sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: GitHub - improving git error message for fatal error in commit_refs
Labels: bug,help wanted,git,papercut :drop_of_blood:

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.78.2
- OS Version: Ubuntu 23.04

Steps to Reproduce:

1. Run git push
2. An error message is shown "Can't push refs to remote. Try running "Pull" first to integrate your changes"
3. Click on "Show Command output"


```
> git push -u origin output
remote: Resolving deltas:   0% (0/3)        
remote: Resolving deltas:  33% (1/3)        
remote: Resolving deltas:  66% (2/3)        
remote: Resolving deltas: 100% (3/3)        
remote: Resolving deltas: 100% (3/3), completed with 3 local objects.        
remote: fatal error in commit_refs        
To github.com:user/repo.git
 ! [remote rejected]           output -> output (failure)
error: failed to push some refs to 'github.com:user/repo.git'
```

A quick google search reveals that "fatal error in commit_refs" means that GitHub is currently not working. 


### Current error message

`Can't push refs to remote. Try running "Pull" first to integrate your changes`

### Improved error message

`Can't push refs to remote. This is probably a GitHub issue. Check https://www.githubstatus.com/ for details.`
Repository: godot
Issue: GPUParticles3D: Shadows don't render correctly when 'Cast Shadow' is set to 'Shadows Only'
Labels: bug,topic:rendering,topic:3d,topic:particles

### Godot version

4.1 dev 2

### System information

Windows 11, Nvidia RTX 3050, Vulkan, 11th Gen Core-i5 11260H

### Issue description

When rendering particles using the GPUParticles3D node, setting the property 'Cast Shadow' to 'Shadows Only' causes the shadows to not render OR update in a strange or bizarre manner compared to how they would normally update/render when the property 'Cast Shadow' is set to anything else.
I think this may be connected to the issue presented here; #17267, but I'm not sure.

### Steps to reproduce

Simply open up the MRP, and press the 'space' button to swap shadow cast modes when the game is running.

### Minimal reproduction project

[shadows_MRP.zip](https://github.com/godotengine/godot/files/11492178/shadows_MRP.zip)
Repository: godot
Issue: Rotating node does not rotate dropdown lists or dialogs
Labels: discussion,documentation,topic:gui

### Godot version

4.0.2

### System information

Debian

### Issue description

Rotating the root node (because I am designing something on a landscape screen that will run on a portrait screen) does not rotate the dropdown items from an option button nor a dialog box.

### Steps to reproduce

Create a project in a portrait aspect
Add an option button and fill it
Set the rotation of the root node to 90 degrees
Start the project
Notice the option button is correctly rotated
Click it to show the items list
The list is not rotated
Show a dialog box
The box is not rotated

### Minimal reproduction project

[error.zip](https://github.com/godotengine/godot/files/11492164/error.zip)
Repository: deno
Issue: [npm] local path dependencies not supported
Labels: bug,node compat

npm supports a `file:` prefix to point dependencies to a relative path on disk.

```sh
$ deno-git task test 
Warning Ignoring dependency 'eslint' in package.json because its version requirement failed to parse: Not implemented scheme 'file'
Warning Ignoring dependency 'eslint-config-eslint' in package.json because its version requirement failed to parse: Not implemented scheme 'file'
Warning Ignoring dependency 'eslint-plugin-internal-rules' in package.json because its version requirement failed to parse: Not implemented scheme 'file'
```

## Steps to reproduce

1. Clone https://github.com/eslint/eslint/
2. Run `deno task test`

npm docs https://docs.npmjs.com/cli/v9/configuring-npm/package-json#local-paths
Repository: vscode
Issue: Merge editor accessibility 
Labels: feature-request,accessibility,merge-editor

cc @jooyoungseo

There are two editors - one on the left, representing the incoming changes and one on the right indicating the current changes.

Below that, there is an editor which contains the results. 

Some useful commands:

- Merge editor: Toggle current conflict from left/right 
- Merge editor: accept all changes from left/right
- Merge editor: compare input 1/2 from base - opens a diff editor from which the changes can be examined

Some thoughts:

- Perhaps we should rename "left" / "right" and "input 1/2" to "current" / "incoming" 
- I am not sure how to navigate to the result editor using only the keyboard, there should be a way
- In the result editor, there is a Complete Merge button. I don't see a way to access or action that via keyboard

