sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Files outside rootDir emit files adjacent to themselves if they are imported by an included file
Labels: Docs

# Bug Report


The documentation for rootDir states that
> Note that TypeScript will never write an output file to a directory outside of [outDir](https://www.typescriptlang.org/tsconfig#outDir), and will never skip emitting a file. For this reason, rootDir also enforces that all files which need to be emitted are underneath the rootDir path.

If any included file imports a ts file outside of `rootDir`, a declaration file is generated for that imported file and emitted adjacent to it. `noEmitOnError` needs to be either omitted or set to false, or the -b flag needs to be specified for this to occur.

### 🔎 Search Terms

noEmitOnError, unwanted declaration files, emits outside outDir, emits outside declarationDir

### 🕗 Version & Regression Information

On all versions matching ^4.2.4 and on the current nightly, nonexhaustive, haven't checked others

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about tsconfig.json behaviour and commandline behaviour


### ⏯ Playground Link

https://github.com/gtm-nayan/ts-no-emit-wat/
Sorry, couldn't figure out multiple files in the playground or the workbench.

### 💻 Code


### 🙁 Actual behavior

Declaration files emitted outside of output directory.

### 🙂 Expected behavior

No files should be emitted outside of the specified output directory.
Repository: stable-diffusion-webui
Issue: [Feature Request]: About file names when merging checkpoints
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 merging checkpoints, a file named '0.25(A_checkpoint) + 0.75(B_checkpoint)' is automatically created.

If the merge condition is two digits, it will come out as 0.xx, but if it is a percentage ending in 0, it will come out as 0.x.

So when sorting files

It sorts like this.

0.5(A_checkpoint) + 0.5(B_checkpoint)
0.25(A_checkpoint) + 0.75(B_checkpoint)
0.75 (A_checkpoint) + 0.25 (B_checkpoint)

If 0.5 is 0.50

0.25(A_checkpoint) + 0.75(B_checkpoint)
0.50(A_checkpoint) + 0.50(B_checkpoint)
0.75 (A_checkpoint) + 0.25 (B_checkpoint)

I think it would look better sorted this way.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: go
Issue: cmd/compile: incorrect program produces "invalid syntax tree" error
Labels: NeedsFix,compiler/runtime

```Go
package main

func main() {
	var value = new(Demo)
	UseFunc[value.(type)]()
}

type Demo struct{}

func UseFunc[T any]() {}
```
[produces 3 errors](https://go.dev/play/p/1CSUhUqugB0):
```
./prog.go:4:6: value declared and not used
./prog.go:5:10: value.(type) is not a type
./prog.go:5:10: invalid syntax tree: use of .(type) outside type switch
```
Only the 2nd error should be presented.

From #58608.
Repository: TypeScript
Issue: Instantiation expression inside nested classes produces unexpected circular reference error
Labels: Needs Investigation,Fix Available,Rescheduled

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

instantiation expression nested class

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->
- This is the behavior in every version I tried

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?jsx=0&ts=4.9.5#code/MYGwhgzhAECCA8AVaBeaA7ArgWwEYFMAnAPmgG8Aoaa6AelogBcxGBLYc6RgTwAd9oAfSTR8AD0b50AExixUcUmgAM0AL5Ua9AHrQA7qxAh9Ae0IBrfQAsp0TOmAns2KYwD8FTdQBuYEJnwAQgAuaEQAbi9oYCtDaRDoAEl0JjAHfEQ+fHgefhMAMzgAOgAheAREYirPGmhUtg4ShVBIGDLkcUkZOQVYUkpa2t4wQlcEiKi1aAoNCl9CaDAFdHw9OAowIpi4ouHR9EYi3398CnpBi5ptNyA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
class A<T = number> {
    //static { type _<T extends A = A> = 0 }
    //^ will work when uncomment it?

