sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Extension EULA infrastructure
Labels: under-discussion,license

VS Code marketplace seems to be pretty permissive in relation to extension licenses.  I.e. when I install VS Code on Mac, there's no EULA acceptance dialog. When I download a vsix from app store, it's possible to download them without accepting any license.

Would be nice to at least:
- Clarification whether the license on the extension page is enough.
- Make it impossible to download vsix from the marketplace without accepting a license in some way.
- Provide a default license for extension and write it into VS Code and the Marketplace EULA (Apple has it https://www.apple.com/legal/internet-services/itunes/dev/stdeula/)

We are developing an extension with potential commercial features, and we would be happy to reuse some infrastructure, and reduce friction related to license acceptance etc, as well as feel safer especially in relation to limiting the extension author's liability.

P.S. I am not a lawyer. It's just a question to clarify the situation with licenses.
Repository: godot
Issue: `Input.get_action_strength()` doesn't return clean vectors of length 1.0
Labels: bug,enhancement,confirmed,topic:input

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Windows 10, Vulkan, NVidia Geforce980Ti

### Issue description

When using analog stick input in games it is imperative that the axis values always add up to vectors of a length of 1.0 whenever the stick is pushed down all the way.
This used to be true for Input.get_vector() until Godot4 Beta16 and was likely affected by this commit: #69028

The way it is now, Input.get_vector() as well as a Vector2 constructed of 4x Input.get_action_strength() will will only return vectors of length 1.0 when the stick is tilted straight up, down, left, or right. At diagonal angles, vector length can go as low as 0.1.

Perhaps this is just a matter of adjusting the documentation, but with the input methods behaving this way, how is a game developer supposed to make a character run at a constant speed (i.e. input vector length)?
Currently, the only way to receive proper input values is to use Input.get_action_raw_strength() which is not ideal since it isn't taking the deadzone into account.

### Steps to reproduce

Open the included reproduction project, run the game, and tilt the analog stick of your gamepad in all directions.
Look at the console output and notice how only the Vector2 constructed of Input.get_action_raw_strength() methods returns vectors of a proper length.

### Minimal reproduction project

[JoystickAxisBug.zip](https://github.com/godotengine/godot/files/10691202/JoystickAxisBug.zip)
Repository: TypeScript
Issue: Incorrect completions in object literal expression for overloads
Labels: Suggestion,Help Wanted,Domain: Completion Lists,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information


### ⏯ Playground Link

[ts play code](https://www.typescriptlang.org/play?noImplicitAny=false&ts=5.0.0-dev.20230208#code/JYOwLgpgTgZghgYwgAgCrIN4FgBQz-IAUoADgK5gBcmyYAniRNQOSQAeYzyAvgJS4FkAHlQA+YiHJUa9RiwBWAZwD2ILn2qoBBCVOoZaDJsmYAjMjBjR1-HN1yhIsRClQAmTNvy6KLdp1tBEXFSXxMlVWZeTS8iUOkzCysoKNx7HFwAEwgEABs4KBQEVUUwZBgyEAQYnGy8gqKSsoqqt003XFwWhEIDWWNmGy7KhDdCQdsgA)

### Code to test

Simplified from `got` typings.

```ts
interface T {
    <T>(input: { type: 'text' })
    <T>(input: { type: 'json' })
    <T>(input: { type: 'buffer' })
}

declare const func: T

func({ type: /**/ })
```

No **all** literal or in-string completions, but okay if remove `<T>` from each overload.

### 🙁 Actual behavior

Completions in `func({ type: '|' })` (text) missing completions from `func2('|')` (text, json, buffer)

### 🙂 Expected behavior

Completions for `func({ type: '|' })` are the same as for `func2('|')`

I'm not sure probably its related to https://github.com/microsoft/TypeScript/issues/51047 (or duplicate)
Repository: stable-diffusion-webui
Issue: [Bug]: Embeddings Intermittently Work
Labels: bug-report,platform:mac

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Sometimes the textual inversion prompts seem to be ignored.

