sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Relative line numbers should change while folding (like in VIM). 
Labels: feature-request,editor-core

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->



# Vim like navigation while folding with relative line numbers

This request is related to [#159236](https://github.com/microsoft/vscode/pull/159236) and [#157282](https://github.com/microsoft/vscode/issues/157282)


### In NVim/Vim folded sections are simply treated as lines.
For example one section can be deleted with "dd", if the section is folded.
But more importantley, one can just move over folded sections by simply typing the amount of visible line numbers.
The relative line numbers on the side bar do show the visible line numbers and not the acutal ones,
like you can see in the example.

![grafik](https://user-images.githubusercontent.com/75951708/208931593-cb22f6a5-2e9b-4bbf-b867-4900b8e0a935.png)

### To get Vim like behavior, two things are needed. 
First, folds should not open, if you navigate over it. 
Second, the visible line numbers should be visible, like it was also discussed in   [#157282](https://github.com/microsoft/vscode/issues/157282).
Since some user also want a different behaviour, this should be possible optional. 

I think, this would help a lot of Vim users moving to VSCode. 
This is the biggest issue for me, after i switched. 

Thanks and keep up the good work!
Cheers
Repository: material-ui
Issue: CustomSystemProps is not used in SystemProps anymore
Labels: bug 🐛,package: system,component: Box,ready to take

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Reference to types: https://github.com/mui/material-ui/blob/master/packages/mui-system/src/Box/Box.d.ts#L144

See context below on what I suggest is missing.

### Current behavior 😯

Overwriting `CustomSystemProps` doesn't do anything since it's not actually used [anywhere](https://github.com/mui/material-ui/search?q=CustomSystemProps) in the code anymore.

### Expected behavior 🤔

`CustomSystemProps` is used in `SystemProps` so that augmenting it will properly work on components.

Eg. doing:

```typescript
declare module '@mui/system/Box' {
  interface CustomSystemProps {
    customProp: number;
  }
}
```

would cause this prop to be available on components such as `<Typography customProp={2} />`

Specifically modifying `packages/mui-system/src/Box/Box.d.ts` like this worked:

```ts
export type SystemProps<Theme extends object = {}> = {
  [K in StandardSystemKeys]?:
    | ResponsiveStyleValue<AllSystemCSSProperties[K]>
    | ((theme: Theme) => ResponsiveStyleValue<AllSystemCSSProperties[K]>);
} & CustomSystemProps; // Added this bit
```

### Context 🔦

This issue (https://github.com/mui/material-ui/issues/25771#issuecomment-846477908) originally discussed a different issue but the fix seems to have removed the usage of the `CustomSystemProps`. I would assume this was by accident since this interface is not used anywhere else and could otherwise be removed entirely if it isn't supposed to be used anymore (although I find it useful).

### Your environment 🌎

_No response_
Repository: flutter
Issue: [packages] Prevent reverting published version numbers
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

See https://github.com/flutter/packages/pull/2987#discussion_r1054504421 for example context. The tooling shouldn't allow a change of version B to version A<B if version B is published already. It should instead fail with an error message saying that if it's a revert it should instead:
- revert all the code changes
- bump the version to B+1
- consider retracting version B, and if that's going to be done, adding a note to the changelog entry for version B in the B+1 update
Repository: pytorch
Issue: Potential bug found with pybind11 dec_ref while gil released
Labels: triaged,module: pybind,shadow review,bug

### 🐛 Describe the bug

I tried updating pybind11 in this PR: https://github.com/pytorch/pytorch/pull/91248/ and in the new version, we added an assert to make sure that the GIL is held during all inc_ref / dec_ref of the python object's underlying reference count. This seems to be failing on one of the tests https://github.com/pytorch/pytorch/actions/runs/3750738878/jobs/6371337256 . Since the GIL isn't held here, this could cause invalid reference counts to develop which could corrupt the python / gc state and lead to memory leaks and or crashes.