When I apply the Complete Merge button, I'm taken to an editor with no content and it has a lock icon on the tab
![Screenshot 2023-05-16 at 3 00 11 PM](https://github.com/microsoft/vscode/assets/29464607/ca2fd01e-b965-4856-b7d2-0afb6fb828af)

```[tasklist]
### Tasks
- [ ] https://github.com/microsoft/vscode/issues/183242
- [ ] https://github.com/microsoft/vscode/issues/183244
- [ ] https://github.com/microsoft/vscode/issues/183245
```
Repository: rust
Issue: Regression in debug codegen for simple division
Labels: I-slow,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
pub fn num_pages(alloc: i32) -> i32 {
    num / 4096
}
```

I expected to see this happen: There not to be any excess code or panics for a simple division.

Instead, this happened: In 1.69, there are no panics of any kind, and rustc simply generates the division as it should. In the current nightly, rustc generates a panic call. I go through a lot of care in this code to only use raw pointers and such to avoid overhead for debug mode performance, and yet this constant division still exists. There's also no `unchecked_div`, so I can't even use unsafe to get out of this.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.71.0-nightly (2c41369ac 2023-05-13)
binary: rustc
commit-hash: 2c41369acc445d04129db40ba998dd7a89fb0d2e
commit-date: 2023-05-13
host: x86_64-unknown-linux-gnu
release: 1.71.0-nightly
LLVM version: 16.0.2
Compiler returned: 0
```
Repository: pytorch
Issue: DISABLED test_compare_cpu__refs_empty_strided_cuda_float32 (__main__.TestCommonCUDA)
Labels: module: cuda,triaged,skipped

Platforms: rocm

This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_ops.py%3A%3ATestCommonCUDA%3A%3Atest_compare_cpu__refs_empty_strided_cuda_float32)).

cc @ngimel @jaglinux @arindamroy-eng
Repository: flutter
Issue: Global text scaling shouldn't be automatically applied on `WidgetSpan`s as scale transforms
Labels: framework,a: accessibility,a: typography,customer: crowd,P3,team-text-input,triaged-text-input

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

With the following `TextSpan`, if the ambient text scale factor is `2.0`, the text "INTERRPUTION" will be 2.0x the size of the surrounding text, 
because text widgets in the framework automatically scale `WidgetSpan`s by the ambient text scale factor (2.0x) by applying a 2x scale transform.  See the [Screenshots or Video](#screenshots-or-video) section
 
```dart 
  MediaQuery(
    data: MediaQueryData(textScaleFactor: 2),
    child: Directionality(
      textDirection: TextDirection.ltr,
      child: Center(
        child: Text.rich(
          TextSpan(
            children: <InlineSpan>[
              const TextSpan(text: 'a '),
              TextSpan(text: 'pebble'),
              const TextSpan(text: ' in the '),
              WidgetSpan(
                child: SizedBox(
                  width: 40,
                  child: Card(
                    color: Colors.blue,
                    child: RichText(
                      text: const TextSpan(text: 'INTERRUPTION'),
                      textDirection: TextDirection.rtl,
                      textScaleFactor: 2.0,
                    ),
                  ),
                ),
              ),
              const TextSpan(text: 'sky'),
            ],
            style: const TextStyle(),
          ),
          textDirection: TextDirection.ltr,
          textScaleFactor: 2,
        ),
      ),
    ),
  ),
```

Semirelated: https://github.com/flutter/flutter/issues/70885

### Expected results

All text in the sample app has a similar size (2x).

### Actual results

The text inside the `WidgetSpan` is way larger (4x).

### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

![screen](https://github.com/flutter/flutter/assets/31859944/abda027e-5dc1-47f7-8389-f216177cb064)


</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

Framework revision dda7d28d25, 2023-05-15 16:47:09 -0400
Repository: vscode
Issue: Allow dragging and dropping file entries in the breadcrumbs
Labels: help wanted,feature-request,breadcrumbs


Type: <b>Bug</b>

**Feature request**
Suport drag and dropping of file entries in the breadcrumbs

This should integrate with VS Code's drag and drop into editor so that you can drag a breadcrumb element into a file to insert a path

VS Code version: Code - OSS Dev 1.79.0 (Commit unknown, Date unknown)
OS version: Darwin x64 22.4.0
Modes:


<!-- generated by issue reporter -->
Repository: vscode
Issue: Extension settings: Distinguish between local Global/User scope and remote Global/User scope
Labels: feature-request,api,config

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->

I have an extension with settings that are "resource" scoped - and so in a remote environment, I want the ability to save them to either a User, Remote, Workspace or Workspace Folder settings json file, but I am unsure how to do this best.  

Currently I use `workspace.update(section, value, configurationTarget)` to update settings and there are 3 Configuration Scope targets: User/Global, Workspace, WorkspaceFolder.  

The problem now is that when I specify the Global/User Configuration scope/target in a remote environment, then the setting may be saved to the Local User settings file.  I will note that that only occurs in certain cases, but my goal remains the same - to distinguish the Local User scope from the Remote User scope, particularly when saving settings.