Here's an example of bogus output for "photo of lsweebloke-3000":
[https://postimg.cc/crxsFH6s](https://postimg.cc/crxsFH6s)

Despite outputting a photo-realistic image the previous iteration, watching the window for this one there didn't seem to be any influence of the prompt at all.

### Steps to reproduce the problem

1. Update to the latest version
2. Check embeddings are in correct folder, trained to the same version as model.
3. Run SD and check the embeddings have been picked up (for example are they in the drop-down for training).
4. In txt2img enter prompt with the TI e.g. "portrait of lsweebloke-3000"

Sometimes it works solidly / reliably for multiple iterations, however sometimes it breaks and will start creating random fractals, patterns, or landscapes (depending on the model).

Strangely, if I've been using something like "lsweebloke-3000" and I switch to "lsweebloke-2950" it might work again temporarily.

Usually a reboot sorts things out for a while.

What's weird, is that I can have a super prompt that I run in bulk for 100 iterations, then all of sudden it just stops working.

### What should have happened?

The prompt should be reliably pulled in each time.

### Commit where the problem happens

ea9bd9fc

### What platforms do you use to access the UI ?

MacOS

### What browsers do you use to access the UI ?

Brave, Apple Safari

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
No errors printed in terminal
```


### Additional information

Using MacBook M1 (Apple Silicon)
Repository: vscode
Issue: Could we have vscode.open and vscode.diff support customize open mode?
Labels: feature-request,api

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Hi,
When I call the vscode.open to open my treeview item via command property. I see it vscode.open will inherit the default open mode(singleClick or doubleClick). Can we have vscode.open and vscode.diff also support the open mode without using the system open mode?  


Thanks
Boyka
Repository: flutter
Issue: `Scaffold` overrides `DefaultTextStyle`
Labels: c: new feature,framework,f: material design,d: api docs,c: proposal,team-design,triaged-design

# Problem

When using a [`Scaffold`](https://api.flutter.dev/flutter/material/Scaffold-class.html) widget, any parent [`DefaultTextStyle`](https://api.flutter.dev/flutter/widgets/DefaultTextStyle-class.html) will subsequently be ignored:

```dart
DefaultTextStyle.merge(
  style: TextStyle(
    letterSpacing: -0.5,
  ),
  child: Scaffold(
    body: Center(
      // The default text style set above is ignored here.
      child: Text('Foo'),
    ),
  ),
)
```

### Use case

This entirely prevents setting a global default text style (e.g. to adjust the letter spacing for all text widgets in an app) when using `Scaffold` at all (which is usually used on every page in a Flutter app).

## Cause

The reason this happens is because every `Scaffold` inserts a [`Material` widget](https://api.flutter.dev/flutter/material/Material-class.html) and this in turn overrides the `DefaultTextStyle` with `TextTheme.bodyMedium`:

https://github.com/flutter/flutter/blob/b1c4d5686e79ea8f32ad67469e663fb9d0d2a0ca/packages/flutter/lib/src/material/material.dart#L473

This is also not documented. Neither the `Scaffold` widget mentions this behavior, nor the `Material` widget itself. [`Material.textStyle`](https://api.flutter.dev/flutter/material/Material/textStyle.html) only states the following (and not that omitting the parameter will override `DefaultTextStyle`):

> The typographical style to use for text within this material.

The only mention of this in the docs I could find was in [`TextTheme.bodyMedium`](https://api.flutter.dev/flutter/material/TextTheme/bodyMedium.html):

> The default text style for [Material](https://api.flutter.dev/flutter/material/Material-class.html).

---

This, however, does not help the problem at all as there is **no way** to prevent the `Material` widget from overriding the `DefaultTextStyle` when using a `Scaffold`. There is no parameter for passing this. And even if there was one, we would have to manually pass our default text style to every `Scaffold` or `Material` usage within the app.  
To me, this seems to be a fundamental issue.

# Proposal

I propose the following:

1. The documentation should be fixed.

And any (or a combination) of the following should be implemented:

2. A flag on the app's `Theme`/`TextTheme` passed to `MaterialApp` that disables defaulting to `bodyMedium` if the app does not use `bodyMedium`.
3. A flag on the `Scaffold` widget to respect the `DefaultTextStyle`.
4. A way to prevent `Material` from overriding the default text style.
Repository: pytorch
Issue: pybind11 SymNode binding is a footgun py::cast
Labels: triaged,module: pybind

### 🐛 Describe the bug

Say you have a SymNode and you want to convert it into a PyObject. You might try `py::cast` it. But that will give you a `_C.SymNode`; if it was a Python SymNode you wanted it to unwrap directly. Big footgun.

### Versions

master
Repository: godot
Issue: Bold font in inspector doesn't look right.
Labels: discussion,topic:editor

### Godot version

v4.0.rc1.official.8843d9ad3

### System information

Windows 11, Vulkan API 1.3.205, NVIDIA GeForce MX450

### Issue description

Just a minor quibble - the titles of the collapsible groupings and inheritance sections in the inspector pane are bolded and don't look very good, and is inconsistent with the other panels (e.g. Node). It should rather just be the regular font weight.

The import tab also has the same issue.

![image](https://user-images.githubusercontent.com/1944711/217714928-7d648af3-16f6-485d-9cfd-79cf7e9cd24c.png)

### Steps to reproduce

Just view any node in the inspector.

### Minimal reproduction project

Any project.
Repository: godot
Issue: Cannot edit any material properties in new inherited scene
Labels: discussion,topic:editor,topic:import

### Godot version

4.0 RC 1

### System information

Linux 

### Issue description

Cannot edit material properties in new inherited scene in Godot 4 RC 1.
I expect to be able to edit the material properties. Using Godot 3.5.1 this works.


### Steps to reproduce

Export a glb file from blender.
Import into Godot 4.0.
Create new inherited scene.
Try editing roughness or any material property in the new inherited scene, you will find none of them can be edited.

### Minimal reproduction project

[GlbNotEditable.zip](https://github.com/godotengine/godot/files/10693364/GlbNotEditable.zip)
Repository: godot
Issue: Selected nodes in Scene and FileSystem tab treeviews need leading space.
Labels: enhancement,topic:editor

### Godot version

v4.0.rc1.official.8843d9ad3

### System information

Windows 11, Vulkan API 1.3.205, NVIDIA GeForce MX450

### Issue description

The icons on selected nodes in Scene and FileSystem tab treeviews are positioned right against the left edge of the selection block, and need some leading space (4 or 5 pixels).

![image](https://user-images.githubusercontent.com/1944711/217715563-d0b1f6e2-7362-4fb5-950b-574406eb141a.png)


### Steps to reproduce

- Just select any node in the treeviews.
- Notice that the icons are positioned right at the left edge of the highlight area.

### Minimal reproduction project

The default project.
Repository: electron
Issue: [Bug]: White frames appear when adding BrowserView with already loaded page
Labels: platform/macOS,bug :beetle:,component/BrowserView,has-repro-gist,23-x-y,24-x-y,25-x-y,26-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

20.1.4

### What operating system are you using?

macOS

### Operating System Version

Ventura 13.2

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

~~In my use case, I need to keep `BrowserView`s in memory and switch them.~~
~~To switch I use `removeBrowserView` and `setBrowserView` APIs like this:~~