### Versions

Ran on master https://github.com/pytorch/pytorch/actions/runs/3750738878/jobs/6371337256

cc @ezyang
Repository: rust
Issue: Tuple field names in debuginfo are prefixed with `__`. 
Labels: A-debuginfo,T-compiler

The DWARF debugging information entries for tuple field names (and for the field names of tuple-like structs and variants) are prefixed with `__`.  For instance, `Option`'s `Some` variant is recorded as having a field named `__0`, rather than `0`.

I think this is a little unfortunate. Tuple indices behave quite like field names in Rust, insofar that they're accessed with `.` and that you can instantiate tuple-like structs and variants as if they are records; e.g.:
```rust
Some { 0: true };
```
It's odd, then, that these fields would not appear in a debugger as they would in Rust.

My own stake in this is [deflect](https://docs.rs/deflect/0.1.0/deflect/), allows you to get fields by name from structs and variants. Users reflecting on tuple-like structs and variants must know to prefix their queries with `__`, and the pretty-printer and serializers provided by `deflect` cannot generally strip away the `__` from field names.
Repository: godot
Issue: Importing as TextureAtlas can create overlapping textures even with cropping and trimming disabled
Labels: bug,topic:editor,confirmed,topic:import

### Godot version

3.5 and 4

### System information

Arch Linux

### Issue description

A texture is overlapping with another texture in the atlas, after importing them as TextureAtlas, even with cropping and trimming disabled.

### Steps to reproduce

Import the two textures in the MRP as TextureAtlas

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/10279762/repro.zip)
Repository: excalidraw
Issue: Offset changes not detected/calculated when container scrolled while in viewMode
Labels: bug,package:excalidraw

As per title, or at least that's what seems to be happening.

Repro:

1. load https://9vn3te.csb.app/ (source: https://codesandbox.io/s/confident-david-9vn3te?file=/src/App.js)
2. scroll the DOM (not the editor)
3. if the origin is off screen, pan the canvas so it's visible and move the cursor to the origin point to see that it's not on ~ `[0,0]`

![image](https://user-images.githubusercontent.com/5153846/208965588-3638eded-a864-45fc-acbf-74206fc5af65.png)

Same steps work when in edit mode: https://x93d02.csb.app/ (src: https://codesandbox.io/s/magical-sunset-x93d02?file=/src/App.js)
Repository: rust
Issue: rustdoc link resolution is nondeterministic, depends on job number
Labels: T-rustdoc,T-cargo,C-bug,A-reproducibility

rust-analyzer generates documentation by running `cargo doc --all --no-deps` in CI, but I've noticed that the resulting documentation doesn't have *any* clickable links, even to other workspace crates. Some investigation showed that I couldn't reproduce this behavior locally unless I pass `-j1` to Cargo, which indicates that the behavior is nondeterministic.

In total, I've observed these 3 different results:

![Screenshot_20221221_184626](https://user-images.githubusercontent.com/1786438/208972918-7308e6c4-e993-44d3-9ecc-4dff857f2960.png)
![Screenshot_20221221_184644](https://user-images.githubusercontent.com/1786438/208972933-c0d4cbb6-741a-4320-9b5e-ec00c33bd18d.png)
![screenshot-2022-12-21-18:41:14](https://user-images.githubusercontent.com/1786438/208972957-a5653cb5-25d6-42e8-8b71-5e2104606d81.png)

These were all generated from the same commit, https://github.com/rust-lang/rust-analyzer/commit/761b127c473f8324bc9fe46a3fb502bb0a8ba6ba, using Rust 1.66.0. (the item is `hir::Semantics::speculative_expand`)
Repository: go
Issue: crypto/x509: TestPlatformVerifier/revoked_leaf fails on macOS 13.1
Labels: OS-Darwin,NeedsInvestigation

I'm seeing the `TestPlatformVerifier/revoked_leaf` test in crypto/x509 failing at tip, 1.19.4, and 1.18.9 on darwin/arm64 running macOS 13.1 (22C65):

```
$ go test crypto/x509
--- FAIL: TestPlatformVerifier (1.39s)
    --- FAIL: TestPlatformVerifier/revoked_leaf (0.18s)
        root_darwin_test.go:116: unexpected verification error: got "x509: “revoked.badssl.com” certificate is expired", want "x509: “revoked.badssl.com” certificate is revoked"
FAIL
FAIL	crypto/x509	3.321s
FAIL
```

