sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: rename: handle generic methods more precisely
Labels: gopls,Tools,Refactoring,gopls/generics

gopls's renaming is tricky in the presence of generic methods, and our support for them is rudimentary.  The challenge is in trying to decide which interfaces and methods correspond (and must be renamed together) when type parameters are involved. Recent changes to the renaming implementation for incrementalized type checking have not made things worse but have made us more aware of the problems and the paucity of testing generally. We should try to come up with a more comprehensive theory of how to do it. This isn't a regression so it needn't happen for v0.12.0.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add support for merging depth models with fine tuned models.
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 ?

Presumably similar to https://github.com/AUTOMATIC1111/stable-diffusion-webui/pull/3788
Currently, when using the Checkpoint Merger and loading in the 512-depth-ema.ckpt as base model and any other model you get an error:
`Error merging checkpoints: Bad dimensions for merged layer model.diffusion_model.input_blocks.0.0.weight: A=torch.Size([320, 5, 3, 3]), B=torch.Size([320, 4, 3, 3])`

I assume the extra dimension (5 layers) for the depth model is the depth data itself - but even bypassing it when merging with another model should still give results better than without it. My case here is specific to the use of img2img in an attempt to achieve some temporal cohesion. Of course it would be no issue also merging a model with depth maps attached, but how to do that goes beyond me. 

### Proposed workflow

Modifying the code so that in case of tensor mismatch it asks if you're okay with it leaving the values empty or doing a median transfer of values to fill up the missing ones based on "average". 

### Additional information

_No response_
Repository: flutter
Issue: [Impeller] Test wide gamut on external monitor.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

There is an open question about how wide gamut surfaces work when an external monitor is connected.  Does the gpu driver or monitor driver clamp the values or does metal crash when it recreates the layer?

context: https://github.com/flutter/engine/pull/39111#discussion_r1102159799

We'll never have an integration test for this but we should test it manually to make sure that it works.
Repository: flutter
Issue: Handle gen-l10n error message line wrap properly
Labels: framework,a: internationalization,P2,team-framework,triaged-framework

Just realized that the `logger.printError` function automatically reduces the size of indents so that the line fits within the terminal. This is somewhat problematic for indicating where in the message the error occurs, so we should go back and implement this properly.
Repository: storybook
Issue: [Feature Request]: Add type column to DocsPage
Labels: feature request,ui,addon: docs

### Is your feature request related to a problem? Please describe

Right now type information is found included in the description column of DocsPage. This makes quick inspection of what type to use for a prop value more difficult. For typescript based projects this information is one of the first things I look at for understanding component API.

### Describe the solution you'd like

Move type information from description column to it's it's own type column.

For example in Material UI documentation : 

![image](https://user-images.githubusercontent.com/9324859/218209672-d00d2688-dbcd-4bcb-9be6-fe94ddad54e7.png)
 

### Describe alternatives you've considered

N/A

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: godot
Issue: Changing scenes through Godot `tool` causes Godot to use the whole screen instead of the viewport editor
Labels: topic:core,documentation

### Godot version

v4.0rc1

### System information

Ubuntu 22.04 Running on Vulkan Mesa Intel® UHD Graphics 620 (WHL GT2)

### Issue description

If a script switches scenes when using the tool feature (which all gdextesnion scripts do), the scene that it switches to takes up the screen, rather than the viewport editor.

Example:
![image](https://user-images.githubusercontent.com/63069499/218218346-f2be35a0-a4ce-4749-9829-60a9794f3d31.png)


### Steps to reproduce

Use the minial reproduction project below. 

Extract it.

DONT OPEN THE PROJECT JUST YET IN GODOT.

Run `cargo build` in the root directory of the extracted project

After finish, open the project in Godot. 

If there are no scenes open, open `scenes/Scene1.tscn`

Your screen should look like this, a result of the `scenes/Scene1.tscn` redirecting to `scenes/Scene2.tscn`

![image](https://user-images.githubusercontent.com/63069499/218218774-b71d63fa-e208-4de2-beab-0b157c8af726.png)

Note: The button part is used for this issue (https://github.com/godotengine/godot/issues/73013)
### Minimal reproduction project
[minimal.zip](https://github.com/godotengine/godot/files/10711832/minimal.zip)



This reproduction project can also be applied to https://github.com/godotengine/godot/issues/73013
Repository: godot
Issue: OS.request_permissions() leads to crash
Labels: bug,platform:android,topic:porting,crash

### Godot version

3.5.2 rc2

### System information

Android

### Issue description

**With regular Android apps, ** upon first install, permissions pop up.  After accepting the app starts.
I am trying to get the app to show permissions, wait for the user to accept, then run the app.

