sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Impeller] Update guidance on shader optimization to include recent findings and tools.
Labels: P2,e: impeller,team-engine,triaged-engine

I was reading [the still excellent guidance on shader optimizations](https://github.com/flutter/engine/blob/b84c936016846c25475dab2befa10b47798d80d6/impeller/docs/shader_optimization.md) in the docs. Since the doc was written, we have wired up shader static analysis on CI using ARM Mali tools. Also, we have learned more about the effects of uniform computation and varying loads. We should update the linked guidance based on our current profiling workflows and knowledge.

References: [go/impeller-slow-fragment-shader](http://goto.google.com/impeller-slow-fragment-shader) and [go/impeller-push-constants](http://goto.google.com/impeller-push-constants)
Repository: stable-diffusion-webui
Issue: [Feature Request]: AIT
Labels: enhancement,extension-request

### 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 ?

Add AIT optimization to webUI

### Proposed workflow

should be possible to enable/disable just like any other optimization.

### Additional information

AIT is similar to TensorRT- except it's slightly faster and easier to use. AIT optimization is capable of increasing performance by over 200%, it's the most efficient optimization. AIT repo: https://github.com/facebookincubator/AITemplate
Repository: godot
Issue: Parse error: something.tscn doesn't show where the error happened
Labels: enhancement,topic:editor

### Godot version

4.0

### System information

MacOS

### Issue description

The following error when happens when I try to open my scene.  This is due to a failed resolving of merge conflicts.  Thats fine, but the parse error says nothing about which line to fix.  This is an issue with error messaging.  Error messages generally function by giving enough information to find the source of a problem.

>Failed loading resource: res://Screens/test.tscn. Make sure resources have been imported by opening the project in the editor at least once.
>  editor/editor_data.cpp:626 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
> scene/resources/resource_format_text.cpp:283 - res://Screens/test.tscn:1666 - Parse Error: Can't load cached ext-resource id: 27_6xll2
>  Failed loading resource: res://Screens/test.tscn. Make sure resources have been imported by opening the project in the editor at least once.
>  editor/editor_data.cpp:626 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).


### Steps to reproduce

Not sure, but try opening any raw text from a `.tscn`, mess it up until it gives you a parsing error

### Minimal reproduction project

this is more than I can do
Repository: vscode
Issue: Copy/Paste files in Explorer pastes in wrong folder
Labels: bug,file-explorer

Type: <b>Bug</b>

1. Select multiple files in the same folder in the Explorer tree.  (I do so by clicking on one, then Shift- or Cmd-clicking on others.)
2. Right click on one of the selected files and select "Copy".
3. Right click on another folder and select "Paste".  (Do not select it first.)

Expected results:  files copied to second folder.

Actual results: files copied within their original folder.

4.  Press Cmd-Z to undo the paste, and confirm in the dialog.
5.  Right click on the second folder and choose "Paste" again.

The second time you attempt paste, the files are copied to the second folder correctly.

This problem does not seem to occur when only one file is selected for copy.  I see it only when copying multiple files.


VS Code version: Code 1.80.1 (74f6148eb9ea00507ec113ec51c489d6ffb4b771, 2023-07-12T17:20:23.298Z)
OS version: Darwin x64 22.5.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-1068NG7 CPU @ 2.30GHz (8 x 2300)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<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)|2, 2, 2|
|Memory (System)|32.00GB (5.67GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (7)</summary>

Extension|Author (truncated)|Version
---|---|---
overtype|DrM|0.5.0
go|gol|0.39.1
code-select-until|jak|0.6.0
rewrap|stk|17.8.0
change-case|wma|1.0.0
FilterText|yhi|0.0.15
cursor-align|yo1|1.1.2


</details>
<!-- generated by issue reporter -->
Repository: rust
Issue: cant' find crate core and can't find compiler_builtins
Labels: O-ios,O-AArch64,S-needs-repro

I am actually very new to Rust.I was trying to build the IOS app from the source from the MLC(machine learning compilation).This is the Link https://mlc.ai/mlc-llm/docs/deploy/ios.html.
But while doing so I encountered this Bug : 
![Screenshot 2023-07-31 at 11 55 41 AM](https://github.com/rust-lang/rust/assets/141007240/aa737dea-5c77-4a05-ba9b-1c0f42750b00)
I have xcode installed.
I have tried various solutions such as updating rust and building this entire MLC IOS again from scratch but still it is giving me this error.
What exactly  is causing this error ? I have no experience with rust hence its taking a tough time to resolve this error.
Repository: TypeScript
Issue: ReferenceError caused by const enum
Labels: Bug,Help Wanted