CC @rolandshoemaker.
Repository: rust
Issue: wasm_import_module does not allow empty module name
Labels: T-compiler,O-wasm,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.
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I tried compiling the following code to WASM using `cargo wasi build --release --target wasm32-unknown-unknown`.
```rust
#[link(wasm_import_module = "")]
extern "C" {
    pub fn hello();
}

#[no_mangle]
pub extern "C" fn run() {
    unsafe {
        hello();
    }
}
```

I expected to see the following output:
```wat
(module
  (type $t0 (func))
  (import "" "hello" (func $hello_world::hello::h0833d2bcb995432f (type $t0))) ;; Notice it imports "" "hello"
  (func $run (export "run") (type $t0)
    (call $hello_world::hello::h0833d2bcb995432f))
  (memory $memory (export "memory") 16)
  (global $__data_end (export "__data_end") i32 (i32.const 1048576))
  (global $__heap_base (export "__heap_base") i32 (i32.const 1048576)))
```

Instead, this this is the output I get:
```wat
(module
  (type $t0 (func))
  (import "env" "hello" (func $hello_world::hello::h0833d2bcb995432f (type $t0))) ;; Notice it imports "env" "hello"
  (func $run (export "run") (type $t0)
    (call $hello_world::hello::h0833d2bcb995432f))
  (memory $memory (export "memory") 16)
  (global $__data_end (export "__data_end") i32 (i32.const 1048576))
  (global $__heap_base (export "__heap_base") i32 (i32.const 1048576)))
```

I need it to import "hello" from "", to be compatible with a pre-existing API that puts functions in global space. Attempting to run the code in wasmtime when importing from "env" causes a loading error.

### Meta
`rustc --version --verbose`:
```
rustc 1.66.0 (69f9c33d7 2022-12-12)
binary: rustc
commit-hash: 69f9c33d71c871fc16ac445211281c6e7a340943
commit-date: 2022-12-12
host: x86_64-unknown-linux-gnu
release: 1.66.0
LLVM version: 15.0.2
```
Repository: flutter
Issue: Update devicelab iPhones to iOS 17
Labels: platform-ios,team-infra,P3,infra: device lab,triaged-infra

Historically, new iOS releases happen in September.  After iOS 17 releases in September 2023, update devicelab phones after validating all tests succeed.
Repository: flutter
Issue: Errors aren't surfaced to the embedder API
Labels: engine,e: embedder,P2,team-engine,triaged-engine

When implementing my own embedder I was confused why FlutterEngineRun returned success but then nothing was rendering.  It turns out the following errors were getting printed to stdout.

```
[ERROR:flutter/shell/common/shell.cc(93)] Dart Error: Can't load Kernel binary: Invalid kernel binary format version.
[ERROR:flutter/runtime/dart_isolate.cc(143)] Could not prepare isolate.
[ERROR:flutter/runtime/runtime_controller.cc(385)] Could not create root isolate.
[ERROR:flutter/shell/common/shell.cc(604)] Could not launch engine with configuration.
```

The host app is not one I wrote and it was actually difficult to get access to the stdout.  We should surface these errors to the embedder.h somehow.
Repository: godot
Issue: Theme notification is send twice on some nodes
Labels: enhancement,topic:editor

### Godot version

4.x (c5bfe13)
      

### System information

Windows 10

### Issue description

Some nodes receive the theme notification twice.
The problematic code:
![image](https://user-images.githubusercontent.com/66004280/208978140-ce8065aa-8562-4d0a-bbe9-c9b3c15019e5.png)

The `gui_base` can be a direct child of `theme_base`. 
In this case the `theme_base` sets the theme and propagates the notification to all children down in the scene tree, including `gui_base`.
Then `gui_base` does the same again.

