sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Reduce the number of patches we float on V8
Labels: help wanted,v8 engine,meta

We should aim for 0 floating patches from our side (except cherry-picks of commits that landed upstream).

Here's the list of everything that we currently float on top of V8 10.7:

- [x] [deps: V8: forward declaration of Rtl*FunctionTable](https://github.com/nodejs/node/commit/01bc8e6fd81314e76c7fb0d09e5310f609e48bee)
      I don't remember why we have this one. It's quite old, so I [opened a PR](https://github.com/nodejs/node/pull/45119) trying to revert it.
- [ ] [deps: fix V8 build issue with inline methods](https://github.com/nodejs/node/commit/eac4bbded18c13ddc3bb069f4069546123f10bca)
      This bundles 4 fixes related to inline methods with Windows/MSVC. I think we would actually need a 5th one to fix the MSVC build with Visual Studio 2022 (https://github.com/nodejs/node/issues/43092).
      Ideally we would upstream the necessary fixes but I don't know enough of C++/Windows to open a CL that the V8 team would accept.
- [x] [deps: V8: fix v8-cppgc.h for MSVC](https://github.com/nodejs/node/commit/0cc81f0aa495f865889b57e32b909d37b5b15f50)
      Not sure why this wasn't submitted upstream.
      Revert tentative: https://github.com/nodejs/node/pull/45700
      Now fixed upstream in https://chromium-review.googlesource.com/c/v8/v8/+/3533019
- [x] [deps: make V8 compilable with older glibc](https://github.com/nodejs/node/commit/84d455e08e4129f7d1b3c68d62cbb129458619ec)
      Can we remove this one now? PR: https://github.com/nodejs/node/pull/45162
- [ ] [deps: silence irrelevant V8 warning](https://github.com/nodejs/node/commit/7a952e8ea52cfdd768f4b2e22d3b23cd1194d922)
      I often have to do this kind of patches. The problem is that if we keep the deprecation, V8's own headers trigger it and the build fails because of `-Werror`. There's probably a better way to handle it but I don't know it.
- [x] [deps: fix V8 build on SmartOS](https://github.com/nodejs/node/commit/83b0aaa8009451b4e10fb5455be81fe3d1dea2d7)
      Still waiting for SmartOS people to upstream the fix. (https://github.com/nodejs/node-v8/issues/239)
      Fixed upstream in https://chromium-review.googlesource.com/c/v8/v8/+/4026402
- [ ] [deps: fix V8 build on Windows with MSVC](https://github.com/nodejs/node/commit/7a8fa2d51778c5fbcfaa071895eb81b3c4a7db62)
      Don't know what do to about this one. See discussion in https://github.com/nodejs/node-v8/issues/235

@nodejs/v8-update
Repository: godot
Issue: [4.0 beta3] HDRI image preview is glitched in Editor
Labels: bug,topic:rendering,topic:editor

### Godot version

4.0 beta 3
4.0 beta 4

### System information

Windows 10, Vulkan, Radeon RT 6800XT

### Issue description

Preview of "Panorama" of PanoramaSkyMaterial is glitched.

![image](https://user-images.githubusercontent.com/391964/197331726-da31e6e8-7761-4f59-872a-ac69ce055dbf.png)


### Steps to reproduce

- Create a HDRI image (I'm using blender).
- Create PanoramaSkyMaterial.
- Set Panorama with the HDRI image.


### Minimal reproduction project

[Glitched.zip](https://github.com/godotengine/godot/files/9843965/Glitched.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Inpaint remove/delete mask mode.
Labels: enhancement,upstream,gradio

### 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 ?

**Pressing/Hold** lets say CONTROL or ALT key, with this we activate the **remove mask mode**, the black DOT pointer become **RED** (so we know we are in remove mode).

### Proposed workflow

1. Press hold a designed key, **black dot pointer become red**.
2. Then **remove mask mode is active**, then we can delete a specific part of the mask.