    value!: T;
    child!: InstanceType<typeof A.B<A<T>>>

    static B = class B<T extends A = A> {
        parent!: T;
    } 
}

var a = new A
a.child.parent.value
//              ^?
```

### 🙁 Actual behavior

Shows an error `'child' is referenced directly or indirectly in its own type annotation.`.

However, when uncommenting `// static {...}` it will work only in playground. 
In VSCode it still shows the error above.

### 🙂 Expected behavior

`a.child.parent.value` is `number`

### Workaround

A workaround is remove the default type for `class B<T>`. The code below works well, also, **only in [playground](https://www.typescriptlang.org/play?jsx=0&ts=5.0.0-dev.20230220#code/MYGwhgzhAECCA8AVaBTAHgFxQOwCY2wFcBbAIxQCdoBeaIsygPmgG8AoaT6ANzBEJQBCAFzREAbg5dgACwCWIXCOgBJbBAxhswFIgCeABxTwMhlAHsAZnAB0AIXgJEjF2ymcNYDHODQ7NaFBIGAdkdCw8GFhmdi446AMwChwMZQl3aABfTjZMt14qMADsFAB3ODYwG1kFXBtE5OwMG15+FCA)**. In my VSCode(5.0.0-dev.20230216) it still breaks unfortunately.
```ts
class A<T extends number = number> {
    value!: T;
    child!: InstanceType<typeof A.B<A<T>>>

    static B = class B<T extends A> {
        parent!: T;
    }  
}

var a = new A
a.child.parent.value
//                ^? number
```
Repository: pytorch
Issue: High Cuda Memory Consumption for Simple ResNet50 Inference
Labels: oncall: jit

### 🐛 Describe the bug

I run a simple inference of a jit::traced Resnet50 model with the C++ API and record a peak GPU memory consumption of 1.2gb. The inference script is taken from the docs https://pytorch.org/tutorials/advanced/cpp_export.html  and looks as follows:
```
#include <torch/script.h>  // One-stop header.

#include <iostream>
#include <memory>
#include <vector>

int main(int argc, const char* argv[]) {
    if (argc != 2) {
        std::cerr << "usage: example-app <path-to-exported-script-module>\n";
        return -1;
    }

    {
        c10::InferenceMode guard;
        torch::jit::script::Module module;
        try {
            // Deserialize the ScriptModule from a file using
            // torch::jit::load().
            module = torch::jit::load(argv[1]);
            module.to(at::kCUDA);
        } catch (const c10::Error& e) {
            std::cerr << "error loading the model\n";
            return -1;
        }

        std::vector<torch::jit::IValue> inputs;
        at::Tensor rand = torch::rand({1, 3, 224, 224});
        at::Tensor rand2 = at::_cast_Half(rand);
        inputs.push_back(rand2.to(at::kCUDA));
        at::Tensor output = module.forward(inputs).toTensor();

        std::cout << output.slice(/*dim=*/1, /*start=*/0, /*end=*/5) << '\n';
    }

    std::cout << "ok\n";
}
```

When running the script with a traced model input (converted to half), the memory consumption goes to 1.2gb. As a comparison:
- A back-of-the-envelope calculation: The model has about 40m parameters and the input is of size 3x224x224 , so I think a very, very memory-efficient inference should be at ~100-150 mb. 
- TensorRT uses ~260mb for the inference. 

We would like to use the libtorch for inference in production and I would be great if there was a way to reduce the memory consumption to ~500mb. Is there a way to do that?




### Versions

build-version in the libtorch folder shows:
```
1.13.1+cu116
```
Should I collect other relevant info? 

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: vscode
Issue: Quick Pick: Images in the tooltip confuse the layout
Labels: bug,workbench-hover

Testing #174699

![image](https://user-images.githubusercontent.com/2931520/220315560-efa1ad05-16c4-4240-9470-3107c873d74f.png)