However, using OS.request_permissions() must be tapped incredibly fast or the app crashes.  

### Steps to reproduce

I install a fresh copy of 
A permission popup occurs.  
First, If I don't accept the permission super fast the app crashes.

### Minimal reproduction project

[CodeTest.zip](https://github.com/godotengine/godot/files/10711973/CodeTest.zip)
Repository: go
Issue: cmd/compile: mips/mips64 floating point negation does not handle NaN correctly
Labels: help wanted,NeedsDecision,arch-mips,compiler/runtime

As discussed on https://github.com/golang/go/issues/56491#issuecomment-1426492508, on MIPS the gc compiler uses `neg.d` (which it calls `NEGD`) to negate a floating-point value.  However, that instruction does not actually negate a NaN.  That suggests that we should not use `neg.d` for floating point negation, but should instead xor with the high bit.

CC @randall77 @golang/mips @golang/runtime
Repository: deno
Issue: deno fmt - debug only panic on certain files with tabs
Labels: bug,deno fmt

```
Platform: linux x86_64
Version: 1.29.4
Args: ["./target/debug/deno", "fmt", "in2/pogo/"]

thread 'tokio-runtime-worker' panicked at 'Debug panic! Found a tab in the string. Before sending the string to the printer it needs to be broken up and the tab sent as a PrintItem::Tab.        <br />', /root/.cargo/registry/src/github.com-1ecc6299db9ec823/dprint-core-0.60.0/src/formatting/printer.rs:617:7
```

This crash in the tokio crate is triggered during fuzzing with afl.rs with input: 
```
https://raw.githubusercontent.com/sholladay/pogo/2b49d9561b7cab56b90f421c2b250a8422cac6a3/test/response.js
```
Repository: flutter
Issue: [Impeller] Instrument the number and nature of render passes created within a period of time.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

This includes the number of attachments with their sizes, pixel formats, and storage modes. Generally, the fewer passes the better and we are working on techniques to reduce these.

Since this needs to be turned off in release modes, I propose we have an `impeller::InstrumentedRenderPass` that gathers this information but wraps a regular render pass but only in non-release modes.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Integrate Blip 2 + Q&A
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 ?

Use Blip 2 in the preprocess tab

### Proposed workflow

* Integrate Blip 2 into the Preprocess Images tab under Train.
* User can ask one or more questions against image[i]
** wrap user question with helping prompt - "Question: {`USER_PROMPT`} Answer:`}   
* Future feature, user can pre prompt chats. 
** Q1: Where is the OBJECT? Q2: What time of day is it? Q3..


### Additional information

https://huggingface.co/spaces/Salesforce/BLIP2
Repository: pytorch
Issue: dynamo: handle contiguous graph breaks 
Labels: feature,low priority,triaged,oncall: pt2,module: dynamo,module: graph breaks

### 🚀 The feature, motivation and pitch

Currently, we create a `function call to traced code` and a `resume at call` in a graph break section every time we encounter an instruction we cannot handle within a `convert_frame`.

![IDE construct a function call around our non-inlineable function](https://user-images.githubusercontent.com/9093549/218234288-bd5a86c3-f584-439f-8740-e6b8aab03a5f.png)

I believe this could result in unnecessarily slow code if one has a lot of graph breaks spaced closely together or which are contiguous.

Instead of eagerly creating a `resume at call`, we should lazily attempt to continue to trace the program. Until we hit another instruction that is explicitly a torch op, we should not create a `resume at` instruction immediately. When we do hit a torch op, we can trigger a `resume at`.

Essentially, we will avoid the situation where we have many graph breaks with trivial `output` functions.

Possibly, this could also help us move control-flow not dependent on tensors into graph breaks. We could possibly reduce the number of guards required in the partial graphs this way.

To implement this, the `InstructionTranslator` should be stateful. When in graph break mode, it should keep tracing if encountering graph breaks, but create a resume at if encountering torch ops. When in torch tracing mode, it should switch modes to graph break mode if encountering a graph break. `resume` at is already capable of recreating the stack for variables it references, so I don't think we need to worry too much.

### Alternatives

_No response_

### Additional context

This is an optimization and hence lower priority. We should only investigate further if we do in fact see contiguous graph breaks appearing in user code and they are a substantial source of slowness in execution.

