sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Hover Color Setting Affects Both File Explorer and Notifications
Labels: feature-request,themes

Type: <b>Bug</b>

1) Open the settings.json file in VS Code.

2) Add a color customization for "list.hoverBackground" within "workbench.colorCustomizations".
For example:
"workbench.colorCustomizations": {
    "list.hoverBackground": "#ff0000"
}

3) Hover over items in the File Explorer and the Toast Notifications that slide up from the bottom-right of the workbench. Observe that the hover background color is the same for both.

Expected result:
The hover of the Notifications should be configurable separately from the File Explorer hover, possibly through a separate "notifications." color configuration group.

Actual result:
The set hover color affects both the File Explorer and the Toast Notifications, making it impossible to style them independently.

VS Code version: Code 1.79.1 (4cb974a7aed77a74c7813bdccd99ee0d04901215, 2023-06-12T16:14:05.102Z)
OS version: Windows_NT x64 10.0.22621
Modes: Unsupported

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 9 5950X 16-Core Processor             (32 x 3400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|31.91GB (17.37GB free)|
|Process Argv|--crash-reporter-id 9c3f3097-a467-458a-8bdf-330f26ad959c|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
282f8724:30602487
pyind779:30671433
f6dab269:30613381
pythonsymbol12:30671437
showlangstatbar:30737416
vsctsb:30748421
pythonms35:30701012
03d35959:30757346
pythonfmttext:30731395
pythoncmvfstrcf:30756944
f8hc8238:30694864
fixhidewlkth:30730051
hideindicator:30766889
pythongtdpath:30739704
dh2dc718:30763024
pythonnosm12tcf:30765602

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: File Missing When i build with C++
Labels: module: cpp,triaged

I installed pytorch For C++distribution and added in CMakeList.txt.

1) Initially it given torch/torch.h No Such file or directory and I used CMAKE_PREFIX_PATH to libtorch.
2) I try to build it will showing ATen/Tensor.h No such file or directory. I checked for .h file(No file neme Tensor.h).

3) I tried different versions of NVIDIA toolkit CUDA versions for Build the Cmake.

4) Now it showing ATen/Tensor.h No such file or directory. I checked for .h file(No file Name Tensor.h).

which Version best suitable for Running the smallest Applications.
#include <iostream>
#include <torch/torch.h>

int main() {
    torch::Tensor tensor = torch::rand({ 2, 3 },torch::kCUDA);
    std::cout << tensor << std::endl;
}

cc @jbschlosser
Repository: godot
Issue: Scene keeps having its root class's script removed when project is loaded
Labels: bug,topic:editor,needs testing

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10, Compatability

### Issue description

I've been working on a solitaire game and my project has developed an issue.  The scene card_body.tscn needs to have it's root node have the card_body.gd script attached to it.  However, the project has developed some sort of an issue where this script keeps being removed form the editor.  

### Steps to reproduce

If I open the project, and open res://scene/card_body.tscn, the root node will have no script attached.  I then click on the attach script button and attach card_body.gd.  The project now works.  However, if I save the project, exit and reload, card_body.tscn no longer has the script attached and I have to manually reattach it.

### Minimal reproduction project

[Solitaire.zip](https://github.com/godotengine/godot/files/11741375/Solitaire.zip)
Repository: pytorch
Issue: Support ByteTensor and ShortTensor for nn.Embedding and nn.EmbeddingBag
Labels: module: nn,triaged,enhancement,actionable,topic: improvements

### 🚀 The feature, motivation and pitch

Torch's embedding layers only accept int32 and int64 as input. However, for sequences with a small number of distinct possible tokens (e.g., ASCII character embeddings or DNA sequences) int8 or int16 are sufficient to index all of the tokens. Currently, modeling long sequences that consist of only a few possible tokens means wasting a lot of GPU memory and being forced to use smaller batch sizes than might be desirable.

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: opencv
Issue: Question about fisheye camera model in cv::fisheye::initUndistortRectifyMap and the document
Labels: category: documentation,category: calib3d

### Describe the doc issue

When I read the source code, I found that the camera model used in `cv::fisheye::initUndistortRectifyMap` is different from what is described in the doc https://docs.opencv.org/4.x/db/d58/group__calib3d__fisheye.html and I'm confused about the difference.

Below are the screenshots of where I think is different.

![image](https://github.com/opencv/opencv/assets/60050293/1f496fdf-cf93-45ae-b143-80013b6596c2)
![image](https://github.com/opencv/opencv/assets/60050293/f3b8f8ea-2cd3-4eb0-81d8-5ef686f25703)


### Fix suggestion

_No response_
Repository: opencv
Issue: SOLVEPNP_IPPE_SQUARE image points order documentation
Labels: category: documentation,category: calib3d

### Describe the doc issue

I am unable to find any documentation pertaining to the ordering of the image points (corners) that should be passed into the square pnp solver. I am currently having an issue where the rvec output gives very different angles for very minor changes (especially when on of the axis is close to zero). 