```
await this._quickInputService.pick([{ label: 'foobar', tooltip: new MarkdownString('[ggle](https://google.com) ![](https://user-images.githubusercontent.com/2931520/220311698-bf404e7f-3b25-4008-a436-324663fbe23b.gif)') }])
```
Repository: vscode
Issue: Add a webview/title contribution point
Labels: feature-request,api,webview

I'd like to add a button to the title bar for a webview editor:

![Screenshot 2023-02-21 at 10 59 46](https://user-images.githubusercontent.com/1078012/220327137-60c22d31-e560-465f-bde1-b246e1395e77.png)

There's a `webview/context` contribution point, but not `webview/title`. I tried using `editor/title` and setting `when: webviewId == dartDevTools` however that doesn't appear either.

For tools that can run embedded or externally in a browser (which is probably common for tools being embedded as WebViews), having an option to add a button like "pop out in browser" would be useful while VS Code doesn't have multi-window support.
Repository: vscode
Issue: Notebook cells should be resizable
Labels: feature-request,notebook-output

Testing #174637

The current settings like notebook.output.textLineLimit feel like a workaround to the fact the Cells are not resizable.
Ideally I should be able to drag the edges of the cell in order to resize it. Same as what I can today do with the Editor in the VS Code workbench.

There is probably already a request for this, so I apologise for potential duplication.
Repository: stable-diffusion-webui
Issue: [Feature Request]: create ability to add to negative prompt from positive prompt text
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 ?

There are many ways to alter the positive prompt, for example: with the wildcards extension, with prompt search/replace in x/y/z plot, with prompt matrix.

There are two important scenarios for also modifying the negative prompt that I know of:
- testing prompt effects, e.g. with prompt matrix or x/y/z plot
- clarifying positives with negatives, e.g. sometimes certain desired features are best expressed through negative prompt or a combination of positive prompt and negative prompt. But if you're only adding this feature to the positive prompt some of the time, as an alteration, you don't want to add this to the negative prompt always, only when a certain choice is made for the positive prompt.

For these reasons, it would be useful to be able to alter the negative prompt in _every_ situation where you can currently alter the positive prompt, in concert, in the same place. So far, alterations to negative prompt have been piecemeal, e.g. a toggle for positive/negative in prompt matrix.

Instead, we should make it so that you can express additions to the negative prompt from within the positive prompt, so that you can automatically get negative prompt alteration with everything that can alter the positive prompt, including new methods that may be added in the future. The program can strip out the "negative prompt" elements from the positive prompt and add them to the beginning or ending of the negative prompt.



### Proposed workflow

Add an "add negative-weight words to beginning of prompt" option to main settings. Possibly also an option to automatically add commas.

To express additions to the negative prompt in the positive prompt:

Option 1:
I'm not clear what the meaning of using a negative weight, like "(dog:-0.9)" is currently supposed to mean; the effects seem quite inconsistent. Assuming it's not meant to be useful, interpret the negative weight as meaning "add this to the negative prompt" (with a positive weight)

Option 2:
Create a new syntax. For example "\<negative:dog\>" or "\<!dog\>" or something else entirely new.

So the idea is, to use a trivial example where negatives aren't actually necessary, you could make a wildcards text file like:
```
dog (cat:-1)
cat (dog:-1)
```

### Additional information

This will make it possible to trigger #7985 without a custom extension, so that will need fixing.
Repository: godot
Issue: Shadow Blur messes up Biasing with non-default Settings
Labels: discussion,topic:rendering,usability,topic:3d

### Godot version

4.0 rc 1

### System information

Windows 11, Vulkan, GTX 1050 Ti 528.24

### Issue description

Changing Bias/Pancake/Split Settings can result in Blur values massively affecting Biasing, resulting in extremely aggressive Biasing being applied as a result of https://github.com/godotengine/godot/pull/68339

https://user-images.githubusercontent.com/50302479/220341486-8acc8c09-7241-4661-bf01-c49bcacf3f73.mp4



### Steps to reproduce

Play around with Shadow Blur and Bias settings, and any other settings (such as pancake and splits for directional shadows) that modify Shadow Bias

### Minimal reproduction project

N/A
Repository: rust
Issue: Weird interaction between specialization and RPITITs
Labels: T-compiler,C-bug,F-specialization,F-async_fn_in_trait,F-return_position_impl_trait_in_trait

#108203 didn't fully fix this. the bug still persists when using polymorphic indirection via specialization:

```rust
#![feature(async_fn_in_trait)]
#![feature(min_specialization)]

struct MyStruct;

trait MyTrait<T> {
	async fn foo(_: T);
}

impl<T> MyTrait<T> for MyStruct {
	default async fn foo(_: T) {
		println!("default");
	}
}

impl MyTrait<i32> for MyStruct {
	async fn foo(_: i32) {
		println!("specialized");
	}
}

