sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Expected scalar type Half but found Float when running nn.MultiheadAttention with AMP
Labels: module: nn,triaged

### 🐛 Describe the bug

When performing self-attention using nn.MultiheadAttention with precision=16, I get `RuntimeError: expected scalar type Half but found Float). I believe it is related to [this issue](https://github.com/pytorch/pytorch/issues/84396, and this [unmerged PR](https://github.com/pytorch/pytorch/pull/84722) from @erichan1. 

I have gotten it to work by changing the code from `self.self_attn(x, x, x)` to `self.self_attn(x+1e-16, x, x)`, but I'm not sure if this could potentially cause other issues.

```
# from __init__()
self.self_attn = nn.MultiheadAttention(num_input_channels, 16, batch_first=True)
```

```
attn_out, attn_weights = self.self_attn(x, x, x)
  File "/lib/python3.8/site-packages/torch/nn/modules/module.py", line 1130, in _call_impl
    return forward_call(*input, **kwargs)
  File "/lib/python3.8/site-packages/torch/nn/modules/activation.py", line 1113, in forward
    return torch._native_multi_head_attention(
RuntimeError: expected scalar type Half but found Float
```

### Versions

torch 1.12.1 + cu11.6

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: rust
Issue: bootstrap: document how to reproduce broken intra-doc links locally
Labels: T-bootstrap,A-docs,A-intra-doc-links

Neither `x test tidy --bless`, nor `x test tidy --doc`, report incorrect links from /// rustdocs. Example:

1. Incorrect/unregistered markdown link shortcut, and/or broken intradoc code link:
https://github.com/rust-lang/rust/actions/runs/4429807104/jobs/7770725259#step:26:2652
```
     |     /// Like [from_iter], but coallocation-aware.
     |               ^^^^^^^^^ no item named `from_iter` in scope
     |
     = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
     = note: `-D rustdoc::broken-intra-doc-links` implied by `-D warnings`
```

2. URLs not made into links:
https://github.com/rust-lang/rust/actions/runs/4429807104/jobs/7770725259#step:26:2704
```
49 | /// Workaround https://github.com/rust-lang/rust/issues/108751
   |                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ help: use an automatic link instead: `<https://github.com/rust-lang/rust/issues/108751>`
```

Please, either
- make (local) `tidy` report the above, or
- add steps (to the documentation) on how to check the above locally.

Side notes
- the commits for the above PR will most likely disappear as I rebase & force push, but hopefully the CI log will stay for a little while.
- I've searched in issues & https://www.google.com/search?q=site%3Ahttps%3A%2F%2Fgithub.com%2Frust-lang%2Frust+tidy+%22unresolved+link+to%22, and I couldn't find any similar issues.

Thank you in advance.
Repository: vscode
Issue: Tabbed sections inside side-bar(s).
Labels: feature-request,under-discussion,layout

<!-- ⚠️⚠️ 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. -->

Currently the sections inside a side-bar are always hoirzontal-headers. 
In the example below when I like to view the 'Remotes'-section in the side-bar I first need to click on the Remotes-header, but as 
the vertical space is not enough to view everything I need to close the 'File History'-section to free up space.
I know I could also scroll in the Remotes-section, but then I loose the overview.

![image](https://user-images.githubusercontent.com/25179893/225438875-4fe04424-3c80-45b2-b0e3-d8528e876a0f.png)

If there would be something like tabbed sections, a section could take up the whole vertical space of the side-bar.
Take a look at the screenshot below from my Visual-Studio setup. There you even have multiple tab-regions inside one side-bar.

![image](https://user-images.githubusercontent.com/25179893/225444075-d651e61b-0ff9-4cc9-a485-fd37080f8d73.png)
Repository: godot
Issue: (C#) Generic types cannot be exported
Labels: topic:dotnet

### Godot version

4.1.dev (550a779)

### System information

Windows 10

### Issue description

An error is shown that Godot doesn't support the type even when it's constrained to a supported type:

![image](https://user-images.githubusercontent.com/21325943/225443873-7a625057-ef24-4205-92e6-e7d74a23b230.png)

### Steps to reproduce

Create an export property of a generic type constrained to a supported type.

