sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter_tools] 404 downloading canvaskit bundle if FLUTTER_STORAGE_BASE_URL is set to the default
Labels: tool,platform-web,P2,team-web,triaged-web

In https://github.com/flutter/flutter/pull/94137, the remote cloud path for the CIPD path (used to download the canvaskit bundle) can be overridden by the `FLUTTER_STORAGE_BASE_URL` env var. This was to allow maintainers of flutter artifact mirrors to include the canvaskit bundle in their mirror (https://github.com/flutter/flutter/issues/92357). However, if this env var is set to the default value, which is `https://storage.googleapis.com`, this will be the wrong namespace for cipd artifacts, which should be at `https://chrome-infra-packages.appspot.com/dl`.

I think the ideal solution here would be to publish the canvaskit bundle flutter depends to our own storage bucket, and not CIPD, so that it can be treated like any other engine artifact.
Repository: pytorch
Issue: FakeTensors not moving between device properly on Module.cuda()
Labels: triaged,module: fakeTensor

```
from torch._subclasses import FakeTensorMode

class MyModule(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.param = torch.nn.Parameter(torch.empty([10]).fill_(1.0))

with FakeTensorMode():
    foo = MyModule()

print(foo.param)
foo.cuda()
print(foo.param)
```

both print statements show `param` on cpu.

Some cursory debugging shows that the issue is the setting of `data` here: https://github.com/pytorch/pytorch/blob/master/torch/nn/modules/module.py#L809-L811. If I add:
```
torch.__future__.set_overwrite_module_params_on_conversion(True)
```
to get the new behavior, things work correctly.
Repository: godot
Issue: Adding a second physics layer to a tilemap causes weird error and crash in certain situations
Labels: bug,topic:editor,needs testing,crash,topic:2d

### Godot version

4.0 beta 8 + Better Terrain Addon (Maybe relevant?)

### System information

Win 10 

### Issue description

I added a second physics layer to my tilemap, then closed the editor via the top right close button, where a confirmation asked me what to do about unsaved work. I clicked `Save and Exit` which took a long time. During the, the console was spamming

```
ERROR: Index p_layer_id = 1 is out of bounds (physics.size() = 1).
   at: get_constant_linear_velocity (scene/resources/tile_set.cpp:5156)
ERROR: Index p_layer_id = 1 is out of bounds (physics.size() = 1).
   at: get_constant_angular_velocity (scene/resources/tile_set.cpp:5167)
ERROR: Index p_layer_id = 1 is out of bounds (physics.size() = 1).
   at: get_collision_polygons_count (scene/resources/tile_set.cpp:5183)
ERROR: Index p_layer_id = 1 is out of bounds (physics.size() = 1).
   at: get_constant_linear_velocity (scene/resources/tile_set.cpp:5156)
```

...repeatedly. Attempting to load this project then repeats this and it crashes.

If you instead save manually, it doesn't error out until loading the project.

### Steps to reproduce

1. Download my project below (Does not appear to happen with new project)
2. Open `World` scene
3. Add a second physics layer to either `Cliffs20` or `Cliffs21` tilemap.
4. Close via `[X]` 
5. `Save and Exit

You can manually save with no issue instead, however, next project load it will do the same thing.

### Minimal reproduction project

[HeartBeast ARPG.zip](https://github.com/godotengine/godot/files/10339713/HeartBeast.ARPG.zip)

I attempted to make an MRP from scratch but could not get the same error.
Repository: godot
Issue:  label clip text also clips contents
Labels: discussion,topic:gui

### Godot version

Godot_v4.0-beta10

### System information

Windows 10

### Issue description

The label 'clip text' option also clips other contents, which I assume is not intended because it already has another clip contents option which only clips contents and not text. I expect it to only clip text.