```
    win.removeBrowserView(view1);
    win.setBrowserView(view2);
```

~~I expect that this switching will be experienced by users as tab switching in the browser. For example, if you open two tabs~~
~~https://www.electronjs.org/ & https://www.electronjs.org/docs/latest/api/app, and will start switching between them you will notice that the website header remains black (for this specific example with electronjs.rg).~~

In my use case, I need to add `BrowserView` with an already loaded page to the window. When I do this I am able to notice a white glitch even though I set another color as a background color for the window.
This bug is not reproducible if hardware acceleration is turned off. (`app.disableHardwareAcceleration()`)

### Actual Behavior

It works as desired on Windows 11.
On MacOS some white frames appear and make the user's experience less native.

https://user-images.githubusercontent.com/7069867/217718946-abd92f15-baec-43e8-a5c9-4c1bd3d2c0f8.mov

Can we get it fixed or give me suggestions on how I can perform a workaround, please?

### Testcase Gist URL

https://gist.github.com/0c99927c913ac5971facd861dd656d8b

### Additional Information

_No response_
Repository: godot
Issue: Updating/Accessing RenderingDevice buffer data after `submit()` causes crashes without error
Labels: bug,topic:rendering,usability,crash

### Godot version

4.0

### System information

Windows 10, RTX 2070 Super, Driver v516.94, Vulkan

### Issue description

When attempting to update or access RenderingDevice buffer data with `buffer_get_data()` or `buffer_update()`, after calling `submit()` and before calling `sync()`, the project hangs and then crashes without error.

This wasn't a problem for my project at first, but I ended up needing to dispatch my shader with varying amounts of data, causing inconsistent wait times. At some point this resulted in my code trying to update the buffer before the RenderingDevice was synced, causing the crash. I was able to remedy this by creating a boolean `is_waiting` that is set to `true` after submitting, but I noticed in the source code there is already a variable that does this (`RenderingDevice.local_device_processing`). If possible, perhaps exposing that variable to GDScript through a `is_local_device_processing()` function would help.

EDIT: Note that I've only tested this with `buffer_get_data()` and `buffer_update()`. This very well may be the case for others like textures and vertex buffers as well.

### Steps to reproduce

I've included a reproduction project. 

In `Node.gd` you can uncomment the code between `rd.submit()` and `rd.sync()` (on lines 35 and 37/38) and run the project to reproduce the crash.

### Minimal reproduction project

[RDIsWaitReproduction.zip](https://github.com/godotengine/godot/files/10693997/RDIsWaitReproduction.zip)
Repository: PowerToys
Issue: 通过文件关键字搜索功能
Labels: Needs-Triage

### Description of the new feature / enhancement

可以在搜索里通过关键字显示出所有有这个关键字的文件文档

### Scenario when this would be used?

可以在搜索里通过关键字显示出所有有这个关键字的文件文档

### Supporting information

可以在搜索里通过关键字显示出所有有这个关键字的文件文档
Repository: PowerToys
Issue: Extended display (Top to down), windows not resizing correctly like in usual extended displays (left or right)
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

### Microsoft PowerToys version

0.67.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

a display setup on top or down, does not resize windows correctly
![image](https://user-images.githubusercontent.com/29703085/217752355-766a65e2-b17f-48f7-aa77-9399a2eea043.png)

windows resized overshoots the screens, and the fancy zones editor, misbehaves in same way
![image](https://user-images.githubusercontent.com/29703085/217752529-d10dc59b-1f43-4441-8060-2f0746214831.png)


### ✔️ Expected Behavior

correct resizing like in left or right dual display setup is expected. but only this time will be top to bottom etc

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue: [4.0-rc1] Description not showing for gdscript properties in inspector
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.rc1

### System information

Window 10

### Issue description

Relate to #59270

![image](https://user-images.githubusercontent.com/66520542/217763551-a4937636-651c-4fa0-a34c-6b765e777b01.png)


### Steps to reproduce

Code use in image

