sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: torch._export has no logging
Labels: module: logging,triaged,oncall: pt2,export-triaged,oncall: export

### 🐛 Describe the bug

torch._export has a fairly sophisticated pass infrastructure. But there is no logging.

```
$ git grep log torch/_export/
torch/_export/serde/serialize.py:import logging
torch/_export/serde/serialize.py:log = logging.getLogger(__name__)
torch/_export/serde/serialize.py:                log.warning(f"Symbol {k} did not appear in the graph that was deserialized")  # noqa: G004
torch/_export/serde/serialize.py:        The logic of this method:
torch/_export/serde/serialize.py:            log.warning("Compiler doesn't have a version table for op namespace: {ns}. ", extra={"ns": namespace})
torch/_export/serde/upgrade.py:import logging
torch/_export/serde/upgrade.py:log = logging.getLogger(__name__)
torch/_export/serde/upgrade.py:                log.warning("Missing an upgrader to upgrade to version {ver}.", extra={"ver": ver})
```

At minimum, I would expect there to be a way to log out each IR after each pass. Probably more things to log too.

cc @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi 

### Versions

main
Repository: svelte
Issue: "The attribute 'aria-expanded' is not supported by the role 'tabpanel'"
Labels: a11y

### Describe the bug

This accessibility warning is wrong:
> The attribute 'aria-expanded' is not supported by the role 'tabpanel'

It is — from [the spec](https://www.w3.org/TR/wai-aria-1.1/#tablist):
> For a multi-selectable [tablist](https://www.w3.org/TR/wai-aria-1.1/#tablist), authors SHOULD ensure each visible tabpanel has its [aria-expanded](https://www.w3.org/TR/wai-aria-1.1/#aria-expanded) [attribute](https://www.w3.org/TR/wai-aria-1.1/#dfn-attribute) set to true, and that the remaining hidden tabpanel elements have their aria-expanded attributes set to false.

### Reproduction

-

### Logs

_No response_

### System Info

```shell
-
```


### Severity

annoyance
Repository: next.js
Issue: React Parallex Scroll is Not Rendering in the Latest Next Version, 
Labels: bug

### Link to the code that reproduces this issue

https://github.com/jscottsmith/react-scroll-parallax/issues/221

### To Reproduce

I have added the link of the issue description above you can check that out for replication of the issue, or you can just follow the documentation of React Parallax Scroll , It wont work.

### Current vs. Expected behavior

As per the Comment on the Issue i raised at React Parallex Scroll Github Repo, Other Devs seems to have same issue with the latest version of Next.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
{
  "name": "scrollanime",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev",
    "build": "next build",
    "start": "next start",
    "lint": "next lint"
  },
  "dependencies": {
    "autoprefixer": "10.4.16",
    "eslint": "8.49.0",
    "eslint-config-next": "13.5.2",
    "next": "13.5.2",
    "postcss": "8.4.30",
    "react": "18.2.0",
    "react-dom": "18.2.0",
    "react-scroll-parallax": "^3.4.2",
    "tailwindcss": "3.3.3"
  }
}
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: PowerToys
Issue: Keyboard Manager - Shortcut Mapping does not take effect
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.73.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

开启键盘快捷键映射功能
_Turn on keyboard shortcut mapping_
![image](https://github.com/microsoft/PowerToys/assets/78782423/77b8a359-9a18-414c-ae9e-e83649e0051e)


### ✔️ Expected Behavior

![image](https://github.com/microsoft/PowerToys/assets/78782423/9b884dff-1bf1-45ee-979d-0c6edcf3860f)


### ❌ Actual Behavior

没有任何反应
_Nothing happened_

### Other Software

_No response_
Repository: flutter
Issue: [feat]: `reverseCurve` on CurveTween
Labels: c: new feature,framework,a: animation,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I'm trying to build the extended drawer component to complete the Material 3 Reply code lab. I've modified the code lab so that animation values between 0-0.5 control the bottom nav bar to nav rail animation while 0.5-1 control the nav rail to the extended drawer animation. I've run into a case where it would be helpful to add a reverse curve to CurveTween. I'm not really sure how I would get started on this. 