### Fix suggestion

Include the image point ordering for SOLVEPNP_IPPE_SQUARE.
Repository: PowerToys
Issue: Laptop keyboard not working on remote PC
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

- Use a PC+external keyboard as PC Host and a laptop as a guest
- Launch PowerToys and setup MWB (bug also occurs when MWB is already setup when PowerToys is launched)
- Mouse works fine both with laptop trackpad and PC external mouse, PC external keyboard can type on laptop
- **Using laptop keyboard type on laptop->host PC->laptop** 
- Laptop keyboard can't type on PC anymore

It looks like it has something to do with mouse being visually stuck on top of laptop screen while being use on PC screen (located above in screen layout)
![image](https://github.com/microsoft/PowerToys/assets/95697435/6eebbfa2-6a72-4534-965d-7e62107b7717)

When pressing the Windows key from laptop keyboard **while controlling PC** it opens the windows menu from laptop

### ✔️ Expected Behavior

The laptop keyboard should type on PC while controlling it

### ❌ Actual Behavior

The laptop keyboard dosent type in PC

### Other Software

_No response_
Repository: storybook
Issue: [Feature Request]: Make the base key optional in a custom theme to allow dynamic color schemes
Labels: feature request,theming

### Is your feature request related to a problem? Please describe

I've been using javascript without types now during a setup of a storybook for a project i'm doing at work. I created a custom theme because we want another logo. Worked awesome. But now when i'm moving over the `.storybook` files to typescript, the custom theme aperantly misses the `base` key. Why? it worked a minute ago so why do I need the base key?

Correct me if i'm wrong. But by default storybook chooses it's theme based on system preferences? This works awesome if you have a custom logo which changes depending on darkmode / lightmode. Not so much if you use a custom theme with typescript.

### Describe the solution you'd like

I would like the **base key to be optional** to let the system decide what theme to use as it is right now in the base storybook theme. Maybe even add the key `enforceColorScheme: boolean` which will set the base key to a static colorScheme

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

![bild](https://github.com/storybookjs/storybook/assets/30862662/43c65394-5338-44ac-b484-9ab3b0565218)
Repository: next.js
Issue: Link component prefetching has bugs in next js v 13.4.5 when compared to 13.3.4 
Labels: Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
node version 16.18.1 
Next js version 13.4.5 (latest) 
chromium Version 114.0.5735.106 (Official Build) snap (64-bit)
on production not on dev mode as link prefetch works only in production
yarn build 
yarn start
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

does not have a public url but this can can be reproduced on local machine

### To Reproduce

Just observe the below screenshots
First one with Next  version 13.4.5 (latest) 

![2023-06-14_12-51](https://github.com/vercel/next.js/assets/69616951/aa93e804-126f-49b2-8fec-9db14255f40f)

Observe the network tab , the "time"  column, many of them are above 2 secs 

second screenshot  Next  version 13.3.4  
![2023-06-14_12-56](https://github.com/vercel/next.js/assets/69616951/fc4a85fe-bb77-42bb-841a-de2638c04a91)
Observe the network tab , the "time"  column, all are below 200 ms , which is a quite a difference 


Due to this issue , when I am navigating to the page under the time frame ,there is a delay which is quite annoying . 




### Describe the Bug

Due to this issue , when I am navigating to the page under the time frame ,there is a 2sec  delay or so , which is quite annoying . 
This issue was not seen in Next Js 13.3.4  . 

Please let me know if this is a  change in prefetching pattern in Next js 13.4 + .  



I think Next Js 13 team needs a serious **RETROSPECTION** on why **Next js 13 App router** is **stable** or not 
I have been under fire for using Next js 13 with RSCs , There have been so many flaws and unstable scenarios with existing system itself . So many broken things . Also no proper testing when new version is on cards 


### Expected Behavior

Prefetching should be very fast and clicking on link component navigation should be  near instant as  "bragged" in Next js 13 docs .

Link component has too many broken scenarios 

### Which browser are you using? (if relevant)

chromium

### How are you deploying your application? (if relevant)

local machine
Repository: pytorch
Issue: torch.cuda.mem_get_info to return 0 if CUDA context isn't initialized
Labels: module: cuda,triaged,actionable

### 🐛 Describe the bug

It appears that mem_get_info itself triggers CUDA context initialization which can be a bit surprising.