# Bug Report

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-->

### 🔎 Search Terms

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- const enum

### 🕗 Version & Regression Information

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- This is a runtime crash
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### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.1.6#code/MYewdgzgLgBApmArgWxgMRCGBvAUDAmAQxgF4YBGAGlwF9ddRIQAbOAOhZAHMAKDEAG0ARBWEBdAJRA)

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
const enum Foo {
    a = 1,
}

console.log(Foo["1"])
```

### 🙁 Actual behavior

```JavaScript 
console.log(Foo["1"]);
```

### 🙂 Expected behavior

```JavaScript
console.log("a");
```

or report error.
Repository: pytorch
Issue: Can't build with non-static protobuf
Labels: module: build,triaged

### 🐛 Describe the bug

When building with SYSTEM protobuf (i.e. `-DBUILD_CUSTOM_PROTOBUF=OFF`) and a shared protobuf library the build will fail with link errors such as 

```
ld: /tmp/pytorch-v1.13.1/build/lib/libtorch_cpu.so: undefined reference to `google::protobuf::internal::ThreadSafeArena::thread_cache_'
```

Reason for this is the same as #106206: The generated protobuf files are not correctly linked against the `protobuf::libprotobuf` target which would have defined `PROTOBUF_USE_DLLS` which leads to different places where that variable is defined and expected, see e.g. https://github.com/protocolbuffers/protobuf/blob/v23.0/src/google/protobuf/arena.cc#L522-L530

### Versions

1.13.1 - master

cc @malfet @seemethere
Repository: rust
Issue: A reborrow does not make the captured variable escape the closure body
Labels: A-diagnostics,T-compiler

### Code

```Rust
`
let mut i = 0;
let m = & mut i;
let f = ||->&i32{
    *m = 1;
    &*m
};
`
```


### Current output

```Shell
|         &*m
   |         ^^^ returns a reference to a captured variable which escapes the closure body
```


### Desired output

```Shell
lifetime may not live long enough
```


### Rationale and extra context

Reborrowing does not move the mutable reference from the closure, it just reborrows an immutable reference from the mutable captured variable from `& mut self` of the closure.

### Other cases

_No response_

### Anything else?

_No response_
Repository: ant-design
Issue: table 多表头 fixed: right时左侧box-shadow有bug
Labels: 🐛 Bug,Inactive

### Reproduction link

[https://stackblitz.com/edit/react-rhjxqg?file=demo.tsx](https://stackblitz.com/edit/react-rhjxqg?file=demo.tsx)

### Steps to reproduce

多表头设置fixed: right ，且只有两层时会出现这个问题

### What is expected?

阴影在左滑时正常显示

### What is actually happening?

滑动时，固定列的数据行，左侧阴影没有显示

| Environment | Info |
| --- | --- |
| antd | 5.7.3 |
| React | 18  |
| System | macos |
| Browser | chrome最新版 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: Support JS Doc In Trailing Trivia
Labels: Suggestion,Awaiting More Feedback,Domain: JSDoc

# Suggestion

## 🔍 Search Terms

JS Doc, JSDoc, Leading, Trailing, Comments, Link

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

JS Doc only seems to be parsed in leading comments, not in trailing comments.
However, sometimes putting multiple statements into one line can change a leading comment of one statement into a trailing comment of the statement before.

I suggest to check trailing comments for JS doc as well.

## 📃 Motivating Example

JS Doc references should be parsed everywhere, not just for trailing comments.

Currently, this function declaration:
```js
const f2 = () => {
	/** @type string */
	let x;
	return x;
};
```

... and this function declaration:
```js
const f1 = () => { /** @type string */ let x; return x; };
```
... have different types (`() => string` vs `() => undefined`), even though their only difference is formatting.

With this suggestion, they would both have the type `() => string`.

## 💻 Use Cases

I would assume that all these `link`s work:

```
const x = () => /** {@link x} */ 1;
const y = () => { /** {@link y} */ return 1; };
const z = () => {
	/** {@link z} */
	return 1;
};
```

However, just the link to `z` works.
If this worked, `@link` could be used anywhere to (consistently) link to other elements in the source code.
This would enable interesting use-cases (e.g. for debugging), as JS allows to read a function body by using `.toString()` on a function value.
Repository: excalidraw
Issue: Dragging linear element's endpoint after flipping results in inconsistent shifting
Labels: bug,linear elements

Editing a linear element's points after it has been flipped & resized results in significant position shifting.
![20230731181008_rec_-convert](https://github.com/excalidraw/excalidraw/assets/47294779/236e5ca6-1a7c-4b64-a3b7-a7b1f693d408)

Steps to reproduce
- select a linear element
- flip the linear element by resizing
- dragging one of the endpoints results in shifting (point does not follow cursor)
Repository: create-react-app
Issue: node js
Labels: needs triage


node:internal/modules/cjs/loader:1080
  throw err;
  ^

Error: Cannot find module 'xtend'
Require stack:
Repository: vscode
Issue: [Accessibility issues - Error message] Multiple issues
Labels: bug,accessibility,error-list

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- VS Code Version: 1.80.2
- OS Version: Windows_NT x64 10.0.22621

This is an accessibility issue. The tool I used to test is [Accessibility Insights for Windows](https://accessibilityinsights.io/docs/windows/overview/) along with systems narrator.

Steps to Reproduce:
1. Type something that can trigger error messages. 
2. Open the error message.
3. Use keyboard to navigate through the buttons of the error message
4. Use screen reader to read out the error message

- Issue1:
The 'Move to next problem' and 'move to previous problem' buttons are not accessible through keyboard while navigating using tab key. The root cause seems to be the `isKeyboardFocusable=false` attribute
![image](https://github.com/microsoft/vscode/assets/104450101/b5b69d98-e453-4bf8-ab61-96ce7a582a95)
- Issue2: 
Screen reader is not announcing the name for the controls under error message. Controls like 'Go to next problem', 'Go to Previous problem' and 'Close'. 
Note: There's this empty square element in the accessibility tree, may not be the cause of this issue, but this is not reasonable
![image](https://github.com/microsoft/vscode/assets/104450101/65302dc8-da72-4d1b-827b-8ab46b4bdf80)
- Issue3:
The narrator does not announce the error message information after navigating to the error message body using keyboard.
Repository: pytorch
Issue: `torch.nn.modules.MultiheadAttention` yields different graph under pre_dispatch tracing
Labels: triaged,module: __torch_function__,pre_dispatch tracing,oncall: export

**The problem**

Repro posted at the bottom of the issue. Why does `pre_dispatch` tracing yield a different graph? Answer:

(1) `pre_dispatch` tracing uses `PreDispatchTorchFunctionMode` so that it can properly intercept and capture autograd and autocast API's during tracing, like no_grad/enable_grad ([here](https://github.com/pytorch/pytorch/blob/0af3203c728278920f6e64b22f63181c6f88628a/torch/fx/experimental/proxy_tensor.py#L520))

(2) `MultiheadAttention` has a series of checks to decide whether or not it can use a fast-path kernel during inference. One of them: it will ignore the fast path if any `TorchFunctionMode` is active ([here](https://github.com/pytorch/pytorch/blob/0af3203c728278920f6e64b22f63181c6f88628a/torch/nn/modules/activation.py#L1166))

repro:
```
import torch
from torch.nn.modules import MultiheadAttention
from torch.fx.experimental.proxy_tensor import make_fx

m = MultiheadAttention(4, 4, batch_first=True)
m.eval()

