository: vscode
Issue: Control and unicode characters not highlighted in the editor
Labels: bug,semantic-tokens

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This issue occur when extension "C# v1.25.0" is active

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- VS Code Version: 1.72.2
- OS Version: macOS 12.6, windows 10

Steps to Reproduce:

1. Create dotnet project
2. Insert control or unicode characters into a string.
3. They should be highlighted in color.
4. Change Color Theme
5. After changing the theme, the highlighting appears and immediately disappears
For example:
`Console.WriteLine($"\"Issue\"\nControl characters not highlighted in editor\\\n\u00A3");`
**Tested for macos and windows**
Repository: rust
Issue: rustc doesn't say anything when PGO profile file can't be used
Labels: A-diagnostics,T-compiler,C-bug

The output of `llvm-profdata merge` from LLVM 15 can't be read by rustc 1.64 (LLVM 14), but rustc doesn't say anything about it, and proceeds to compile as if it didn't have profile data (which is fine in itself, but not when rustc doesn't say it's doing so).