But overall this issue is minor, so maybe just being explicit about this in the docs would solve the surprise

### Versions

N/A

cc @ptrblck
Repository: opencv
Issue: OpenVino 2023.0.0 and first inference speed-up
Labels: feature,category: dnn

### Describe the feature and motivation

Hello, I would like to know if the first inference on CPU is something that is already available when compiling OpenCV with latest OpenVino or if will require some implementation.
Thanks in advance

https://www.intel.com/content/www/us/en/developer/articles/release-notes/openvino-relnotes.html
> AUTO uses the CPU as the initial device for inference when a different accelerator is selected as the target device. A new configuration option can be used to turn off the feature, to speed up first-inference latency: ov::intel_auto::enable_startup_fallback(false) 

### Additional context

_No response_
Repository: kubernetes
Issue: Which resources need do ValidateResourceQuantityValue()
Labels: kind/bug,sig/storage,sig/api-machinery,triage/needs-information,triage/accepted

### What happened?

k8s 1.22
now I create a quota 
#kubectl get quota resourcequota-testaa -n testaa -o yaml
apiVersion: v1
kind: ResourceQuota
metadata:
  creationTimestamp: "2023-06-07T07:01:33Z"
  name: resourcequota-testaa
  namespace: testaa
  resourceVersion: "1974704"
  uid: 54ff3d62-b528-48cf-9590-f2c8b595986b
spec:
  hard:
    backend-sc.storageclass.storage.k8s.io/persistentvolumeclaims: "100"
    backend-sc.storageclass.storage.k8s.io/requests.storage: 100G
    hugepages-1Gi: 100Gi
    hugepages-2Mi: 200Mi
    limits.cpu: 100m
    limits.memory: 100Mi
    local-sc.storageclass.storage.k8s.io/persistentvolumeclaims: "100"
    local-sc.storageclass.storage.k8s.io/requests.storage: 100G
    pods: 2k
    requests.cpu: 100m
    requests.memory: 100Mi
    requests.nvidia.com/gpu: "100"

I find that only pods, storagepool-huye2-csi-delete.storageclass.storage.k8s.io/persistentvolumeclaims, storagepool-huye2-csi-delete.storageclass.storage.k8s.io/requests.storage,backend-sc.storageclass.storage.k8s.io/persistentvolumeclaims,backend-sc.storageclass.storage.k8s.io/requests.storage 
satisfy helper.IsIntegerResourceName(resource)  

why limits.memory and others didn't do this
backend-sc.storageclass.storage.k8s.io/requests.storage is a crd ; and I find all in k8s.io did it, but why??
anybody help me? 


by the way
when I make backend-sc.storageclass.storage.k8s.io/requests.storage bigger than 8389Ti ; it's wrong , and the problem happened at here because of  value.MilliValue() make it overflow

### What did you expect to happen?

just want to know which is need ValidateResourceQuantityValue, which not, and why

### How can we reproduce it (as minimally and precisely as possible)?

code here
func ValidateResourceQuantityValue(resource string, value resource.Quantity, fldPath *field.Path) field.ErrorList {
	allErrs := field.ErrorList{}
	allErrs = append(allErrs, ValidateNonnegativeQuantity(value, fldPath)...)
	if helper.IsIntegerResourceName(resource) {
		if value.MilliValue()%int64(1000) != int64(0) {
			allErrs = append(allErrs, field.Invalid(fldPath, value, isNotIntegerErrorMsg))
		}
	}
	return allErrs
}

ut test it;



### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version

# paste output here
```
1.22.3
</details>


### Cloud provider

<details>

</details>
None

### 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: vscode
Issue: Add proxy support to `http2` requests in the extension host
Labels: feature-request,proxy

Previously reverted: https://github.com/microsoft/vscode/issues/189133
Repository: storybook
Issue: [Bug]:  Watchpack Error (initial scan): Error: UNKNOWN: unknown error, lstat 'C:\Drivers'
Labels: bug,builder-webpack5,windows

### Describe the bug

When migrating storybook 6 to 7 I get this error: "Watchpack Error (initial scan): Error: UNKNOWN: unknown error, lstat 'C:\Drivers'"

### To Reproduce

Trying to migrate storybook 6 to 7

### System