### Additional information

_No response_
Repository: neovim
Issue: vim.lsp.buf.format with range has strange behaviour?
Labels: bug,lsp

### Neovim version (nvim -v)

0.8

### Language server name/version

latest

### Operating system/version

macOS

### Steps to reproduce using "nvim -u minimal_init.lua"

Python:

```
def fn(abc  ):
    print('HELLO'  )
    return abc   + 1
```

lua:

```
function fn(abc )
  print("hello" )
  return abc  + 1
end
```
ts:

```
function fn(abc  ) {
  console.log("hello" );
  return abc   + 1
}

```

command used:

```
:lua vim.lsp.buf.format({
range={
["start"] = {1,0},
["end"] = {2,-1}
}
})
```



### Expected behavior

correct range formatting

### Actual behavior

Python:
---- nothing happens ----
```
def fn(abc  ):
    print('HELLO'  )
    return abc   + 1
```


lua:
--- keeps adding newline after format range ---
```
function fn(abc)
  print("hello")
  return abc + 1

end
```
ts:
--- formats one line too little ---

```
function fn(abc  ) {
  console.log("hello" );
  return abc   + 1
}

```


I want to point out, that if I format the entire buffer with 

`lua vim.lsp.buf.format()`

everything is formatted correctly. Python for example does not format no matter the range if I specify one

### Log file

_No response_
Repository: storybook
Issue: [Feature Request]: [Storybook] [web components] [renderer] only add type to items at category 'properties' from custom-element.json
Labels: feature request,needs triage

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

We are trying to create all controls from all elements extracted from custom-element.json without writing it on story index as argTypes.

We work with [lit](https://lit.dev/), analize all documentation in the components with [web component analyzer](https://github.com/runem/web-component-analyzer) to create custom-element.json.

We discovered in this file [custom-elements.ts](https://github.com/storybookjs/storybook/blob/next/code/renderers/web-components/src/docs/custom-elements.ts) a function **mapItem** that takes individual elements from each section on custom-element.json and creates from them the argTypes of the story.

The first line of this function:

`const type =
    category === 'properties' ? { name: item.type?.text || item.type } : { name: 'void' };`

only assigns type from the previous item to the items on category "properties", and assigns type 'void' to all other categories on custom-element.json.

### Describe the solution you'd like

At category 'css custom properties' in custom-element.json, we have added:

`"type": "color"`

to all the custom css properties like this:

`"name": "--button-color-background",
 "description": "Component surface color",
 "default": "\"--theme-color-background\"",
 "type": "color"`

and none of them maintains color type when the previous file create its argType.

Would be perfect that previous mapItem function will add type (if included) to all items in all categories at custom-element.json file, not only to items at 'properties' category.

### Describe alternatives you've considered

As workaround, we propose to change line 50/51 from [custom-elements.ts](https://github.com/storybookjs/storybook/blob/next/code/renderers/web-components/src/docs/custom-elements.ts) file:

`const type =
    category === 'properties' ? { name: item.type?.text || item.type } : { name: 'void' };`

to

`const type = item.type !== undefined ? { name: item.type?.text || item.type } : { name: 'void' };`

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

yes, I can

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: intercept image during creation
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 ?

In "X/Y plot" mode when multiple "Steps" are selected. Can intercept images during the creation of the largest "Step" to speed up the process.

### Proposed workflow

1. We choose "X/Y plot" and "20, 25, 30, 35, 40" in "Steps"
2. The program starts to create "Step 40"
3. In the process of creating "Step 40" the image is intercepted when reaching "Step 20"
4. In the process of creating "Step 40" the image is intercepted when reaching "Step 25"
5. In the process of creating "Step 40" the image is intercepted when reaching "Step 30"
6. In the process of creating "Step 40" the image is intercepted when reaching "Step 35"
7. The process ends at "Step 40" giving the final picture.
8. We get 5 pictures in the time it takes to create one "Step 40".



### Additional information
It took me 85 seconds to create this image. 10 pictures were created from scratch.
If I understand correctly, when implementing my method, it will be possible to create only two images "Steps 40, CFG 7" and "Steps 40, CFG 8", and the rest will be captured in the process of creating these. This will reduce the creation time from 85 seconds to 23 seconds.