### Steps to reproduce

Found when testing https://github.com/godotengine/godot/pull/70410

1. Add a breakpoint to the `NOTIFICATION_THEME_CHANGED` in e.g. `editor_audio_buses.cpp`
![image](https://user-images.githubusercontent.com/66004280/208989313-32a2061a-da85-495a-87a3-cad28aa0bdd7.png)
2. Change the editor theme
3. See how `NOTIFICATION_THEME_CHANGED` is called twice

In this case the following condition is true: `gui_base->get_parent() == theme_base`. There are probably more combinations out there...

### Minimal reproduction project

--
Repository: vscode
Issue: GitHub - Handle GitHub's branch protection push errors
Labels: feature-request,git,github

How might VS Code handle protection push errors more gracefully. As of now, those requests fail with an error and have to debugged by opening the output.

Could be a mix of the [existing](https://github.com/microsoft/vscode/issues/169776) permission error handling (creates fork and PR) or the [built-in branch protection handling](https://github.com/microsoft/vscode/blob/de7ce5adf31b43f210b5b94b287dbfe6416f449d/extensions/git/src/commands.ts#L1743).
Repository: stable-diffusion-webui
Issue: [Bug]: Training hypernetwork for SD2.1 gives black images
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Trying to train an hypernetwork

2.1 produces black images

### Steps to reproduce the problem

Load 2.0 / 2.1 ckpt (768px), train hypernetwork
See black images produces in "\stable-diffusion-webui\textual_inversion\2022-12-21\hypernetworkname\images"
Training Embedings gives good images
Training Hypernetworks give black images...

So it seems that hypernetwork training is broken. Embedding works.
Also commented in https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/5715

### What should have happened?

Hypernetwork being traind and images are generated correctly in  "\stable-diffusion-webui\textual_inversion\2022-12-21\hypernetworkname\images"