What is the best way to do this?  Thanks.
Repository: excalidraw
Issue: drawing tablet issue on chrome, edge and obsidian
Labels: mobile

The first stroke works fine but when you try to draw the second stroke, it moves the cavas. To draw a stroke again, you need to raise your pen high up and get back to the tablet.
This doesn't happen on firefox and safari.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Q-Diffusion
Labels: enhancement,extension-request

### 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 ?

q-diffusion implentation would give a speedup (due to using INT8/INT4 [with good outputs too!]) and shrink file sizes down

[Q-DIffusion paper](https://arxiv.org/pdf/2302.04304.pdf)
[Repo](https://github.com/Xiuyu-Li/q-diffusion)

tldr for paper: quantizing the diffusion models in a different way makes it not lose much precision, even at int4

### Proposed workflow

either:
1. Have it in a seperate tab (along with Loras)
2. Click the tab to select
3. Select the desired model
or:
1. Have it be seamless [looks like a normal model, loads like a normal model]

### Additional information

as of now, the hard parts of the implentation is getting the inference part sped up; even the paper notes it in the conclusion
detecting the model *might* be hard, as it can be mixed in all sorts of ways
Repository: PowerToys
Issue: [PowerToysRun] Applications don't open in PowerToysRun when typing the name (along with a suggestion for bug reports)
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.69.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Honestly, not sure how to reproduce, however I do have the bug report log. One more thing, and this is more of a suggestion. Could PowerToys and the log please not have the username in the logs? I spent some of my time opening the logs and removing my username from this, having an option to remove your username from the logs would be very helpful.

[PowerToysReport_2023-05-16-21-47-12.zip](https://github.com/microsoft/PowerToys/files/11493472/PowerToysReport_2023-05-16-21-47-12.zip)


### ✔️ Expected Behavior

Typing in discord should give me the application to discord

### ❌ Actual Behavior

![PowerToys PowerLauncher_6qqq43fKCR](https://github.com/microsoft/PowerToys/assets/48143202/4c062b4d-6043-4231-a9fc-907b3c761083)


![PowerToys PowerLauncher_g8x0MK7x1I](https://github.com/microsoft/PowerToys/assets/48143202/580b94d1-91fb-4174-88f3-7e0703458968)


### Other Software

Discord Stable 198318 (0b36f7f)
Repository: kubernetes
Issue: Improve logging when volume usage metrics fails
Labels: kind/bug,sig/storage,help wanted,needs-triage

### What happened?

While investigating a dip in volume usage graphs for a nfs volume, we suspect there could have been a temporary error when gathering metrics, causing us to return 0 bytes. However we could not verify this issue with the default logging levels.

### What did you expect to happen?

Consider elevating the log level when we fail to gather metrics:
https://github.com/kubernetes/kubernetes/blob/54284f106886a812a318023b15f3bdf0fff7f176/pkg/kubelet/server/stats/volume_stat_calculator.go#L145

We may need to think about how to not log every time to avoid log spam

### How can we reproduce it (as minimally and precisely as possible)?

Probably try to bring down an nfs server after a pod has mounted it.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
1.24.11
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: pytorch
Issue: Unexpected behavior of fmod op in some float32 input
Labels: module: numerical-stability,triaged

### 🐛 Describe the bug

import torch
a = torch.tensor([0.84])
b = torch.tensor([0.02])

c = torch.fmod(a, b)

d = a - a.div(b, rounding_mode="trunc") * b
print(c)
print(d)



###
tensor([0.0200])
tensor([0.])
Repository: godot
Issue: SubViewportContainer does not scale Viewport properly with CanvasItems project scale mode.
Labels: discussion,topic:rendering,topic:2d

### Godot version

4.0.2.stable

### System information

Windows 11, Vulkan, RTX2070 Super

### Issue description

- CanvasItems scale mode is required for nice UI scaling.
- SubViewports being used for splitscreen gaming.

SubViewportContainer does not scale the underlying viewport appropriately to maintain quality in this mode.

Potentially related to #70791 and #76450.

![image](https://github.com/godotengine/godot/assets/20043270/092151e3-339f-4228-ba44-4797ea641708)


### Steps to reproduce

See reproduction project.