![tmpzj6dfpdq](https://user-images.githubusercontent.com/54483843/197337112-941eba66-f2fb-4585-968d-186d2531fe16.png)
Repository: vscode
Issue: Jump to first error when clicking on error number in tab
Labels: feature-request,languages-diagnostics

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
When a file as an error, the number of errors is shown in the tab. Now, in case you are familiar with the shortcuts, you can press F8 to jump to it. However, it would be user friendly if it would be possible to click on the error number in the tab (because it is visually quite eye catching), in order to do the same.
Repository: storybook
Issue: [Feature Request] [addon: outline]: Outline Plugin Use Universal Selector for Web Component Compatibility
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

The Outline addon doesn't work correctly for shadow-dom custom elements. 

### Describe the solution you'd like

It would be awesome to have the plugin just use a universal selector and target all elements, so custom elements would also be outlined: 

```
.sb-show-main * {
    outline: 1px solid #036cdb !important;
}
```

This could just be an option to use instead of using Pesticide.  It would also be better to apply a has-outlines class to .sb-show-main, instead of just injecting the style tag.

### Describe alternatives you've considered

If a has-outlines class were used, we could at least manually add the css for these elements somewhere.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

this is how it works now:
![CleanShot 2022-10-22 at 06 20 39@2x](https://user-images.githubusercontent.com/5247627/197341578-d058b3ed-a62c-4bb3-abb4-704b092cd07f.png)

this is how it would work with a universal selector:
![CleanShot 2022-10-22 at 06 20 39@2x](https://user-images.githubusercontent.com/5247627/197341561-b07a6d5e-24d6-4c5c-8caa-fe265db19466.png)
Repository: flutter
Issue: [BottomNavigationBarItem] make label a required parameter
Labels: framework,f: material design,c: proposal,team-design,triaged-design

Currently, the BottomNavigationBar widget expects to receive a list of BottomNavigationBarItem, and this BottomNavigationBarItem has a property icon which is required:

![image](https://user-images.githubusercontent.com/87580996/197346326-069dff7e-6c0e-4bc1-864b-594001067f3f.png)

"The argument [icon] should not be null and the argument [label] should not be null when used in a Material Design's [BottomNavigationBar]."

Passing the required icon we see that the VSCode no longer points out an error, and we hope that everything can go well:

![image](https://user-images.githubusercontent.com/87580996/197346684-4c02d373-b8c8-4a52-b99f-382f2395326e.png)

But, an "Assertion Failed" happens because the label == null.

![image](https://user-images.githubusercontent.com/87580996/197346811-dcc16d95-5971-4b48-a115-e861aad5454d.png)

My question is, why not make a BottomNavigationBarItem property label a required String?
Repository: stable-diffusion-webui
Issue: [Feature Request]: Improve Webinterface for Mobilephone
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 ?

While using the Web-UI with a smartphone, there are some controls not readable cause the label overlaps the value.

![SmartSelect_20221022-171823_Firefox](https://user-images.githubusercontent.com/6341785/197347133-5de8bdd5-f155-4246-aa04-31780e92260f.jpg)

Firefox

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: pytorch
Issue: `bmm` will return wrong result on cpu with in-place
Labels: triaged,module: edge cases

### 🐛 Describe the bug

`bmm` will return wrong result on cpu with in-place. For example, when trying to output the result to the original input, the result is wrong.

More interestingly, the gpu will return the correct value given the same input

```py
import torch
input_1 = torch.randn(2, 1, 5)

def f(input_1):
    y = torch.bmm(input_1, input_1.transpose((- 1), (- 2)), out=input_1)
    return y

inp_cpu = input_1.clone().detach().cpu()
inp_gpu = input_1.clone().detach().cuda()

print(f(inp_cpu))
print(f(inp_gpu))
```

```
tensor([[[0.]], [[0.]]])
tensor([[[ 0.3501]], [[-0.2560]]], device='cuda:0')
```