### Steps to reproduce

1) Create a new project.
2) Add a Label, add a ColorRect/any other node as a child to the Label.
3) Select "clip text"
4) try to drag the node outside of the Label bounds.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: [FSDP][BE] Add check that compute device equals current device
Labels: oncall: distributed,triaged,module: fsdp

The FSDP implementation requires that the [current device](https://pytorch.org/docs/stable/generated/torch.cuda.current_device.html) be equal to `FullyShardedDataParallel.compute_device` and `FlatParamHandle.device`. Otherwise, on nonzero ranks, there will be an error in `FlatParamHandle.post_unshard()` at:
https://github.com/pytorch/pytorch/blob/57b7f33ba8bfca7918f78aef7dc8d1d63198510b/torch/distributed/fsdp/flat_param.py#L1007
This results from `padded_unsharded_flat_param[:unsharded_size.numel()]` returning a tensor on `cuda:0` instead of `cuda:n` for `n > 1`, despite `padded_unsharded_flat_param` correctly being on `cuda:n`.

https://github.com/pytorch/pytorch/blob/57b7f33ba8bfca7918f78aef7dc8d1d63198510b/torch/distributed/fsdp/flat_param.py#L982-L984

We should add a check at construction time that the current device is set to ensure that CUDA tensors are constructed on the correct device. 



cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501
Repository: neovim
Issue: defaults: skip common junk in 'shada' oldfiles
Labels: enhancement,defaults,complexity:low

# Problem

`:oldfiles` has junk files like this:

    2: /private/var/…/firenvim/github.com_neovim-neovim-issues-21635_EXTAREA-id-issue-1517804618-body_2023-01-03T19-10-06-266Z.txt           
    14: fugitive:///…/nvim-lua-client/.git//9126ccc4cd914443d2289c47eac7bf788f8b49ef
    15: /private/var/…/nvim.foo/Pv8gvP/1
    28: fugitive:///…/neovim/.git//9c8cd485c398263c58f5f0dc4e3f05d2a3dff119/src/nvim/message.c

related https://github.com/neovim/neovim/issues/18433

# Expected behavior

Change 'shada' default to ignore paths starting with:

```
/tmp/
/private/
fugitive:
zipfile:
term:
health:
```

suggested 'shada' default:

    set shada^=r/tmp/,r/private/,rfugitive:,rzipfile:,rterm:,rhealth:
Repository: flutter
Issue: Add continuous swipe to CupertinoContextMenu
Labels: c: new feature,platform-ios,framework,a: fidelity,f: cupertino,c: proposal,team-design,triaged-design

As I described in #117698, to make the CupertinoContextMenu feel like 100% native, there is one major function that's missing. In iOS, if you leave your finger on some object with a ContextMenu, you can swipe through the options. But since we don't have an onHover function on Mobile in Flutter, it isn't that easy (I think).

The problem is that the original onTap is being cancelled because the DecoyChild is being created. So maybe if we can pass the event on, this would work.

Example of what I mean:
Here I am leaving my finger on the blue square and can now swipe through the options and when I let go on one, it gets selected.

https://user-images.githubusercontent.com/71405615/210454143-52d7f3c1-aacf-4865-9f85-3b3ef6053b57.MP4
Repository: flutter
Issue: External Texture Support for Vulkan
Labels: c: new feature,engine,P3,team-engine,triaged-engine

## Use case

I want to use Flutter as the UI layer in a desktop application that relies heavily on graphics, similar to Adobe Illustrator.

Displaying my documents is planned to happen using Vulkan and Metal in order to allow more flexibility with GPU-based effects (think Photoshop filters). The code for this is native (written in Rust using [wgpu](https://wgpu.rs/)). \[Ideally, I'd like to use DX12 on Windows, but that's not an option with Flutter at all at the moment.]

In order to achieve this, I want to use the embedder API in Vulkan mode. I've written a proof-of-concept [here](https://github.com/anlumo/flutter_embedder), which already works.

However, in order to display the document view, I have to use Flutter's platform view API and integrate with that. This would work fine in theory, however this means that I have to render the view synchronously within the `present_layers_callback` callback. This is not really an option for me, because I want to use the rendering engine [bevy](https://bevyengine.org/) (built on top of wgpu) that has its own render loop. Vulkan can support this use case as long as I'm rendering to different surfaces, but within `present_layers_callback` this is not the case. So, I'd have to either render the platform view to a texture or copy all of Flutter's layers into my own textures, so the renderer can composite them at its own pace.