It is unclear if there is even a high performance penalty. However, note that a graph break is considerably more expensive than ordinary function call, things like the `SETUP WITH` and other variables need to be setup and torn down on each graph break.

cc @ezyang @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @soumith @msaroufim @wconstab @ngimel @Xia-Weiwen @desertfire
Repository: godot
Issue: New expand options of `TextureRect` can cause infinite resizing in certain containers due to unstable implementation
Labels: bug,confirmed,high priority,topic:gui

### Godot version

4.0 RC1

### System information

Intel Mac OS

### Issue description

When using an aspect ratio container, with a texture rect as a child. Setting the aspect ratio container to anything other than 'fit' is crashing the editor

### Steps to reproduce

1. change the aspect ratio container mode from 'fit' to 'cover'
2. crashes editor

### Minimal reproduction project

[aspectratiobug.zip](https://github.com/godotengine/godot/files/10712379/aspectratiobug.zip)
Repository: rust
Issue: Don't show Cargo.lock warning if Cargo.toml has been modified
Labels: C-enhancement,T-infra

Rustbot currently posts a warning on any PR that modifies `Cargo.lock`. this is helpful in cases where `Cargo.lock` was modified accidentally, for example if cargo ran with an old version of a submodule checked out. However, many PRs change `Cargo.lock` intentionally and shouldn't get the warning. As a heuristic, we can use "did any `Cargo.toml` change": if so, it's very likely the change was intentional.

@compiler-errors says this may be tricky since triage bot currently doesn't support conditional pings on files.

cc @boxyuwu, I think you added this warning originally.

_Originally posted by @rustbot in https://github.com/rust-lang/rust/issues/103993#issuecomment-1426438336_
Repository: pytorch
Issue: Missing FX documents for some modules
Labels: module: docs,triaged

### 📚 The doc issue

It seems some submodules of torch.fx are missing from the documentation.

The rst file https://github.com/pytorch/pytorch/blob/master/docs/source/fx.rst intends to include the following modules:
.. py:module:: torch.fx.passes
.. py:module:: torch.fx.passes.infra
.. py:module:: torch.fx.passes.backends
.. py:module:: torch.fx.passes.utils
.. py:module:: torch.fx.passes.tests
.. py:module:: torch.fx.experimental
.. py:module:: torch.fx.experimental.unification
.. py:module:: torch.fx.experimental.unification.multipledispatch
.. py:module:: torch.fx.experimental.migrate_gradual_types
.. py:module:: torch.fx.passes.dialect
.. py:module:: torch.fx.passes.dialect.common

While currently the doc https://pytorch.org/docs/stable/fx.html does not contain these submodules.

### Suggest a potential alternative/fix

Maybe there are something wrong with the rst file.

cc @svekars @carljparker
Repository: godot
Issue: CanvasGroup culling causes other random CanvasGroups to be culled also
Labels: bug,topic:rendering,topic:2d

### Godot version

v4.0.rc1.mono.official [8843d9ad3]

### System information

Windows 10

### Issue description

This issue has been apparent in all 4.0 versions I have tried. The bug is very inconsistent and difficult to explain, so here is a video:

https://user-images.githubusercontent.com/22286697/218243169-502599b2-3a25-4d8a-b850-73a5f7344d63.mp4

When scenes containing a CanvasGroup for rendering are culled from view, other CanvasGroups are also culled. Is there some limit to the number of CanvasGroups allowed? If so, it kind of defeats my purpose for using them as a replacement for Viewports for dynamic multi-layer sprite rendering.

### Steps to reproduce

Unsure, use CanvasGroup and play around with them outside of camera space to induce culling.

### Minimal reproduction project

[CanvasGroupCullIssueMRP.zip](https://github.com/godotengine/godot/files/10712750/CanvasGroupCullIssueMRP.zip)
Repository: godot
Issue: Text documents do not open in an external editor, even if an external editor is set
Labels: discussion,topic:editor

### Godot version

4.0(rc 1) mono

### System information

windows10

### Issue description

Text File do not open in an external editor, even if an external editor is set.
See "Step to reduce" for detail.

### Steps to reproduce

1.Set external text editor
2.Create a text file
3.Double click the text file
4.Go to buit-in text editor
5.See the text file opened in the buit-in text editor

### Minimal reproduction project

An empty project
Repository: godot
Issue: Editor self-contained mode is incomplete
Labels: enhancement,topic:editor

### Godot version

4.0(rc 1) mono

### System information

windows10

### Issue description

Editor self-contained mode is incomplete.
Delete %appdata%/Godot and open godot in self-contained mode, you can see this directory is created again

### Steps to reproduce

1.Delete %appdata%/Godot
2.Open godot in self-contained mode
3.See this directory is created again

### Minimal reproduction project

An empty project
Repository: godot
Issue: Moving files with the same name in different folders at the same time in the File menu results in silent overwriting
Labels: discussion,topic:editor,usability

### Godot version

4.0(rc 1) mono

### System information

windows10

### Issue description

File overwriting occurs when a file with the same name in multiple folders is selected at the same time and moved to the same path will overwrite without any hints

For example, I have this in my filesystem
res:
-folder1
--test.cs
-foler2
--test.cs
Now I select res:/folder1/test.cs and res:/folder2/test.cs, right click one of them and let them move to res:/
After do this, one of these 2 files will be overwrite and only remain the other.