### Versions

pytorch: 1.12.1
cuda: 11.6
Repository: godot
Issue: [4.0] PhysicalBone3D seems to ignore mass
Labels: topic:physics,needs testing,topic:3d

### Godot version

4.0.beta3

### System information

Windows 11

### Issue description

When I attached an object to a PhysicalBone the mass setting on the PhysicalBone seems to be ignored, so if the PhysicalBone hits another physics body with a heavier mass it still sends it flying as if the mass was 0 on the other body

### Steps to reproduce

Create a Rigidbody3D character with a Skeleton and attach a PhysicalBone3D to a hand slot, then move the character about and the collision shape on the PhysicalBone will not colide with other objects as with the mass assigned.
I used a KayKit Character for my tests.

### Minimal reproduction project

_No response_
[Physical Bone Test.zip](https://github.com/godotengine/godot/files/9854365/Physical.Bone.Test.zip)
Repository: yt-dlp
Issue: [PolsatGo] subtitle support
Labels: site-enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a site-specific feature
- [X] I've verified that I'm running yt-dlp version **2022.10.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Poland

### Example URLs

https://polsatgo.pl/wideo/seriale/swiat-wedlug-kiepskich/5024025/sezon-1/5024197/swiat-wedlug-kiepskich-odcinek-1/4208/ogladaj

### Provide a description that is worded well enough to be understood

the website exposes subtitles, but they are not available in yt-dlp

![screenshot of a subtitle picker](https://user-images.githubusercontent.com/11798442/197356413-08f19ea6-28b5-4cf9-a4b3-df0861bbc26c.png)

(also, the web player works in NL, while yt-dlp pretending to be an android client does not, though the web requires to log in. the API is the same JSON RPC.)

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
[debug] Command-line config: ['https://polsatgo.pl/wideo/seriale/swiat-wedlug-kiepskich/5024025/sezon-1/5024197/swiat-wedlug-kiepskich-odcinek-1/4208', '--list-subs', '-v']
[debug] Encodings: locale UTF-8, fs utf-8, pref UTF-8, out utf-8, error utf-8, screen utf-8
[debug] yt-dlp version 2022.10.04 [4e0511f] API
[debug] Python 3.10.8 (CPython 64bit) - Linux-5.15.73-0-lts-x86_64-with 
[debug] Checking exe version: ffmpeg -bsfs
[debug] Checking exe version: ffprobe -bsfs
[debug] exe versions: ffmpeg 5.1.2 (setts), ffprobe 5.1.2
[debug] Optional libraries: Crypto-3.15.0, brotli-1.0.9, certifi-2022.09.24, mutagen-1.46.0, sqlite3-2.6.0, websockets-10.3
[debug] Proxy map: {}
[debug] Loaded 1690 extractors
[debug] [PolsatGo] Extracting URL: https://polsatgo.pl/wideo/seriale/swiat-wedlug-kiepskich/5024025/sezon-1/5024197/swiat-wedlug-kiepskich-odcinek-1/4208
[PolsatGo] 4208: Downloading prePlayData JSON metadata
[PolsatGo] 4208: Downloading getPseudoLicense JSON metadata
[debug] Formats sorted by: hasvid, ie_pref, lang, quality, res, fps, hdr:12(7), vcodec:vp9.2(10), channels, acodec, filesize, fs_approx, tbr, vbr, abr, asr, proto, vext, aext, hasaud, source, id
4208 has no subtitles
```
Repository: pytorch
Issue: Improve `c10d::ReduceOp` & `torch.distributed.distributed_c10d.ReduceOp`
Labels: oncall: distributed,triaged

`c10d::ReduceOp` is now a struct which contains an enum class of `RedOptype` in order to support `PREMUL_SUM` (premul_sum is only supported by NCCL backend).
This new reduce op type takes either a Python scalar or a Tensor and that scaling value needs to be stored somewhere while keeping the compatibility with dispatchable reduce ops (note that TorchScript compiler's support is limited) and keeping `torch.distributed.ReduceOp` instances enum like as possible (to name a few, allowing for `__members__` and `isinstance`).

As the op type itself is marked experimental for now but with this requirements and the changes caused, we have to improve the API.
The question is how to have users pass a scale value and how to create ReduceOp (while before premul_sum, there was no need to create a ReduceOp instance as it was closer to Python enum).



Related:
- https://github.com/pytorch/pytorch/pull/87303
- https://github.com/pytorch/pytorch/issues/87191
- https://github.com/pytorch/pytorch/pull/84243

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @wanchaol @carmocca
Repository: godot
Issue: gizmo.add_lines() is not changing color.
Labels: topic:editor,topic:plugin,needs testing,topic:3d

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Windows 10

### Issue description

Trying to add a custom gizmo to a plugin, but the `gizmo.add_lines()` function doesn't seem to be working fully. The line does render, but the color of the line remains grey. I re-enabled the plugin, disabled/enabled the custom node, and removed/added the custom node in the scene tree.

### Steps to reproduce

Install the custom plugin, enable it and place its custom node SpawnerNode into a 3D scene. The script containing `gizmo.add_lines()` is `spawner_gizmo_plugin.gd`.

### Minimal reproduction project

[spawner_node.zip](https://github.com/godotengine/godot/files/10023818/spawner_node.zip)

Sorry I didn't bother to change the names of any of the files to something default, the node was intended to help with spawning things in the scene hence the current names of things.
Repository: pytorch
Issue: The behavior of cast `NaN` is different on cpu and cuda
Labels: triaged,module: NaNs and Infs,module: edge cases

### 🐛 Describe the bug

The behavior of cast `NaN` is different on cpu and cuda. CPU will return INT_MIN but CUDA returns 0