#[tokio::main]
async fn main() {
	MyStruct::foo(42).await;
	indirection(42).await;
}

async fn indirection<T>(x: T) {
	//explicit type coercion is currently necessary because of https://github.com/rust-lang/rust/issues/67918
	<MyStruct as MyTrait<T>>::foo(x).await;
}
```
(note that `<MyStruct as MyTrait<i32>>::foo(42).await` works just fine, so #67918 probably isn't at fault)

output is
> specialized
> default

should be
> specialized
> specialized

_Originally commented by @LastExceed em https://github.com/rust-lang/rust/issues/107002#issuecomment-1438153799_
Repository: tauri
Issue: [bug] MacOS titlebar height inclusive while Linux and Windows are exclusive
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

The height of a window being set in the Tauri config is not respected across all platforms. MacOS considers the title-bar as inclusive of the window height, while Windows and Linux do not.
## tauri.conf.json
```json
"windows": [
  {
    "title": "Icon Frame",
    "theme": "Dark",
    
    "width": 900,
    "maxWidth": 900,
    "minWidth": 900,
    
    "height": 632,
    "maxHeight": 632,
    "minHeight": 632,
    
    "fullscreen": false,
    "resizable": false
  }
```

## Linux window breakdown
![image](https://media.discordapp.net/attachments/1077060020388241439/1077586152275591248/breakdown.png?width=1234&height=657)

## Windows window from dev-tools
![image](https://media.discordapp.net/attachments/1077060020388241439/1077587419681005649/window_size_windows.PNG?width=1227&height=657)

## MacOS window with the inclusive title-bar
![image](https://media.discordapp.net/attachments/1077060020388241439/1077586866087411843/image.png?width=909&height=657)

#

Changing the height inside the `tauri.conf.json` from `632` to `660` to compensate for the `632 - 604` difference does seem to resolve the issue for the moment.

### Reproduction

1. Open the application on MacOS

### Expected behavior

A consistent window height across all 3 supported platforms

### Platform and versions

Environment
  › OS: Fedora 37.0.0 X64
  › Node.js: 19.3.0
  › npm: 9.2.0
  › pnpm: Not installed!
  › yarn: Not installed!
  › rustup: 1.25.2
  › rustc: 1.67.1
  › cargo: 1.67.1
  › Rust toolchain: stable-x86_64-unknown-linux-gnu 

Packages
WARNING: no lock files found, defaulting to npm
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: Not installed!
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: default-src 'self'; img-src 'self' asset: https://asset.localhost
  › distDir: ../frontend
  › devPath: ../frontend
package.json not found

App directory structure
  ├─ .git
  ├─ .vscode
  ├─ frontend
  ├─ .github
  ├─ backend
  └─ release-builds


### Stack trace

_No response_

### Additional context

There seems to also be an issue with opening the `dev-tools` on linux. Because the `dev-tools` open as part of the window itself, it seems to force it to resize in order to properly fit inside the window even with `"resizable": false` and an equal `height/maxHeight/minHeight` setting. See dev-tools console output. Expected `632`, got `656`
#
![image](https://media.discordapp.net/attachments/1077060020388241439/1077586424280383520/Screenshot_from_2023-02-21_13-38-43.png?width=1187&height=657)
#
Not really an issue because the dev-tools are disabled inside of the build, just an observation
Repository: godot
Issue: Assigning a value to the Position in a vertex fragment will result in a two-level mesh
Labels: bug,topic:rendering,topic:shaders

### Godot version

3.5.1 mono

### System information

WIN10 VULKAN GTX1660TiMaxQ

### Issue description

As in the title, the problem is the same as [here,](https://github.com/godotengine/godot/issues/68378) but has been fixed in 4.0.
![图片](https://user-images.githubusercontent.com/50837890/220379478-8c378497-c0ab-47e1-a1b0-96cd381b2565.png)

Use the following code：

``` glsl
void vertex()
{
	vec3 globalVertex = (WORLD_MATRIX * vec4(VERTEX, 1)).xyz;
	vec2 rescaledVertexCoord = (terrainInverseTransform * vec4(globalVertex, 1)).xz + vec2(0.5, 0.5);
	UV = rescaledVertexCoord / heightMapRasterSize;
	globalVertex.y = texture(heightMap, UV).r + 100.0;