### Commit where the problem happens

685f9631b56ff8bd43bce24ff5ce0f9a0e9af490

### What platforms do you use to access UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--xformers
but also without it problem persists.
```


### Additional information, context and logs

_No response_
Repository: pytorch
Issue: Make quant_min/quant_max required for observer/fake_quant
Labels: oncall: quantization,low priority,triaged

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/pull/91159#discussion_r1053901160

### Versions

master

cc @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: stable-diffusion-webui
Issue: In Batch img2img - Make seeds continue to increment image to image
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 ?

When performing a Batch img2img session on a folder, instead of recycling the seed for each set of batches, continue to increment the seed when moving to the next image in the folder (unless some other setting overrules this behavior).

Right now, batch img2img seems to recycle seeds. When processing three images from a folder, with a Batch count of 3, and with an example start seed of 90, here's what happens:
Generating from Image 1: seed(1)=90, seed(2)=91, seed(3)=92
Generating from Image 2: seed(1)=90, seed(2)=91, seed(3)=92
Generating from Image 3: seed(1)=90, seed(2)=91, seed(3)=92

I've found a bug report and a feature request about this same behavior, and on both of them, the person making the request was unable to express the behavior in a way that was clear. If you're unsure that you understand what I'm trying to describe, try this:

Put three copies of the same image in a folder and run a Batch img2img on the folder. You'll end up with 3 sets of nearly identical images. That's because the initial seed is being recycled batch to batch. Likewise, dropping the generated images in the PNG Info tab will show the same 3 seeds over and over.

Another way to test this is to change the Filename Pattern in settings to make the filename simply [seed]. You can run as many batches as you like from three images. You'll only end up with 3 files in the end because the seed is recycling and Automatic1111 overwrites files when there is a name conflict.

### Proposed workflow

Here is my probably ignorant pseudo-code. I develop in a language other than Python.
INITIAL_SEED=x
COUNTER=0
FOR each image in a folder:
  SEED = INITIAL_SEED + (index*COUNTER)  #index here is the index of the for loop
  COUNTER += 1
  
The benefits of this change would be more variability between generated images in the Batch img2img tab.

### Additional information

Thank you very much for your part in creating such an amazing set of tools. I really appreciate it.
Repository: flutter
Issue: Proposal to add Wrap.separated constructor
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

## Use case

I'd like to show a list of items that wraps, with dividers. Like a separated list of attributes. So for example, if the wrap direction is horizontal and 3 items fit in the first row and 2 on the second:

0 • 1 • 2
3 • 4

Note that this can't be done by simply inserting a divider between each child because there should not be a divider between children 2 and 3 where the wrap occurs.

## Proposal

Implement a Wrap.separated constructor similar to https://api.flutter.dev/flutter/widgets/ListView/ListView.separated.html that inserts separators between items in the same run, but not between items where a wrap occurs.
Repository: next.js
Issue: next/image not properly sizing images
Labels: bug

### 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: x64
      Version: Darwin Kernel Version 21.6.0: Thu Sep 29 20:12:57 PDT 2022; root:xnu-8020.240.7~1/RELEASE_X86_64
    Binaries:
      Node: 18.12.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.0.8-canary.2
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### 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://github.com/pjaws/next-image-example

### To Reproduce

### With `fill` prop
1. Create `div` with desired aspect ratio padding, i.e. `padding-top: calc(2/3 * 100%);`
2. Add `next/image` as child of that div
3. Add `sizes` attribute with desired breakpoints/widths
4. Images are not requested at these sizes/`srcset` is always the same regardless of what's in `sizes`

### Without `fill` prop, external image
1. Create `next/image` with remote image, `width` and `height` props specified
2. Image is sized correctly at large screen sizes
3. Image is actually much larger at smaller screen sizes

### Without `fill` prop, local image
1. Create `next/image` with local image, no `width` or `height` specified
2. Image is always served at maximum resolution

### Describe the Bug

In almost every case, the image requested by `next/image` is larger than expected, resulting in unnecessarily large file sizes.

For images with the `fill` prop, the `sizes` attribute doesn't seem to actually do anything. In the screenshot below, images that should be around 396px are loading at 640px (1200px screen, 33vw image).

![Screen Shot 2022-12-21 at 2 01 32 PM](https://user-images.githubusercontent.com/53156002/209010610-f097d35c-94a9-4f5b-9360-2f76b8be2d6f.png)

For images without `fill`, instead of generating smaller files for smaller devices, the requested image is usually much larger than the specified width and height. In the screenshot below, an image that should be a maximum of 800x533px is being loaded at a width of 1920px on a screen 375px wide.

![Screen Shot 2022-12-21 at 2 09 56 PM](https://user-images.githubusercontent.com/53156002/209011802-3188a757-0185-45b5-9923-15d0c73d0ceb.png)

This can also be seen on your own [example page](https://image-component.nextjs.gallery/) where the local Vercel image is set to 1000x1000px, but actually loads the full-size 1600px image at a device width of 375px.

### Expected Behavior

"Always serve correctly sized image for each device"

I'm not expecting magic, but currently `next/image` is doing the opposite of what I want/expect. It would be nice to have some way to load smaller images at smaller screen sizes.

### Which browser are you using? (if relevant)

Chrome 108.0.5359.124

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Mesh with `scale.y = 0` renders only if breakpoint is hit
Labels: discussion,topic:core

### Godot version

4.0 with `dev_build=no` (2a04b18d37de6c6e621db5a9dfd1cd0da5ccb015)

### System information

Windows 10, Vulkan Forward+, NVIDIA RTX 2080, Driver Version 526.86

### Issue description

This is a weird bug, which makes me worry there is something fragile in the rendering/engine code.

As the title says, a mesh that has `scale.y = 0` set

- will render in the editor
- will NOT render in the game
- BUT if you add a breakpoint to a `_ready` script and it gets hit, it WILL render in the game
- I also tried moving the camera, or breakpointing a `_process` line, but this will not cause the mesh to appear... 😵 

### Steps to reproduce

Take the MRP:

- run the project in the editor, there is a blank screen
- add a breakpoint to the print statement in the script file, run the project in the editor, continue program execution, the mesh is now visible

### Minimal reproduction project

[ScaleZeroRendering.zip](https://github.com/godotengine/godot/files/10282121/ScaleZeroRendering.zip)
Repository: pytorch
Issue: custom Function that supports functorch jvp doesn't work with in-place
Labels: triaged,module: forward ad,module: functorch

https://github.com/pytorch/pytorch/pull/91222#discussion_r1054910483

cc @zou3519 @Chillee @samdow @soumith