### Minimal reproduction project

N/A
Repository: flutter
Issue: [web][canvaskit] Remove the png encoder
Labels: engine,a: size,platform-web,perf: app size,e: web_canvaskit,P2,team-web,triaged-web

We need the PNG encoder for [`Image.toByteData`](https://api.flutter.dev/flutter/dart-ui/Image/toByteData.html).

But we could draw the image on the browser's Canvas2D then read it back. That would eliminate the need for the bundling the PNG encoder with our CanvasKit build.
Repository: flutter
Issue: [web] Use ImageDecoder in more browsers
Labels: engine,a: size,platform-web,perf: app size,e: web_canvaskit,P2,team-web,triaged-web

Even though many browsers support [`ImageDecoder`](https://developer.mozilla.org/en-US/docs/Web/API/ImageDecoder), we currently only use it in Chromium due to subtle incompatibilities in implementations.

This issue is to remind ourselves to revisit the usage of `ImageDecoder` once the incompatibilities are resolved.

cc @yjbanov
Repository: flutter
Issue: Add multi-view tests for AccessibilityGuidelines
Labels: a: tests,framework,P2,team-framework,triaged-framework

There's (as of writing) not a way to set up a multi-view app for testing. This makes it impossible to test the multi-view updates to the AccessibilityGuidelines done as part of #122760. This ticket is to ensure multi-view tests are added for these guidelines when possible.
Repository: TypeScript
Issue: `unique symbol`s from the global `SymbolConstructor` widen way too eagerly
Labels: Bug,Domain: Literal Types

Given
```ts
const a = Symbol.toStringTag;

class F {
    [a](){ return "" }
}

(new F())[a];
```
we currently issue a `Element implicitly has an 'any' type because expression of type 'symbol' can't be used to index type 'F'.(7053)` error on the access.

There should be no errors, as with
```ts
const a = Symbol();

class F {
    [a](){ return "" }
}

(new F())[a];
```
since `Symbol.toStringTag` is a `unique symbol` just like what `Symbol()` makes.
Repository: godot
Issue: Issues with the looking_at function in Transform2D
Labels: bug,topic:core,topic:2d

### Godot version

4.0 Stable

### System information

Windows 11, Nvidia RTX3060ti, Intel i5-9400F

### Issue description

I've written a test for the looking_at function that checks that the inverse of the transform maps the target to the x-axis. I've noticed a few problems while running the test.

1. The current implementation does not pass with transformations with skew. 
2. The current implementation changes the skew and scale of the original matrix.
3. The current implementation is not very clean. The first line `Transform2D return_trans = Transform2D(get_rotation(), get_origin());` could honestly be removed and it'll save a few function calls.

Something like this would fix all the problems, although perhaps I'm misunderstanding the intended use of the function:
```
Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
    real_t target_angle = (p_target - get_origin()).angle();
    Transform2D return_trans = *this;
    return_trans.set_rotation(target_angle);
    return_trans.set_skew(get_skew());
    return return_trans;
}
```

### Steps to reproduce

```
// create transform with skew
Transform2D T = Transform2D(Vector2(1,2), Vector2(3,4), Vector2(5,6))
Vector2 target = Vector2(3, 9);
Transform2D T_looking_target = T.looking_at(target);
// check that the inverse maps target to the x-axis
CHECK(Math::is_equal_approx(T_looking_target.affine_inverse().xform(target).y, 0));

// check scale and skew is preserved
CHECK(T_looking_target.get_scale().is_equal_approx(T.get_scale()));
CHECK(Math::is_equal_approx(T_looking_target.get_skew(), T.get_skew()));
```

All checks fail.