	POSITION = PROJECTION_MATRIX * INV_CAMERA_MATRIX * vec4(globalVertex, 1);
}
```


### Steps to reproduce

Assigning values to the Position in the vertex shader

### Minimal reproduction project

This should be easy to reproduce, perhaps for the same reason as in 4.0.
Repository: vscode
Issue: Opening a large file  (200MB) takes around 30 seconds
Labels: perf

In [vscode-xml](https://github.com/redhat-developer/vscode-xml) we have an issue from user which said that opening an XML file which takes 200 MB, takes around 30 seconds.

At first, I though thr probme came from our extension, but even if I disable vscode-xml, the problem occurs. I though it was because of XML syntax coloration with textmate, but when I rename the `xml` extension with `txt` file extension, the problem is the same.

I wonder why a simple txt file of 200 MB takes 30sec to open it with vscode?

If you wish to investigate the problem,you can download it from https://filedn.eu/l6hrQdIONMfS36XFW6FwzhS/210729_DHI_BER_BTR_0001_BTB%20656A_661A.rar

This file comes from the following article https://www.xmlblueprint.com/best-xml-editors.htm

I'm on Windows OS.
Repository: vscode
Issue: Git - extension API gives repository remotes with aliases
Labels: feature-request,git

From @ashb in https://github.com/microsoft/vscode-pull-request-github/issues/4551:

I have the following lines in my `~/.gitconfig`:

```ini
[url "https://github.com/"]
  insteadOf = "github:"
  pushInsteadOf = "git@github.com:"
[url "git@github.com:"]
  insteadOf = "gh:"
  pushInsteadOf = "github:"
  pushInsteadOf = "git://github.com/"
```

(The effect is that I can do `git clone github:user/public` or `git clone gh:user/private`)

However I think the extension is getting confused about the `gh:` prefix and not reflecting my global git config.

For example, on such a private repo:

```
$ git config remote.origin.url
gh:user/private
$ git remote get-url origin
git@github.com:user/private

$ git remote show origin -n
* remote origin
  Fetch URL: git@github.com:user/private
  Push  URL: git@github.com:user/private
```

---

When using the git extension API to get information about a repo that's been set up like this, the repository's remote doesn't have a meaningful url:
![image](https://user-images.githubusercontent.com/38270282/220384452-dd420a55-fa5a-43e8-8aa5-3929c5c9389b.png)

I don't see a way to resolve this URL to something meaningful using the git extension API. I think ideally the git extension API would resolve the fetch and push URLs instead of using the aliases.
Repository: godot
Issue: Multi-Threaded property in Rendering crashes project run on MacOs Arm64
Labels: bug,platform:macos,topic:rendering,topic:porting

### Godot version

4.0-RC1-mono

### System information

MacOS Monterey 12.4, M1 Max (10c CPU, 32c GPU), Vulkan
`renderer: gl_compatibility`
`renderer.mobile: mobile`
`renderer.web: gl_compatibility`

### Issue description

Cannot debug or run project default scene or any scene while "Multi-Threaded" is set in the Renderer settings. Other options work as expected.

The report blurted out by MacOS is below:
[log.txt](https://github.com/godotengine/godot/files/10795361/log.txt)

### Steps to reproduce

Create a new project.
Create a Node2D in an empty scene
Save scene.
Open project settings
Go to `Rendering => Driver => Threads => Thread Model`
Set this setting to "Multi-Threaded"

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Remove conda virtualenv from the docker image
Labels: module: binaries,triaged,module: docker

### 🚀 The feature, motivation and pitch

Current docker image contains a conda virtualenv (`base`), in which all the libs are installed.

Since a docker image is already a kind a separated environement, I think a conda virtualenv is superfluous. 
Conda could be removed, and pytorch could be installed in the native python installl with `pip`.
This could simplify the docker image, and possibly lighten it.

Unless there is another reason to use conda which I'm not aware of ?



cc @ezyang @seemethere @malfet
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add option to custom send settings to IMG2IMG 
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 ?

Currently, when sending an image to Img2Img, all the settings, including the resolution, and the steps are copied to img2img.

However, when using a script like Ultimate SD Upscale, it's often necessary to increase the steps to say 50 or 100 from the original 20. 
The current workflow means that you need to adjust the steps every time.

It would be a 'good to have' feature if we can choose to copy ALL settings from Text2Img or choose selectively. Maybe this can be an option in the settings dialog.

### Proposed workflow

1. Go to .... SETTINGS
2. Press .... CUSTOM SEND to IMG2IMG, EXTRAS  etc
3. SELECT OPTIONS (SEED, Resolution, CFG Scale, Steps) that are sent by default.

Unchecked parameters are not sent.


### Additional information

_No response_