### Proposal

Add an API for reverseCurve to CurveTween
Repository: PowerToys
Issue: Offer a interface to modify default preview program in explorer preview pane
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

This program offers too few file types for preview, only svg pdf gcode Monaco and markdown file formats?
There is nothing this program can do if i need modify media files default preview program.
So could we offer a interface to modify default preview program in explorer preview pane, just like modify file formats default openning program in windows option.
Let us choice the program we like.

### Scenario when this would be used?

When you are not satisfied with the file preview program

### Supporting information

_No response_
Repository: godot
Issue: coding error in debug
Labels: bug,topic:gui

### Godot version

4.2

### System information

Windows 10

### Issue description

coding error in debug

### Steps to reproduce

I tested with Godot's translation into Polish. I use an external writing program: VS, which is also set to Polish

### Minimal reproduction project

![Zrzut ekranu 2023-09-22 090206](https://github.com/godotengine/godot/assets/34941133/7b78abd7-e930-4310-8364-98303c62378f)
Repository: godot
Issue: Unnecessary HashMap allocation in `RendererViewport::draw_viewports`
Labels: enhancement,topic:rendering,performance

### Godot version

4.2.dev5

### System information

Godot v4.2.dev (fe5b1c8d4) - Windows 10.0.22621 - Vulkan (Mobile) - dedicated AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.12027.9001) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

`RendererViewport::draw_viewports` unnecessarily creates a new `blit_to_screen_list` hash map in each invocation.

Since `draw_viewports` is called on each main loop iteration, this results in allocating a new `HashMap` on each iteration only to then free it and repeat.

Instead, `RendererViewport` could have a member variable which can be reused in each invocation of `draw_viewports`, clearing it first, like it does for `timestamp_vp_map`.

### Steps to reproduce

See line 624 in `renderer_viewport.cpp`:

```
void RendererViewport::draw_viewports() {
    timestamp_vp_map.clear();

    // ...

--> HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;

    // ...
}

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: `--showConfig` doesn't resolve `paths`
Labels: Bug,Help Wanted

### 🔎 Search Terms

"showConfig", "paths", "extends", "relative"

### 🕗 Version & Regression Information

v5.2.2 (no regression AFAIK)

### ⏯ Playground Link

https://stackblitz.com/edit/stackblitz-starters-gst2kr?file=tsconfig.json

Commands:
- `npm run config` -> `tsc --showConfig`

- `npm run trace` -> `tsc --noEmit --traceResolution`
  Use this to confirm that `foo` does resolve to `./this-path-should-be-in-config/bar.ts`

### 💻 Code

_No response_

### 🙁 Actual behavior

Given a tsconfig that extends another config:

`./tsconfig.json`
```json5
{
  "extends": "./this-path-should-be-in-config/tsconfig.json"
}
```

`./this-path-should-be-in-config/tsconfig.json`
```json5
{
  "compilerOptions": {
    "paths": {
      "foo": ["./bar"]
    }
  }
}
```

The resolved tsconfig (via `tsc --showConfig`) doesn't reflect that `./bar` is actually resolved relative to `./this-path-should-be-in-config/tsconfig.json`:

```json5
{
    "compilerOptions": {
        "paths": {
            "foo": [
                "./bar"
            ]
        }
    },
    "files": [
        "./file.ts"
    ]
}
```

### 🙂 Expected behavior

For the config to include the relevant information (e.g. the relative path):