### Minimal reproduction project

N/A
Repository: go
Issue: x/tools/gopls: no action for TestMain
Labels: FeatureRequest,gopls,Tools

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
go version go1.19.6 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> 

</summary><br><pre>

GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/pedro/.cache/go-build"
GOENV="/home/pedro/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/pedro/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/pedro/go"
GOPRIVATE=""
GOPROXY="direct"
GOROOT="/usr/lib/golang"
GOSUMDB="off"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/golang/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.6"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/pedro/Documents/Escola/Mestrado/2semestre/CC/projeto_individual/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3618416135=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

In VSCode when I try to create a TestMain function with the *testing.M nothing appears on top of it to run the test, as shown in the first picture. However, if I change it to something else, like T or even nothing it appears. I don't believe that it is my problem.

![image](https://user-images.githubusercontent.com/69256195/225488808-0ae8b26a-e64d-49b7-9f18-b9f81eb05660.png)

![image](https://user-images.githubusercontent.com/69256195/225489020-97f4a84d-32fd-44f6-8df2-74679a99c068.png)

### What did you expect to see?
A "run test" clickable text on top of the function


### What did you see instead?
The "run test" clickable test does not appear
Repository: opencv
Issue: iOS framework fails to build on Simulator (from M1 Mac) but okay on device 
Labels: category: build/install,platform: ios/osx

### System Information

OpenCV version: 4.7.0
Operating System : iOS Simulator built from Mac Mini M1 Chip. 


### Detailed description

Hello team, 

First of all, thank you so much for making it easy to build on iOS apps as well. 
It was a relief to see such a workflow was supported. 

However I am still blocked a little bit. 

I think the iOS framework (opencv-4.7.0-ios-framework) was not built for iOS Simulator built on M1 chip.
I use Mac Mini (with M1) to build my projects. 

When I imported the framework (basically copy pasted the unzipped folder to project), I was able to build successfully on iOS device. 
But when I do the same on iOS Simulator, it fails saying: 
```In /Users/bkim/Documents/GitHub/MyProject/OpenCV/opencv2.framework/opencv2(opencl_kernels_calib3d.o), building for iOS Simulator, but linking in object file built for iOS, file '/Users/bkim/Documents/GitHub/MyProject/OpenCV/opencv2.framework/opencv2' for architecture arm64```

I think this means the binary file was not built for iOS Simulator built on M1 chip? 
It would be great to get it to work on Simulator as well because that is usually how I test my functions. 

As a workaround, if there is a way to not build openCV on simulators only (is there even a way to do this?) I could do that for the time being. 
I saw another workaround which was to exclude arm64 on iOS SDK. But this one didn't work for me because I had another dependency that needed this (AWS Amplify). 

### Steps to reproduce

Get a M1 chip Mac. 
Copy paste opencv2.framework into xcode project (zip file downloaded from https://github.com/opencv/opencv/releases).
Hit run on iPhone simulator. 
Watch build failure. 

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: stable-diffusion-webui
Issue: [Bug]: img2img quit early
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When I generate images at the img2img tab, the inference step quits early.
For example, if I set the inference step as 20 and denoising strength as 0.99, it works fine.
However, if I set the denoising strength as 0.5, the inference ends at step 11.
Even more, when the denoising strength is 0.1, it ends at step 3..

Since the webui works fine on txt2img tab, I doubt if the issue is related to denoising strength

### Steps to reproduce the problem

I just git pull to the latest version.
And reverting to previous version or re-install generate the same issue

### What should have happened?

Generate images with specified inference steps independently with denoising strength

### Commit where the problem happens

a9fed7c364061ae6efb37f797b6b522cb3cf7aa2

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```
To create a public link, set `share=True` in `launch()`.
100%|_______________________________________________________________________________| 20/20 [00:06<00:00,  3.25it/s]
Total progress: 100%|_______________________________________________________________| 20/20 [00:03<00:00,  5.95it/s]
100%|_______________________________________________________________________________| 16/16 [00:02<00:00,  6.44it/s]
Total progress: 100%|_______________________________________________________________| 16/16 [00:02<00:00,  5.48it/s]
100%|_______________________________________________________________________________| 20/20 [00:03<00:00,  5.87it/s]
Total progress: 100%|_______________________________________________________________| 20/20 [00:03<00:00,  5.06it/s]
100%|_______________________________________________________________________________| 11/11 [00:02<00:00,  5.37it/s]
Total progress: 100%|_______________________________________________________________| 11/11 [00:02<00:00,  4.94it/s]