### Steps to reproduce

See "Issue description for detail"

### Minimal reproduction project

An empty project
Repository: flutter
Issue: monospace consistency between CJK characters using fontFamilyFallback
Labels: c: new feature,framework,engine,dependency: skia,a: typography,c: proposal,P3,team-engine,triaged-engine

## Use case

I'm currently writing a text editor widget, which requires handling monospace text. Since many monospace fonts do not provide monospace variant for CJK characters, I'm using `TextStyle.fontFamilyFallback` to specify a CJK monospace font. However, these two fonts do not align. Of course, using a CJK-capable monospace font doesn't have this problem, but I imagine flexibility in choosing fonts for different language can be important for some users.

<details>
<summary>Showcase</summary>

![image](https://user-images.githubusercontent.com/66930495/218249731-9c75a749-5e07-4250-8131-8019bfe5ab63.png)
</details>

<details>
<summary>Showcase code</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    const problematicStyle = TextStyle(
      fontSize: 30.0,
      fontFamily: 'Consolas',
      fontFamilyFallback: ['NSimSun'],
    );
    const workingStyle = TextStyle(
      fontSize: 30.0,
      fontFamily: 'NSimSun',
    );
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: Scaffold(
        body: Column(
          crossAxisAlignment: CrossAxisAlignment.start,
          children: const [
            Text('HelloWorld\n这有五个字', style: problematicStyle),
            Text('HelloWorld\n这有五个字', style: workingStyle),
          ],
        ),
      ),
    );
  }
}

```

</details>


The current workaround I have in mind is to calculate a `letterSpacing` applied on the CJK characters to properly align them to other texts. This would require segmenting CJK characters as their own `TextSpan`, run layout on these TextSpans, find the correct letterSpacing, relayout them to apply the letterSpacing. I imagine a more foolproof solution would require querying which character is rendered by which fallback font and properly aligning each character with varying letterSpacing.

## Proposal

Perhaps a flag can be provided to enable a behavior to automatically align fallback fonts with the main font family, the first flag that comes to mind is `FontFeature.tabularFigures()`, which documents fonts will align in table of figures, although it current does align texts, it only does so in a per-font-basis (fallback fonts still do not align with the main font). Perhaps a combination of `FontFeature.tabularFigures()` with another flag like `FontFeature.alignMonospace()` can be used to enable this feature.
Repository: godot
Issue: Node copy and paste shortcuts in the Nodes panel fail
Labels: bug,topic:editor,confirmed

### Godot version

4.0(rc 1) mono

### System information

windows10

### Issue description

Node copy and paste shortcuts in the Nodes panel fail
You can only copy and paste by right-clicking on a node

### Steps to reproduce

See "issue description"

### Minimal reproduction project

An empty project
Repository: godot
Issue: After the script is mounted, the script is deleted, and the mounted script is still not removed in the Node panel
Labels: bug,topic:editor,topic:dotnet

### Godot version

4.0(rc 1) mono

### System information

windows10

### Issue description

After the script is mounted, the script is deleted, and the mounted script is still not removed in the Node panel

### Steps to reproduce

1.Set external text editor
2.Create a C# script
3.Mount it to a Node
4.Delete it
5.See the script is still exists in the node panel
6.Click the "Open script" button of node panel
7.Go to the built-in text editor and see the script is open in it

### Minimal reproduction project

An empty project
Repository: godot
Issue: Godot 4.0 RC1 viewing docs in Script view error
Labels: topic:editor,usability

### Godot version

Godot 4.0 RC1

### System information

MacOS Ventura 13.2

### Issue description

Hi,

When pressing CMD+Click against a class within the Script view I can view the docs, however cannot view docs via this shortcut method on a method (i.e., the underline does not appear).

<img width="419" alt="image" src="https://user-images.githubusercontent.com/8476589/218254310-ef175513-dc88-41da-8b06-4ae63b46652f.png">

In the above example, we can view the godot docs via this shortcut for "Input" but not "is_action_pressed" method.

### Steps to reproduce

When pressing CMD+Click against a class within the Script view I can view the docs, however cannot view docs via this shortcut method on a method.

### Minimal reproduction project

N/A