```json5
{
    "compilerOptions": {
        "paths": {
            "foo": [
                "./this-path-should-be-in-config/bar"
            ]
        }
    },
    "files": [
        "./file.ts"
    ]
}
```

Currently, it seems to indicate that `paths` is resolved relative to the CWD. When it's in fact relative to `this-path-should-be-in-config`.

It's also impossible for a custom TypeScript paths resolver (e.g. https://github.com/privatenumber/get-tsconfig) to correctly resolve the `paths` aliases based on this output.

### Additional information about the issue

From https://github.com/privatenumber/get-tsconfig/pull/62
Repository: PowerToys
Issue: Desktop icons Place Lock 
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

sometimes when using some software with different resolution or some old games, the arrangement of desktop icon becomes a mess. 
there is an old software called Desklock, it Locks the Desktop icons in place. I was thinking if there is a similar feature in Powertoys it would be a great thing ! 


### Scenario when this would be used?

when desktop icon arrangemet becomes a mess after running an old game or software with low resolution. 

### Supporting information

in the Method 2 in this article they mentioned an old software called DeskLock does the same thing : 
[https://www.wikihow.com/Lock-Desktop-Icons-in-Place](url)
Repository: pytorch
Issue: Wrongly returns nan for vectorized complex numbers division on PPC/ZArch
Labels: triaged,module: POWER

### 🐛 Describe the bug

Copied from #92043 which still applies for vectorized PPC and likely to ZArch while it was fixed for x86 by #93277

Pytorch wrongly returns nan for complex numbers division where the results are still within the range of the datatype.
For example: (0.0 + 0.0j) / (1e-36 + 0.0j) in complex64. In this case, both operands and the results (which is 0) are within the defined range of complex64. However, it returns (nan + nanj).

Here's the reproducing code:
```
a = torch.tensor([0.0 + 0.0j]*8)
b = torch.tensor([1e-36 + 0.0j]*8)
print(a / b)  # it's (nan + nanj),...
```

Or just run `test_complex_div_underflow_overflow`.

The reason is that [`abs_2_`](https://github.com/pytorch/pytorch/blob/d7c05bb2e8de24386664c01e887357ff50a09842/aten/src/ATen/cpu/vec/vec256/vsx/vec256_complex_double_vsx.h#L434) already overflows in the tested range (e.g. `finfo.min / 2` in `test_complex_div_underflow_overflow`) and the `elwise_mult(vr)` does too.

### Versions

PyTorch 2.1.0
Repository: godot
Issue: Godot 4.1.1 slow/not snappy when changing nodes in tree
Labels: discussion,topic:editor,confirmed,topic:gui,performance

### Godot version

4.1.1 stable (and 4.2-dev5)

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 950 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz (4 Threads)

### Issue description

Hi I was excited to try Godot 4 but to my surprise the UI is just sluggish and slow and not snappy at all as I am used to currently working in Godot 3.5.2. 

Everytime I click a node or switch between nodes in the scene tree, there is often a delay of several 100s of milliseconds. I feel this the most with UI elements like buttons.

This video shows the behaviour in a random project in 3.5.2. Snappy and quick.

https://github.com/godotengine/godot/assets/38838020/97eea63d-ba08-4cdd-972e-49c99ca24a92

This video shows the behaviour in the same project converted to Godot 4 **BUT** it also happens in new projects make for this version.

https://github.com/godotengine/godot/assets/38838020/21a64ff8-4914-4dcc-846a-6da3f409c1bc

I tried the latest 4.2-dev5, but the issue persists.

### Steps to reproduce

Make any Godot 4 project on my machine with multiple nodes, especially UI nodes

### Minimal reproduction project

[testproject.zip](https://github.com/godotengine/godot/files/12699005/testproject.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Blip Diffusion
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 ?

BLIP diffusion (by Salesforce AI Research): https://dxli94.github.io/BLIP-Diffusion-website/

BLIP diffusion facilitates zero-shot image generation driven by the subject, and when combined with controlnet, it enables powerful subject-driven editing applications.

Code with pre-trained weights: https://github.com/salesforce/LAVIS/tree/main/projects/blip-diffusion
Paper: https://arxiv.org/abs/2305.14720

This was recently implemented in diffusers : https://github.com/huggingface/diffusers/pull/4388

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/17836943/6c83e7d9-e13e-4eba-a35d-9e692a27fb20)


### Proposed workflow

1. A section in the generation tab under the Seed field called "Blip Diffusion, 
2. Just like Refiner it can activate when the user unfolds it.
3. It will have a small image drop zone for the subject image and a text field for its category text

### Additional information

_No response_
Repository: storybook
Issue: [Bug]: Vue3 Scoped Slot Props are not parsed correctly by autodocs resulting in incorrect source code
Labels: bug,needs triage

### Describe the bug

When creating a Story with a component that includes a scoped slots with props, `vue-docgen-cli` doesn't parse those props correctly, resulting in an incorrect source code template being generated.

### To Reproduce

Given a Vue component implementing a scoped slot (simplified example)