```




### Additional information

_No response_
Repository: godot
Issue: CharacterBody3D with cylinder collider slides on slopes even when the flag "Stop on Slope" is enabled
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

v4.0.stable.official.92bee43ad

### System information

Windows 10 - Vulkan API 1.3.224 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1060 6GB

### Issue description

A CharacterBody3D set up to stop on slopes, while having a CollisionShape3D with a CylinderShape3D assigned, might still slide when stopping after moving through uneven floor by calling `move_and_slide()`. This seems to only happen when stopping close to an edge of a triangle of the mesh used in the floor's ConcavePolygonShape3D and the CharacterBody3D seems to slide towards that edge.

I did not encounter this behaviour when using a CapsuleShape3D, so I expect the CharacterBody3D to stop on slopes when that flag is enabled, no matter the shape I assign to the CollisionShape3D.

I believe this might be related to #70508

https://user-images.githubusercontent.com/101164415/225514554-ae26d0e8-39e0-4fea-9653-04b03c40d192.mp4



### Steps to reproduce

* Run the reproduction project
* Move the character and stop close to an edge of the floor's mesh
* The character will slide towards that edge

While this behaviour occurs everywhere, I find it easier to reproduce when moving close to the spots marked in the image 

![imagen_2023-03-16_013929174](https://user-images.githubusercontent.com/101164415/225515974-0afccf93-15ae-4962-b1c8-96de7c768615.png)


### Minimal reproduction project

[collision issue.zip](https://github.com/godotengine/godot/files/10986681/collision.issue.zip)
Repository: vscode
Issue: TimelineItem command callback values are now useless for "foreign" extensions
Labels: feature-request,timeline

refs: https://github.com/gitkraken/vscode-gitlens/issues/2576

This PR https://github.com/microsoft/vscode/pull/169621 stopped providing `TimelineItem` instances in the callback of commands on items. GitLens was reliant on that to provide additional features on `GitTimelineItem`s, e.g. Open Commit on Remote.

I was trying to see if there was a way to still provide this GL feature, but now the only thing returned in the callback is a `Uri` to the file -- not a `git:` url with the sha or any other context.

Can the `Uri` that is returned be a qualified `git:` scheme `Uri` with the SHA embedded, or better yet some additional context object that would provide more details on the timeline item itself (so this wouldn't be specific for just Git based timeline entries)?

Thanks!

/cc @jrieken @lramos15
Repository: stable-diffusion-webui
Issue: [Bug]: ldsr-models-path missing or documentation is incorrect
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When trying to LDSR, it attempts a download and fails due to self signed certificate.  For that reason I have the model.ckpt and project.yaml pre downloaded from a while ago.  However, trying to use the --ldsr-models-path in the wiki doesn't work to locate the model since it doesn't seem to be used by shared.py, which afaict is where cli opts are read.

### Steps to reproduce the problem

1. Go to startup options
2. Move the LDSR directory via --ldsr-models-path
3. Observe that webui will attempt to download 


### What should have happened?

It should use the wiki described option location to locate the model

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/a9fed7c364061ae6efb37f797b6b522cb3cf7aa2

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Brave

### Command Line Arguments

```Shell
--ldsr-models-path="C:\sd\models\LDSR"
```


### List of extensions

N/A

### Console logs

```Shell
N/A
```


### Additional information

_No response_
Repository: rust
Issue: Suggestion for variable lifetime when passed as argument for borrow fn with lifetime
Labels: A-diagnostics,T-compiler

- [Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9b31809a1c50c68f4cb7c9a52000875c)