```py
a = torch.tensor(float('nan'))

b = a.clone().cpu().type(torch.int32)
c = a.clone().cuda().type(torch.int32)
print(b) # tensor(-2147483648, dtype=torch.int32)
print(c) # tensor(0, device='cuda:0', dtype=torch.int32)
```

### Versions

torch: 1.12.1
cuda: 11.6
Repository: godot
Issue: Editor Warns when accessing static function in AutoLoaded script
Labels: discussion,topic:gdscript,documentation

### Godot version

v4.0.beta.custom_build [efd2a8ac235ef8c1f75aa38985347f6aac238afb]

### System information

Windows 10 x64; AMD Ryzen Threadripper 1950X

### Issue description

### Problem

If a script is added to the AutoLoad tab and contains static functions, Godot will throw a Warning in the Debugger when you attempt to call that function. Calling:

`SomeAutoLoadedScript.some_static_function()`

produces:

`The function 'some_static_function()' is a static function but was called from an instance. Instead, it should be directly called from the type: 'res://AutoLoads/SomeAutoLoadedScript.gd.some_static_function()'.`

Because `SomeAutoLoadedScript` **is** how the singleton instance is accessed, there isn't a way to call the static function except from the instance.


### Expected Behavior

Calling a static function on an AutoLoaded script ideally should call the static function without accessing the singleton instance of the AutoLoaded script, and a Warning should not be produced.

If that cannot be accomplished but the issue is harmless, then the Warning should be suppressed.

If it cannot be accomplished but the issue is harmful, then another mechanism should be provided in order to explicitly access the static context without accessing the instance.


_Note: This issue is simple enough that this author does not believe a reproduction project should be necessary. Please correct me if one still aught to be provided. Thank you._

### Steps to reproduce

1. Create a script inherited from Node.
2. Add a static function to that script.
3. Add the script to the AutoLoad tab in the Project Settings.
4. Create another script attached to a Node in the scene.
5. From the second script, call the static method from the first script.
6. Observe the Debugger output.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: diagonal of Jacobian matrix
Labels: module: autograd,triaged,enhancement

### 🚀 The feature, motivation and pitch

I'd like to calculate the diagonal of the jacobian matrix.
[d z_1/d x_1, d z_2/d x_2, ..., d z_n/d x_n]
This operator is widely used in the diffusion model.

### Alternatives

My current solution is calculating the whole Jacobian matrix, which takes a large memory and is slow.

### Additional context

_No response_

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7