![image](https://github.com/godotengine/godot/assets/20043270/c73a59f3-fbc3-48bd-ad84-53d1f218d84d)


### Minimal reproduction project

[ViewportScalingRepro.zip](https://github.com/godotengine/godot/files/11494084/ViewportScalingRepro.zip)
Repository: godot
Issue: Exporting a sub-class of Resource in a tool script causes error while parsing
Labels: bug,topic:editor

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Ubuntu focal 20.04.06 LTS, T430 Thinkpad

### Issue description

When exporting a sub-class of Resource in a tool script, you will get the error:
`Failed to set a resource of the type 'Texture' because this EditorResourcePicker only accepts 'Texture' and its derivatives.`

when closing and reopening the scene with the script inside it you will get
`Error while parsing 'scene.tscn'.`

### Steps to reproduce

1. create a script and attach it to a node in a scene
2. inside the script export a sub-class of the Resource class
   e.g `@export var test = Texture.new()`
3. you will begin to receive the errors mentioned in the issue description

### Minimal reproduction project

I've added comments inside of the script that show what causes errors and what doesn't
[bug.zip](https://github.com/godotengine/godot/files/11494292/bug.zip)
Repository: PowerToys
Issue: Quick Accent not remembering frequent accents after restart
Labels: Issue-Bug,Priority-1,Product-Quick Accent

### Microsoft PowerToys version

0.69.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Quick Accent

### Steps to reproduce

use the quick accent functionality (maybe a coupe of times with the same accent to bring it to the front). Restart Windows and the accent is move3d away from the front, therefore re-training is needed.

This happens only on my (crippled) work-pc with powertoys not running in admin mode

### ✔️ Expected Behavior

The frequently used accents should be remembered and placed in front of the list

### ❌ Actual Behavior

the order of the accents resets after each restartof windows 

### Other Software

_No response_
Repository: go
Issue: syscall: updates types related to "time_t" to 64-bit on linux/arm
Labels: help wanted,NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.4 windows/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?
linux/arm

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->


### What did you expect to see?
I'm hoping it can be made compatible with the 64-bit "time_t" type to solve the "2038 problem".


### What did you see instead?
All types in ztypes_linux_arm.go related to "time_t" are 32-bit (such as Timespec, Timeval, Time_t, etc.). However, as of Linux 5.10, all "time_t"-related types have been updated to 64-bit (although I'm not certain from which kernel version this change was made).
Repository: flutter
Issue: Ignoring --target when running flutter CLI/Android?
Labels: tool,P2,team-tool,triaged-tool

as on Gitter: this is also a cc to @xster @cbracken 

## Steps to Reproduce

following my quest to have Flutter compile multiple targets for iOS (see flutter/flutter#14648) , i've built a sample app, and defined in AndroidStudio 4 Run/Debug configurations: development, staging, demo and production.

Each configuration has a different entry point like `main-dev.dart`, `main-staging.dart` which, besides running the app, defines some constants, different for each environment.

If I run the app like this
` flutter run --target=lib/main-dev.dart --flavor=Rotor-dev` or via AndroidStudio choosing the appropriate configuration, I notice that in the logs it's always referenced the  original `lib/main.dart`, and not the one specified in `--target` or in the field in the AndroidStudio configuration panel

 
## Logs
I know the build fails, but this is not the issue now: once the plugin has "compiled" the Flutter app, I can run the app directly via XCode. The problem is, that in XCode I have always the same Fliutter app that references `lib/main.dart` and not the different flavor I want

```
Launching lib/main-dev.dart on iPhone 6 in debug mode...
Running Xcode build...
Failed to build iOS app
Error output from Xcode build:
↳
    ** BUILD FAILED **
    ....
 PhaseScriptExecution Run\ Script Build/Intermediates.noindex/Runner.build/Debug-Rotor-dev-iphonesimulator/Rotor-tg-dev.build/Script-D15A366720321C340096E181.sh
        cd /Users/walter/Lavori/progettiIAKTA/fluttheero/ios
        export ACTION=build
        export AD_HOC_CODE_SIGNING_ALLOWED=YES
        export ALTERNATE_GROUP=staff
        export ALTERNATE_MODE=u+w,go-w,a+rX
        export ALTERNATE_OWNER=walter
       ....skip..
        export FLUTTER_TARGET=lib/main.dart 
```
Repository: pytorch
Issue: [refs] inplace references resize the input to match the broadcasted input shape
Labels: triaged,module: primTorch

### 🐛 Describe the bug

From a quick check,  the inplace references have incorrect behaviour when other arguments have higher rank than the input being inplaced into.

```python
import torch

torch.manual_seed(42)

def f(x, y):
    return x.add_(y)

x = torch.randn(3, 3)
y = torch.randn(3, 3, 3)

# output with shape [3, 3] doesn't match the broadcast shape [3, 3, 3]
# x.add_(y)

from torch._refs import add_

# Resizes `x` to the broadcasted shape of inputs
add_(x, y)
print(x.shape)  # [3, 3, 3]

```

Inplace references created with `_make_inplace` seem to have this problem.

Ref: https://github.com/pytorch/pytorch/blob/88b6a4577bad670c608424018caeba8698ad5f97/torch/_refs/__init__.py#L431

cc: @lezcano

### Versions

master

cc @ezyang @mruberry @ngimel @Lezcano @peterbell10