```vue
<script lang="ts" setup>
defineSlots<{
  default?: () => any;
  icon?: (props: {
    size: 'md';
    fill: "currentColor";
  }) => any;
}>();
</script>

<template>
  <button>
    <div v-if="$slots.icon">
      <slot name="icon" size="md" fill="currentColor" />
    </div>
    <slot />
  </button>
</template>
```

```ts
export const OnlyIcon: Story = {
  render: (args) => ({
    components: { BFloatingButton, EditIcon },
    setup() {
      return { args };
    },
    template: `
      <BFloatingButton v-bind="args">
        <template #icon="iconProps">
          <EditIcon v-bind="iconProps"/>
        </template>
      </BFloatingButton>
    `,
  }),
};
```

![image](https://github.com/storybookjs/storybook/assets/45793869/78d65b4b-dd9c-4e18-8126-4b6afda9e8a8)


In this example, the `<EditIcon v-bind />` is linked to the same `v-bind` object passed to the parent components, instead of referencing and expanding the `iconProps` scoped props.

### System

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: Allow try except check for numpy bfloat16 representation
Labels: triaged,module: numpy

### 🚀 The feature, motivation and pitch

if you run this code :
```
import ml_dtypes
import torch
torch.tensor([1,2,3],dtype=torch.bfloat16).numpy()
```
It will throw this error :
```TypeError: Got unsupported ScalarType BFloat16```
even when numpy will support `bfloat16` in this case. If you guys could add a try except check then it would be cool.

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @rgommers
Repository: vscode
Issue: Command center with debug controls has strange mouse hover/active styling
Labels: bug,command-center

https://github.com/microsoft/vscode/assets/22350/e0beee6a-419f-43e4-b35e-20cb84695d35

Two observations:

- When debugging, the control center becomes red but when hovering the "non-debug" grey background appears. I expected a different shade of red when hovering, when in that state
- Also, pressing down with the mouse button on an empty area of the control center will reveal hover state for the debug actions.
Repository: flutter
Issue: Replace the new InputDecorator.error with errorBuilder or add TextFormField.validatorBuilder
Labels: a: text input,framework,f: material design,c: proposal,P2,has partial patch,team-text-input

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

InputDecorator.error added in #129275 is completely useless in its current form.

In fact, it is just a widget displayed under TextField, while blocking access to errorText, which completely breaks the existing validation mechanisms.
All interaction with this widget has to be done completely manually. If you put the TextField in Column, and our error widget under it, the effect will be exactly the same.

Because of this, closed #11068 is not actually resolved.


### Proposal

#129275 is a fork of #118610, where this problem was discovered and discussion of possible solution methods began.

Four solutions to the problem were proposed in https://github.com/flutter/flutter/pull/118610#issuecomment-1446962977, two of which were discarded.

Meanwhile, neither of the other two were implemented in #129275, for some reason approved for merging.

These options are:
> **Option 2**
Add `Widget error` in `InputDecoration`
Add a validator variant: `Widget? Function(String? input)? validatorBuilder` in `FormField`. It allows to replace the classical validator with a version that can return a Widget instead of a string.

This option was liked by @justinmc but **wasn't implemented** in #129275

> Option 4
Add `Widget Function(String)? errorBuilder` on `InputDecoration` which when not null is called to convert `errorText` to a Widget.

Both of these options solve the problem that has arisen.