### Code

```Rust
use serde::{Deserialize, Serialize};

#[derive(Serialize, Deserialize, Debug)]
pub struct DatabaseOperation<T: Serialize> {
    pub time: String,
    pub status: String,
    pub result: Option<Vec<T>>,
    pub detail: Option<String>,
}

struct DbAccess2 {}
impl DbAccess2 {
    async fn create<'l, T>(&self, data: Vec<String>, id: Option<String>) -> Result<T, String>
    where
        T: Serialize + Deserialize<'l> + Clone,
    {
        let query_res = get_query_res("SELECT * FROM users").await?;
        let s = query_res.as_str();
        //      ^^^^^^^^^^^^^^^^^^ borrowed value does not live long enough
        let res: Vec<DatabaseOperation<T>> = serde_json::from_str(s).unwrap();
        //  ----------------------- argument requires that `query_res` is borrowed for `'l`
        match &res[0].detail {
            Some(ref error) => return Err(error.into()),
            None => (),
        };

        match &res[0].result {
            Some(ref result) => return Ok(result[0].clone()),
            None => return Err("No result found.".to_string()),
        }
    }
}

async fn get_query_res(sql: &str) -> Result<String, String> {
    Ok("[]".to_string())
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0597]: `query_res` does not live long enough
  --> src/lib.rs:18:17
   |
13 |     async fn create<'l, T>(&self, data: Vec<String>, id: Option<String>) -> Result<T, String>
   |                     -- lifetime `'l` defined here
...
18 |         let s = query_res.as_str();
19 |         //      ^^^^^^^^^^^^^^^^^^ borrowed value does not live long enough
20 |         let res: Vec<DatabaseOperation<T>> = serde_json::from_str(s).unwrap();
   |                                              ----------------------- argument requires that `query_res` is borrowed for `'l``
```


### Desired output

For most traits an alternative would probably not be statically known. A good suggestion might be to consider alternative traits with different lifetime arguments.

If it were known, I'd ideally be happy with:

```Shell
> Consider using `DeserializeOwned` instead
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

I'm aware this is more a user problem than a compiler problem. This looks like it's related to a specific library, but I think compiler errors might be more clear - the problem here was indeed the lifetime of the variable, but the message was not completely clear about the fact the lifetime problem could be addressed on the borrower side rather than fiddling with the actual variable (which is what I did for several hours before approaching this actual solution - change the type from `Deserialize<'l>` to `DeserializeOwned`
Repository: PowerToys
Issue: Keep Awake on a Schedule
Labels: Idea-Enhancement,Product-Awake

### Description of the new feature / enhancement

There needs to be a schedule for the keep awake feature allowing users to set a specific **time range**, similar to the **Night Light** feature. So that the computer would only be awake during that time period and after that, the computer can sleep or whatever.

### Scenario when this would be used?

When work hours are done, the computer can now freely sleep.

### Supporting information

Sleep after a scheduled keep awake.
Repository: rust
Issue: The `__mspabi_fltlif` implementation of MSP430 seems to be wrong?
Labels: O-msp430

When I tried to write code for MSP430G2553 using Rust and simulated it on Protues, `i32 as f32` gave unexpected results.
```
0x0000_0001 as f32 as i32 -> 0x0001_0001
0x0000_0002 as f32 as i32 -> 0x0002_0002
```
After troubleshooting, it is suspected that the called `__mspabi_fltlif` has a problem.

The problem disappears after adding the following code:
```
#![feature(rustc_private)]
extern crate compiler_builtins;

#[no_mangle]
fn __mspabi_fltlif(x: i32) -> f32 {
    compiler_builtins::float::conv::__floatsisf(x)
}
```

Is this the problem of Rust compilation or LLVM? Or is it a problem with MSPGCC? Or is it Proteus?

```
rustc --version
rustc 1.69.0-nightly (fdbc4329c 2023-02-22)
```
Repository: flutter
Issue: palette_generator block UI thread (follow up)
Labels: c: performance,package,c: proposal,p: palette_generator,team-ecosystem,P3,triaged-ecosystem

According to https://github.com/flutter/flutter/issues/28383#issuecomment-910524725, once https://github.com/dart-lang/sdk/issues/46623 is completed it may be possible to automatically run palette_generator in a new isolate so that it doesn't block the UI thread.

It's not really clear to me what version of dart the needed feature is in, but since that original issue is locked and the dependent issue is now completed, can it be done?