```gdscript
extends Node2D

## Test
@export var test = 0
```

### Minimal reproduction project

[description_not_show.zip](https://github.com/godotengine/godot/files/10695212/description_not_show.zip)
Repository: flutter
Issue: The operation of converting from Japanese strings to symbols on certain Android devices is bad
Labels: a: text input,e: device-specific,platform-android,a: internationalization,has reproducible steps,P2,e: samsung,found in release: 3.7,found in release: 3.8,team-framework,triaged-framework

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     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
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Using TextField on Samsung devices, the behavior when converting from Japanese to 2-letter symbols is bad.
The same phenomenon did not occur when I used Google Gboard, so I think this is a problem specific to Samsung's software keyboard .


## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Execute `flutter run` on the code sample <!-- (see "Code sample" section below) -->
2. Type "かっこ" in Japanese
3. Tap the line break symbol in the lower right corner of software keyboard. 

https://user-images.githubusercontent.com/12440462/217768620-9fecc264-7d46-409d-ba5a-614052b52f88.mov

**Expected results:** <!-- what did you want to see? -->
Text input is confirmed. Like this word app.

https://user-images.githubusercontent.com/12440462/217769317-ff43990e-4397-45ef-a1dd-8d3fc0afc65b.mov

**Actual results:** <!-- what did you see? -->
Text input is not confirmed. 



<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyHomePage());
}

class MyHomePage extends StatelessWidget {
  const MyHomePage({super.key});

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      home: Scaffold(
        body: Center(
          child: TextField(maxLines: null),
        ),
      ),
    );
  }
}
```
Repository: opencv
Issue: global onnx_importer.cpp:1051 handleNode DNN/ONNX: ERROR during processing node with 2 inputs and 1 outputs: [Add]:(onnx_node!/Add_1) from domain='ai.onnx'
Labels: bug,category: dnn (onnx)

### System Information

OpenCV python version: 4.7.0
Operating System / Platform: Ubuntu 20.04
Python version: 3.8.10

### Detailed description

The error happens when reading the **.onnx** model using **cv2.dnn.readNet()**. 

```
error: OpenCV(4.7.0) /home/astra2/opencv/modules/dnn/src/onnx/onnx_importer.cpp:1073: error: (-2:Unspecified error) in function 'handleNode' 
Node [Add@ai.onnx]:(onnx_node!/Add_1) parse error: OpenCV(4.7.0) /home/astra2/opencv/modules/dnn/src/layers/nary_eltwise_layers.cpp:139: error: (-215:Assertion failed) shape[i] == 1 || outShape[i] == 1 in function 'findCommonShape' 
```


Whereas **onnxruntime** doesn't throw any error.
Also this error seems similar to #23227 but with a different layer

### Steps to reproduce

Model link - https://drive.google.com/file/d/10hET3jvdCBWyIHZR13lIXaKsQUiN2Wyz/view?usp=share_link
```python
import cv2
model_path = 'clip_visual_dynamic_batch.onnx'
net = cv2.dnn.readNet(model_path)
```

### 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: excalidraw
Issue: bug: incorrect RTL in help dialog
Labels: UX/UI,RTL

![image](https://user-images.githubusercontent.com/40431124/217777433-1c2e356c-8617-48a1-81a9-8ed91a06d950.png)
The title and the close icon are placed incorrectly. They should be swapped. It happens because of left text-align on `.excalidraw .Dialog__title` and absolute right positioning on `.excalidraw .Modal__close`.
Repository: excalidraw
Issue: Manually mutating localStorage['excalidraw-collab'] username causes crash for all collaborators
Labels: bug

Doing `localStorage['excalidraw-collab'] = '{"username":123}'` and refreshing afterwards will cause a crash for all collaborators.
Repository: godot
Issue: Adding Node BUG!  and Selecting Issue?
Labels: bug,topic:editor,needs testing

### Godot version

4.0.dev beta 17

### System information

Windows 10,  Intel(R)HD Graphics Family, 20.19.15.5171,  GLES3

### Issue description

Selecting nodes individual

Copy the reference  of a node
Add node in editor

### Steps to reproduce

Adding a new node to scene has a problem (You can check in the video)
I don't know if it's a new feature selecting Nodes or a bug it's really annoying! 
how do i fix this issue?

I Tried restarting the editor but the issue is still in!!




https://user-images.githubusercontent.com/53328867/217795634-6a6c98ff-215c-41c4-acb0-68cd7c234b03.mp4



### Minimal reproduction project

N/A