I am willing to implement this, but I need approval and need to choose one of these options.
Repository: vscode
Issue: Python + Juptyer recommendations shouldn't appear in a workbench without a gallery service
Labels: debt,notebook

When running out of sources, there is no Marketplace, so these extensions can't be installed from there. There should be no recommendation nor suggestion to search the Marketplace.

Also, [these recommendations](https://github.com/microsoft/vscode/blob/f4761fe652b9e4d669257f0c57ffaa308f0a4f5d/src/vs/workbench/contrib/notebook/browser/notebookBrowser.ts#L56-L65) should not be inlined in sources, but should be coming in from distro contributions. Please refactor this.

https://github.com/microsoft/vscode/assets/22350/30698aee-9f07-4253-b4e9-96c7b2e3ffc7
Repository: godot
Issue: PopupMenu's panel cannot apply shadow
Labels: documentation,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 960M (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 Threads)

### Issue description

The two Panels below use the same StyleBoxFlat. (that is, ```test.tres```)

![图片](https://github.com/godotengine/godot/assets/36004417/3cd13e2b-a315-4569-9941-fd02894a645f)

But only the one on the right has a shadow added.
I want to also add a shadow to the Panel belonging to the PopupMenu on the left.

### Steps to reproduce

1. Add a MenuBar
2. Add a PopupMenu to the MenuBar
3. Modify the theme used by PopupMenu and try to add a shadow to the Panel.

( Nothing happened. )

### Minimal reproduction project

[PopupMenuShadow.zip](https://github.com/godotengine/godot/files/12699599/PopupMenuShadow.zip)
Repository: PowerToys
Issue: Powertoys Run: add 'copy file' action to search results
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

Searching using Powertoys Run will display a list of files that match the search parameters - e.g., "foo" may find a document called foo.docx. Powertoys Run currently gives three quick actions from this menu:

- Open Containing Folder
- Copy Path
- Open Path in Console

I propose adding a fourth option for 'copy file'

### Scenario when this would be used?

Powertoys Run is a useful universal search for quickly locating a file or folder; this button would enable the user to quickly copy the file for various use cases - e.g. attaching the file to an email, or copying a file to a new location.

### Supporting information

_No response_
Repository: godot
Issue: `Mesh > Create *** Collision Sibling` make the `CollisionShape` inherit the scale of the `MeshInstance3D`, making it useless
Labels: bug,topic:editor,topic:physics,topic:3d

### Godot version

4.1.1

### System information

linux

### Issue description

[simplescreenrecorder-2023-09-22_12.41.14.webm](https://github.com/godotengine/godot/assets/71937306/213e2676-deb5-4b3b-a7c9-587e64bb6cdf)

as demonstrated in this clip, the generated collision shape has the scale copied over. This breaks the physics.
The generated trimesh shape should take the meshinstance scale into account, but should output an unscaled `CollisionShape`.

Additionally, the "create trimesh static body" option puts the body under the mesh, making it inherit it's scale too, breaking everything for any non-unit-scaled mesh. 

### Steps to reproduce

1. select any non-empty `MeshInstance3D`
2. `Mesh > chose one of those options`

### Minimal reproduction project

a scene with a meshInstance and a CubeMesh
Repository: PowerToys
Issue: Enable Undo CTRL+Z in FancyZones Editor
Labels: Idea-Enhancement,FancyZones-Editor,Needs-Triage

### Description of the new feature / enhancement

When editing custom layouts, please add CTRL+Z to the list of specified hotkeys to **Undo**.
Many of us slide a zone modifier and then would like it reset back to its original position, before the change.

The **Undo** function, alongside **Redo** (Shift+CTRL+Z) enables quicker custom zone editing in FancyZones. Not all of our custom zone changes are going to be saved in the final layout. Undo also allows users to flip between the latest changes, in order to A-B test before saving.

### Scenario when this would be used?

FancyZones -> Custom Layout Editor
Editing zones' sliders

### Supporting information

_No response_