inp = torch.randn(4, 4, 4)
with torch.no_grad():
    gm1 = make_fx(m, pre_dispatch=False)(inp, inp, inp)
    # First graph has "torch.ops.aten._native_multi_head_attention.default" in the trace
    print(gm1.code)
    # Second graph does not
    gm2 = make_fx(m, pre_dispatch=True)(inp, inp, inp)
    print(gm2.code)
```

**Solutions**

The main question here is: "Is `MultiheadAttention` doing something unusual that we're okay with applying a one-off fix for"? User code can do all sorts of branching on whether or not its inputs have a `__torch_function__` or `__torch_dispatch__` enabled (or if there is a mode active), which can cause us to execute a different set of code when we trace compared to running eager mode.

(1) one-off fix for `MultiheadAttention`: we could augment the check [here](https://github.com/pytorch/pytorch/blob/0af3203c728278920f6e64b22f63181c6f88628a/torch/nn/modules/activation.py#L1165) to ignore the case when a pre_dispatch tracing TorchFunctionMode is active. This is actually a bit annoying, since we'd still probably like that check to return true if pre_dispatch is tracing **and** any other torch_function modes are active.

(2) Agree that "when users ask if torchfunction is enabled in some form, they're really asking about **user** torch_function code, and not our tracing infra - augment `has_torch_function(...)` to explicitly ignore the torchfunctionmode used by pre_dispatch tracing.


Open to suggestions - I don't have a strong opinion, although (2) is probably easier to implement.

cc @hameerabbasi @rgommers @peterbell10 @ezyang
Repository: pytorch
Issue: DISABLED test_cuda_assert_should_not_stop_common_distributed_test_suite_cuda (__main__.TestTestingCUDA)
Labels: oncall: distributed,triaged,skipped

## Reason
PR https://github.com/pytorch/pytorch/pull/105206 broke one of the slow test "test_testing.py::TestTestingCUDA::test_cuda_assert_should_not_stop_common_distributed_test_suite_cuda"

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: stable-diffusion-webui
Issue: [Feature Request]: GIF upscaling tab under Extras
Labels: enhancement,extension-request

### 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 ?

I think it would be convenient to have a tab for upscaling GIFs next to the options for upscaling directories, etc.

### Proposed workflow

1. Go to Extras 
2. Press a tab called 'GIF'
3. Input a GIF with the usual upscaling options
4. Output a GIF again


### Additional information

I'll try to implement this myself, though this is my first time contributing to open source.
Repository: storybook
Issue: [Bug]: v7 Third-party add-on toolbar action is not displayed on docs
Labels: bug,needs triage,upgrade:7.x

### Describe the bug

On v7, when adding a third-party plugin which adds an action to the toolbar, the action is not displayed on pure docs pages (*.mdx).

For example, here the BETA badge associated to the *.mdx file doesn't show up
![chrome_w1oxjrrjKs](https://github.com/storybookjs/storybook/assets/12294151/c2b62c05-85b8-4c28-92c1-2877761b6aad)
but show up in an autodocs and stories:
![chrome_rOsg34blcH](https://github.com/storybookjs/storybook/assets/12294151/be9993a8-1c5f-4c64-b247-e809b26e4866)

When it's working:
- Actions from addons-essentials. e.g. addon-backgrounds (as you can see on screenshots)
- Adding a custom plugin with text content only or React element from manager.tsx of the storybook (see stackblitz)
- Renaming the *.mdx file into *.stories.mdx (but it's deprecated)

What have been checked:
* `match` property is set to true or both docs/stories (for `addons.add` method)

Third-party plugins tested:
* [@etchteam/storybook-addon-status](https://storybook.js.org/addons/@etchteam/storybook-addon-status/)
* [@geometricpanda/storybook-addon-badges](https://storybook.js.org/addons/@geometricpanda/storybook-addon-badges/).


Am I missing something?

### To Reproduce

Follow the steps below or used the resulting stackblitz (made with @etchteam/storybook-addon-status  plugin): https://stackblitz.com/edit/github-pfhan3?file=src%2Fstories%2FConfigure.mdx

Steps:
1. Create a new storybook with https://new-storybook.netlify.app (web-components + typescript and next.js + typescript were tested)
2. Add a third-party package that add an action in the toolbar for story and docs. e.g. [@etchteam/storybook-addon-status](https://storybook.js.org/addons/@etchteam/storybook-addon-status/) or [@geometricpanda/storybook-addon-badges](https://storybook.js.org/addons/@geometricpanda/storybook-addon-badges/).
3. Add default config from package
4. Add parameters to `configure.mdx` and `button.stories.ts` to see the action in the toolbar

### System

```shell
System:
    OS: Windows 10 10.0.19045
    CPU: (16) x64 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz
  Binaries:
    Node: 16.20.1 - C:\Program Files\nodejs\node.EXE
    npm: 8.19.4 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (115.0.1901.183)
  npmPackages:
    @storybook/addon-essentials: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/addon-interactions: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/addon-links: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8
    @storybook/blocks: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/nextjs: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/react: ^7.2.0-rc.0 => 7.2.0-rc.0
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

Tested with 7.2.0-rc, 7.1.0 and 7.0 versions
Repository: youtube-dl
Issue: Facebook Closed Captions not included as subtitles
Labels: site-update-request

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## Description

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Facebook videos with closed captions do not show up as subtitles when using the commands ">youtube-dl --list-subs" or ">youtube-dl --write-sub".
Example video with closed captions for deaf people: https://fb.watch/m7ChEhVZPt/