I think that using Flutter as a UI layer for 3D content would also be interesting for games and other media applications (like Google Earth or a CAD tool for example). There are a few solutions for this (like [Neosis GUI](https://www.noesisengine.com/) and [Coherent Gameface](https://coherent-labs.com/products/coherent-gameface/)), but nothing that comes close to Flutter's feature set and performance combination.

## Proposal

For OpenGL and Metal, the Flutter embedder supports external textures. However, this is not implemented for Vulkan. With this support, I could skip a lot of the overhead described above, making the code much simpler and also faster (because Flutter could directly render the texture using the Texture widget and wouldn't have to flatten its own rendering into multiple textures).
Repository: go
Issue: context: Clarify whether Values are retained after cancellation
Labels: Documentation,NeedsInvestigation

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19 darwin/arm64
</pre>

Also present on tip.

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

Darwin arm64, but very confident it is not a system/processor architecture-specific issue.

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

Check https://pkg.go.dev/context#WithCancel

### What did you expect to see?

Whether the Values of a Context are the resources released when a Context is canceled.

### What did you see instead?

```
// Canceling this context releases resources associated with it, so code should
// call cancel as soon as the operations running in this Context complete.
```

---

Issue template taken care of, the crux of this issue is that I was browsing #19643 and realized that my problem with canceled Contexts--that once canceled, I can't count on accessing any of the Values I've stored in them using WithValue (logger, etc) anymore--wasn't one people were talking about. Reading that issue, it honestly seemed like people way more familiar with Go than I am were of the distinct impression you _could_ access Values after canceling a Context.

So I dug into why I thought I couldn't, and tracked it back to that comment--that resources associated with the Context would released. But on rereading, I'm noting it doesn't say Values.... but it doesn't _not_ say Values, either?

My two goals for this ticket, of which one would suffice but two would be ideal, are:

1. Get clarification on whether the "resources" in question include Values or not.
2. Update that comment to include that clarification, perhaps as
    ```
    // Canceling this context releases resources associated with it, so code should
    // call cancel as soon as the operations running in this Context complete. Data
    // associated with the context using WithValues will be retained after cancellation.
    ```
    or
    ```
    // Canceling this context releases resources associated with it, including data set
    // by WithValues, so code should call cancel as soon as the operations running in
    // this Context complete.
    ```
    depending on the clarification.

I'm willing to accept that I'm the only one with this confusion and therefore it doesn't need to be in the docs, I just don't want to accidentally rely on implementation details. :)

Thanks!

[edit] Play link as a demonstration, in case I'm being unclear: https://go.dev/play/p/Fw9O23Agl7c
Repository: stable-diffusion-webui
Issue: [Feature Request]: Img2Img: Button to reset output dimensions to Source Image dimensions.
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 ?

I would like a button in Img2Img (as well as inpainting, perhaps this moreso) to reset the output dimensions to the dimensions of the Source Image. I don't always actually want to scale/crop the image in these UIs, and this would make that simpler (at this time, if I much with anything, I have to go back and inspect the original image to sort it all out).

An additional component to this feature that would be handy would be a "Lock Aspect Ratio" checkbox. The behaviour of which would be such that updating one dimension would automatically update the other to maintain the aspect ratio. 


### Proposed workflow

Programmatically: On focus of either dimension fields check if "Preserve Aspect Ratio" is checked, if so, calculate current aspect ration and bind a handler to field update to update the opposite field, if not, debind handler of bound, do nothing.

The Reload Source Dimensions button should bypass the update handler.


### Additional information

_No response_
Repository: pytorch
Issue: AssertionError: tensor's device must be `meta` when trying to export a fake-initialized module
Labels: triaged,module: fakeTensor

```
import torch
from torch._dynamo import export
from torch._subclasses import FakeTensorMode

class JankyLinear(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.out_features = torch.nn.Parameter(torch.randn([512, 1677]))
        self.bias = torch.nn.Parameter(torch.randn([512]))

    def forward(self, input):
        return torch.nn.functional.linear(input, self.out_features, bias=self.bias)

# initialize a module in fake tensor mode
with FakeTensorMode():
        j = JankyLinear()
        j.cuda()

# try to export it
export(j, torch.randn([512, 1677]).cuda())
```
This raises:
```
AssertionError: tensor's device must be `meta`, got cuda instead
```