```shell
System:
    OS: Windows 10
  Binaries:
    Node: 18.16.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.5.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge, Chromium 
  npmPackages:
    @storybook/addon-actions: 7.0.20 => 7.0.20
    @storybook/addon-essentials: 7.0.20 => 7.0.20
    @storybook/addon-knobs: 7.0.2 => 7.0.2
    @storybook/addon-links: 7.0.20 => 7.0.20
    @storybook/react: 7.0.20 => 7.0.20
    @storybook/react-webpack5: 7.0.20 => 7.0.20
```


### Additional context

_No response_
Repository: godot
Issue: EditorInterface.edit_script(...) ignores column parameter
Labels: bug,topic:editor

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 11

### Issue description

I'm currently writing a small test utility as a Godot editor plugin for myself. I want to open a script file in the editor when a test item is clicked at a specific position in the corresponding script file, for which I use EditorInterface.edit_script(...).

That works very well and the method opens the script at the correct line, but seems to ignore the column parameter.

### Steps to reproduce

Call EditorInterface.edit_script(...) with line and column parameters set.

**Expected Behaviour**: Script opened at given line and column
**Actual Behaviour**: Script opened at given line, but given column is ignored

### Minimal reproduction project

N/A
Repository: rust
Issue: Suggestion: Split `unreachable_pub` lint into multiple lints
Labels: A-lints,A-visibility,T-lang,C-feature-request,L-unreachable_pub

Hi, I just tried to use the `unreachable_pub` lint in a medium-sized project and IMO, it's rather noisy about fields and methods, which, to me, are much less important targets to this lint than types. The reason I want to use the lint is (1) to make sure I don't forget to re-export types from modules that aren't supposed to be public, and (2) to make it more obvious at declaration site whether something is part of the public API.

(1) doesn't apply to fields and methods at all, and (2) matters much less for them as opposed to types, since it's generally already easy enough to tell when they're not part of the public API because they are part of a type that isn't.

Because of that, it would be great if I could enable this lint for types only, and not have to change all the `pub` fields and methods in `pub(crate)` types to also have `pub(crate)` visibility. For fields in particular this just feels like line noise.

@rustbot label +A-lint +A-visibility
Repository: transformers
Issue: Finetuning Whisper with prompts
Labels: Feature request

### Feature request

Training code implementation for finetuning Whisper using prompts. 


Hi All,
I’m trying to finetune Whisper by resuming its pre-training task and adding initial prompts as part of the model’s forward pass. I saw this [amazing tutorial](https://huggingface.co/blog/fine-tune-whisper), however, it does not contain a section about using prompts as part of the fine-tuning dataset.

### Motivation

We witness that Whisper is not acting as expected when transcribing with prompts. Sometimes the output is blank text and on other occasions the output text contains reoccurrence. We want to solve such behaviors by fine-tuning Whisper with prompts. 

### Your contribution

Open for ideas.
Repository: godot
Issue: `YSort` incorrectly sorts nodes above a y-position of 100000
Labels: bug,topic:2d

### Godot version

3.5.stable

### System information

Windows 10

### Issue description

I discovered that the `YSort` node stops properly sorting nodes with small separation values, as soon as the y position of the nodes gets above 100k.

Nodes that only differ 1 pixel get sorted properly until the nodes reach position 100001 and 100002, at which they stop being sorted at all by the Ysort. From this point on, only nodes with a separation of at least 2 pixels get sorted.

This discrepancy gets bigger for every 100k pixels that you move. Meaning that at positions of 500k+, only nodes that are separated at least 5 pixels get sorted.

This is the scene tree: 
![image](https://github.com/godotengine/godot/assets/10502115/0d091394-5bf9-40ad-9561-41a25505dc96)

The Sprite named `Front` is higher in the scene tree, meaning it will always be drawn behind the `Back` Sprite. I modulated the `Back` sprite to be red. As is the case in the editor view: 
![image](https://github.com/godotengine/godot/assets/10502115/b07d0eec-02e8-4ccc-a85c-30994769c7e1)
To make sure we never fully see the Back Sprite, I offset the Front Sprite down by 1 pixel. The Ysort should therefore always drawn the Front sprite OVER the red Back Sprite. And that works, until we get to the 100k line. After that the Ysorting stops functioning as expected

![ysortbug](https://github.com/godotengine/godot/assets/10502115/bd05008b-4e38-4264-aaf4-0a8af683ade0)

### Steps to reproduce

1. Open the Reproduction project
2. Press Play
3. The sprites will initially order properly, but when they cross over the 100k line, they stop sorting completely. You'll notice this because the `Back` Sprite, which is completely red and normally hidden, due to the normal `Front` sprite having a higher position, suddenly becoming drawn in front.

You can test this with different `separation` and `yposition` values. You'll find that for every 100k pixels (both positive and negative), the separation needs to increase by 1 for the Ysort to continue to function properly.

enable `tween` to smoothly move the sprite over a range, or disable it to just see what the sorting is at your input position.



### Minimal reproduction project


[ysorttest.zip](https://github.com/godotengine/godot/files/11744956/ysorttest.zip)