Which is strange, as all the tensors are clearly FakeTensors. Seems like a decomp generates some intermediate that is tripped an internal assert.
Repository: vscode
Issue: Search with regular expression ignores match whole word
Labels: bug,search,confirmed

## Metadata

Type: <b>Bug</b>

VS Code version: Code - Insiders 1.75.0-insider (Universal) (717d7d62c8b4566ab6704de931e7fe8e0649d810, 2023-01-03T08:53:02.381Z)
OS version: Darwin x64 21.6.0
Modes:
Sandboxed: Yes

Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256197
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30404738
cppdebug:30492333
vscaac:30438845
vsclangdf:30492506
c4g48928:30535728
dsvsc012:30540252
pynewext54:30618038
pylantcb52:30590116
pyindex848:30611229
nodejswelcome1:30587009
pyind779:30611226
pythonsymbol12cf:30622697
fim-prod:30623723

```

</details>

<!-- generated by issue reporter -->

## Steps to Reproduce

1. Clone https://github.com/nickmccurdy/password-entropy
2. Open search (not to be confused with find)
3. Type "fa."
4. Enable "Match Whole Word" and "Use Regular Expression" options

## Expected Results
Only displays results for "fas", as there is no other word matching "fa." in the repository (works properly if you find, search for "fas", or search for "\bfa.\b")

## Actual Results
Displays many results for words starting with "fa" that are longer than 3 characters
![Screenshot](https://user-images.githubusercontent.com/927220/210469479-c8acb3f2-fb8a-42ab-9033-046ebc8dd8f3.png)
Repository: rust
Issue: Rustdoc JSON: Invalid output for `core`
Labels: T-rustdoc,A-rustdoc-json

Running
```bash
./x doc library/core/ --json
./x test ./tests/rustdoc-json/generic_impl.rs # to force a jsondoclint build.
./build/host/stage0-tools-bin/jsondoclint ./build/host/json-doc/core.json
```

[Outputs a large number of errors](https://gist.github.com/aDotInTheVoid/d0060ab6014bc02238c16d887e15f2ce)

- [ ] Identify the core issue, find MCVE's, file issues
     - [x] #106379
     - [ ] #112852
     - [ ] #113674
     - [ ] more
- [ ] Fix issues
    - [x] #106538
    - [x] #113574
    - [ ] more
- [ ] Run jsondoclint on core.json in CI, so this doesn't regress again.

_Originally posted by @aDotInTheVoid in https://github.com/rust-lang/rust/issues/104064#issuecomment-1368571395_
Repository: PowerToys
Issue: remap keys on 1 keyboard
Labels: Needs-Triage

### Description of the new feature / enhancement

i would be a nice Feature when i could Remap a key at 1 keyboard and use it as a shortcut keyboard while the other keyboard still can be used as a normal keyboard

### Scenario when this would be used?

there are programms like blender or OBS where i have to us manny shortcuts and need to type normal letters in this case i can use my second keyboard to swap betwen scenes or us the second keyboard to navigate between different windows with just on click

### Supporting information

_No response_
Repository: pytorch
Issue: Wrong in building torch from source
Labels: triaged

### 🐛 Describe the bug

When I build torch-v1.12.1 from source, there is something wrong "caffe2/CMakeFiles/torch_cuda.dir/__/torch/csrc/distributed/c10d/quantization/quantization_gpu.cu.o No such file or directory"
and the compile failed..



### Versions

Version: 1.12.1

CUDA 10.2  (nvidia-smi)
CUDA: 10.2.89 (nvcc)
CUDNN: 7.6.5

GCC/G++:7.5.0
Repository: rust
Issue: "captured variable cannot escape `FnMut` closure body" doesn't say which variable escapes
Labels: A-diagnostics,T-compiler,A-edition-2021

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=7118a398f76c37fd88ad80cba70e862e

```rust
pub fn run<'s, F>(_: F)
where
    F: FnMut() -> Box<dyn FnMut() + 's>, 
{
    // todo
}

fn foo(f: &mut dyn Fn()) {
    run(move || Box::new(|| {
        // dummy lines to push `f` off the screen
        //
        //
        f();
        //
        //
    }));
}
```

The current output is:

```
error: captured variable cannot escape `FnMut` closure body
  --> src/lib.rs:9:17
   |
9  |       run(move || Box::new(|| {
   |  _______________-_^
   | |               |
   | |               inferred to be a `FnMut` closure
10 | |         // dummy lines to push `f` off the screen
11 | |         //
12 | |         //
...  |
15 | |         //
16 | |     }));
   | |______^ returns a reference to a captured variable which escapes the closure body
   |
   = note: `FnMut` closures only have access to their captured variables while they are executing...
   = note: ...therefore, they cannot allow references to captured variables to escape
```

<!-- The following is not always necessary. -->
Ideally the output should point to `f` on line 13 to explain that it's the variable that escapes. It would also be nice to more clearly distinguish that it's being returned from the *outer* closure, not the inner closure, but I'm not sure how to make that better.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add "SD upscale" script from img2img tab to Hires. fix
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 ?

The current Hires. fix generates a result with lower resolution and then upscale it with a desired upscaler. I find the "SD upscale" in img2img tab is more efficient and generates better result. Comparing to the normal upscaler, it has an extra step of breaking original image into tiles. 
It would be great if we can include the "SD upscale" or the breaking into tiles feature in Hires. fix, so that it can be done automatically (I don't need to manually send it to img2img and run).

### Proposed workflow

1. Under Hires. fix, add a checkbox of using SD upscale and a textbox of Tile overlap.
2. Automatically adjust the tile size by adding 1/2 tile overlap to width and height. So that it generates 4 tiles. 
3. Generate the result to txt2img folder.

### Additional information

_No response_
Repository: next.js
Issue: Image was preloaded using link
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

   Operating System:
      &nbsp; &nbsp; &nbsp; &nbsp;Platform: win32
      &nbsp; &nbsp; &nbsp; &nbsp;Arch: x64
      &nbsp; &nbsp; &nbsp; &nbsp;Version: Windows 10 Pro
    Binaries:
      &nbsp; &nbsp; &nbsp; &nbsp;Node: 18.12.1
      &nbsp; &nbsp; &nbsp; &nbsp;npm: N/A
      &nbsp; &nbsp; &nbsp; &nbsp;Yarn: N/A
      &nbsp; &nbsp; &nbsp; &nbsp;pnpm: N/A
    Relevant packages:
      &nbsp; &nbsp; &nbsp; &nbsp;next: 13.1.1
      &nbsp; &nbsp; &nbsp; &nbsp;eslint-config-next: N/A
      &nbsp; &nbsp; &nbsp; &nbsp;react: 18.2.0
      &nbsp; &nbsp; &nbsp; &nbsp;react-dom: 18.2.0

warn  - Latest canary version not detected, detected: "13.1.1", newest: "13.1.2-canary.0".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.     
        Read more - https://nextjs.org/docs/messages/opening-an-issue 

### Which area(s) of Next.js are affected? (leave empty if unsure)

Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue

https://stackoverflow.com/questions/73386743/nextjs-image-was-preloaded-using-link-preload-but-not-used-within-a-few-seconds

### To Reproduce

As stated earlier, this error occured in Next.js version 13, while using Image with wrong/right prop

### Describe the Bug

## Without priority prop
```jsx
      <Image
        src="/images/layout/ball.png"
        alt="SoccerMASS Loading ball"
        height={50}
        width={50}
      />
```
**Chrome Warning**
> react_devtools_backend.js:4012 Image with src "/images/layout/ball.png" was detected as the Largest Contentful Paint (LCP). Please add the "priority" property if this image is above the fold.
Read more: https://nextjs.org/docs/api-reference/next/image#priority

---

## Withpriority prop
```jsx
      <Image
        src="/images/layout/ball.png"
        alt="SoccerMASS Loading ball"
        height={50}
        width={50}
        priority
      />
```
**Chrome Warning**
> The resource http://localhost:3000/_next/image?url=%2Fimages%2Flayout%2Fball.png&w=64&q=75 was preloaded using link preload but not used within a few seconds from the window's load event. Please make sure it has an appropriate `as` value and it is preloaded intentionally.

### Expected Behavior

No warning or error is expected in Chrome console from using Image tag, as it has always been in previous version 

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

Vercel