sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: TestMemmoveOverlapLarge0x120000 failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test == "TestMemmoveOverlapLarge0x120000"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/1f895a9a679e57d0bac4abb913aa728c92ff9b44)):

    --- FAIL: TestMemmoveOverlapLarge0x120000 (5.25s)
        memmove_test.go:166: Copy failed, copying from src[8:4615] to dst[1:4608].
            Offset 360448 is different, 180 != 180


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Godot 4.0.2 TextEdit line break inconsistency between PC and Android
Labels: bug,topic:gui

### Godot version

4.0.2

### System information

Win10,Android

### Issue description

I encountered an issue with the TextEdit line break when using Godot 4.0.2. The line break behaves differently on Android and PC. On Android, the TextEdit does not automatically wrap lines, while on PC there is no such issue. I tried entering English and it worked fine, but entering Chinese did not.

I hope this inconsistency can be resolved. Thank you.

PC:
![image](https://user-images.githubusercontent.com/33598732/229988340-d8f337a5-a65f-44f5-b3d5-09e2879a3898.png)

ANDROID:
![Screenshot_20230405_132314](https://user-images.githubusercontent.com/33598732/229988371-c4611f59-1748-49ed-a2ad-ae0d86a533a8.jpg)


### Steps to reproduce

![image](https://user-images.githubusercontent.com/33598732/229988613-b73fe69e-8c9d-45e8-8506-ecde335bad3d.png)


### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Quick accent sort by frequency not working
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.68.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Set quick accent to sort by frequency
Some letters, like "Ω" won't get sorted, and stay in their base place.
The issue may be caused by updating powertoys, because after update it broke and resetting the sorting made it work again. Now it's again not working

### ✔️ Expected Behavior

frequent used letters appear on the left

### ❌ Actual Behavior

some letters update, some won't

### Other Software

_No response_
Repository: vscode
Issue: Menu is getting stale
Labels: bug,macos,menus

I finally found some steps for an issue I sometimes see: menu entries appear as disabled even though they should not, mainly the save entries even though a dirty editor is opened:

<img width="575" alt="image" src="https://user-images.githubusercontent.com/900690/230004894-a61de67f-2a5f-460e-9a0e-2df088d35f5e.png">

**Steps:**
* use insiders or stable build from Apr 5th
* open a GH issues notebook and make it dirty
* open process explorer and kill the ext host
* a modal dialog opens behind the process explorer
* close the process explorer
* press "Cancel" in the modal dialog

🐛 the entries are disabled and remain disabled until you open a new window and move focus back to the window.

![Recording 2023-04-05 at 09 01 41](https://user-images.githubusercontent.com/900690/230005326-233b0b75-815e-48ad-8b0f-dc6c07efcac0.gif)
Repository: ant-design
Issue: Mentions: arrow navigation won't make the suggestion panel scroll
Labels: 🐛 Bug,help wanted,Inactive

### Reproduction link

[https://stackblitz.com/edit/react-wtzdba?file=demo.tsx](https://stackblitz.com/edit/react-wtzdba?file=demo.tsx)

### Steps to reproduce

trigger the suggestions with @ and then press the down arrow key to navigate to the bottom.

### What is expected?

Keep the current selection in focus which is supposed to make the suggestion panel scroll as well.

### What is actually happening?

Suggestion panel is not scrolling 

| Environment | Info |
| --- | --- |
| antd | 5.4.0 |
| React | 17.0.2 |
| System | macOS 13.3 |
| Browser | Chrome 111.0.5563.146 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: 2 consecutive locales in URL conflict with first locale in ISR MODE
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.17.1
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.4
      eslint-config-next: 13.2.4
      react: 18.2.0
      react-dom: 18.2.0
```
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Internationalization (i18n), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/prateekbh/next-i18n-bug

### To Reproduce

- clone the repo
- yarn build
- yarn start (because ISR)
- open `http://localhost:3000/en/blah` in browser
- Observe console, it says `GetStatic Props hit with { params: { slug: [ 'blah' ] }, locale: 'en' }`
- open `http://localhost:3000/en/fr/blah` in browser
- Observe console, while the URL is different it wont hit getStaticProps until the revalidate time is expired.

### Describe the Bug

When using ISR + i18n next does not treat `/<locale>/....` and `/<locale>/<locale>/....` differently. These both URLs are separate and should be treated/ cached and responded to separately. 

* Bigger problem occur if userland code determines and returns 404 for `/<locale>/<locale>/....`  and it gets cached even for `/<locale>/....` which is supposed to be 200 always *

### Expected Behavior

`/<locale>/....` and `/<locale>/<locale>/....` should be treated as different pages
e.g.
`/en/blog` and `/en/jp/blog` should be treated separately and for most practical purposes `/en/jp/blog` would be a 404

### Which browser are you using? (if relevant)

chrome

### How are you deploying your application? (if relevant)

testing on local
Repository: ant-design
Issue: [Image]图片组件希望增加属性,控制是否开启拖动自动回弹到屏幕中心
Labels: help wanted,Inactive,unconfirmed

### What problem does this feature solve?

拖动图片后停在边缘位置，查看遮罩层下方其它内容，如订单号或者其它内容的抄录。此时并不需要自动回弹到屏幕中心位置.

### What does the proposed API look like?

preview预览参数增加一个属性控制是否开启回弹,如：
dragRebound?: boolean;

true: 则在拖动结束时应用一个回弹动画，将图片移回屏幕中心位置,
false: 保留拖动结束时位置.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Handles of custom gizmos rendered as only a single pixel
Labels: platform:windows,topic:rendering,documentation,topic:thirdparty,topic:3d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10, Compatability

### Issue description

I stated exploring using gizmos for a plugin I'm working on.  The handles that are rendered are so tiny, they look like they're only a single pixel big.  I double checked with Godot 3.5.2 and it's equivalent of the plugin renders handles at a visible size.  I tried using a custom texture too, but that id not help.  The code I'm using here is pretty close to what appears on the Godot website as a tutorial  Maybe I missed something, but I think this is a problem with the engine.

### Steps to reproduce

Write a simple plugin using the code described on this page:
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/3d_gizmos.html

The handles will be drawn so tiny you won't be able to see them. (You can still click and drag on them though).

### Minimal reproduction project

[simpleGizmoTest.zip](https://github.com/godotengine/godot/files/11156862/simpleGizmoTest.zip)
Repository: flutter
Issue: Use of `LinearGradient` `tileMode` breaks whole app in html renderer on iOS/iPadOS 16.4 and 16.5 Beta
Labels: engine,platform-web,e: web_html,has reproducible steps,P2,c: fatal crash,found in release: 3.7,found in release: 3.9,team-web,triaged-web

## Steps to Reproduce

1. Use a `LinearGradient` with `tileMode` on any Widget (see attached Widget sample)
2. Run that app using the default html renderer in Safari on latest stable iOS/iPadOS (16.4) or beta (16.5)

alternatively:

1. Visit https://api.flutter.dev/flutter/painting/LinearGradient-class.html on iPhone or iPad running the same latest iOS or iPadOS

Tested on iPad Pro (2nd gen) and iPhone 14 Pro Max.

**Expected results:** 

LinearGradient should be visible. It used to work few week ago. Building an app using older codebase (as well as Flutter framework) doesn't help. App works at least on iOS 12.5.x so I think this really does has to do with recent update of system/Safari.

**Actual results:**

Not only the LinearGradient is not visible but it also break the whole app (screen stops refreshing).

When running an app, this is logged:

```
NoSuchMethodError: method not found 'toString' on null
Another exception was thrown: Instance of 'minified:e9<void>'
```

This also doesn't work:

![IMG_0134](https://user-images.githubusercontent.com/1071643/230032062-6e287ac2-d32d-4878-9021-5c47ed77ac34.PNG)

It starts working once I remove the `tileMode`:

![IMG_0135](https://user-images.githubusercontent.com/1071643/230032134-4851f1f8-08a0-41b3-986c-2dd41f435afb.PNG)

**Code sample**

```dart
Container(
    width: 200,
    height: 200,
    decoration: const BoxDecoration(
        gradient: LinearGradient(
            colors: [Colors.red, Colors.green],
            stops: [0.0, 1.0],
            begin: FractionalOffset.topCenter,
            end: FractionalOffset.bottomCenter,
            tileMode: TileMode.repeated))),
```

**Logs**

<img width="508" alt="vmware_ua3YmtSrDp" src="https://user-images.githubusercontent.com/1071643/230030431-3eb66370-4f7f-4b77-b9b5-7ec9a5026f35.png">


<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.7.9, on Microsoft Windows [Version 10.0.22621.1413], locale en-GB)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.11.25)
[√] Android Studio (version 2022.1)
[√] IntelliJ IDEA Community Edition (version 2022.3)
[√] VS Code (version 1.77.0)
[√] Connected device (3 available)
[√] HTTP Host Availability

• No issues found!
```


<!--
      Consider also attaching screenshots and/or videos to better
      illustrate the issue.

      You can upload them directly on GitHub.
      Beware that video file size is limited to 10MB.
-->
Repository: PowerToys
Issue: FancyZones not filling screen completely
Labels: Issue-Bug,FancyZones-Layouts,FancyZones-Settings,Priority-1

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Use any FancyZones layout with a high-contrast wallpaper. Not necessary but helps to see the issue

### ✔️ Expected Behavior

FancyZones with 0px space around zones should fill the desktop area.

### ❌ Actual Behavior

FancyZones with 0px space around zones show about 1-2px of bleed-through from the wallpaper underneath

### Other Software

_No response_
Repository: go
Issue: proposal: testing: add function to set output writer 
Labels: Proposal

The framework in the `testing` package prints its output to `os.Stdout`. A caller might want to redirect this elsewhere, or alter it - e.g. to write to a file as well which another system might parse. This can be achieved by replacing `os.Stdout`, but this is overly difficult since it's a `File` (#13473 suggests this is known to be undesirable but can't change before v2), requiring e.g. `os.Pipe` and associated management + overhead. However, `testing` only needs an `io.Writer` rather than the full `os.File` type.

I propose that we add a new function to the `testing` package allowing a caller to set the stream that is output to, along the lines of:
```
// OutputStream sets the stream to which testing output is written.
// It must be called before any tests, benchmarks or fuzz suites are run, and should not be called while they are running.
// If not called, the default is os.Stdout
func OutputStream(w io.Writer) {
    outputStream = w
}

var outputStream = os.Stdout
```
I might be being a little defensive about not exposing the variable directly, but it feels like the function is a clearer documentation point and helps future-proof the interface a bit.
Repository: godot
Issue: Match slower in Godot 4.0.2 than in Godot 3.5.2 and slower than if/elif
Labels: bug,topic:gdscript,performance

### Godot version

4.0.2, 3.5.2

### System information

MX Linux, i5-6500

### Issue description

Hey,

sometimes I do small performance tests to cure my curiosity about how GDScript performance works. An anomaly which I found was that in Godot 4.0.2 the match performance was way slower than the if/elif performance. It was on par before (3.5.2).
It was a chain of 6 entries as you can see in the code below.

Exported Projects

4.0.2

1711583 ms match
251403 ms if/elif

3.5.2

655211 ms match
686181 ms if/elif

While the performance difference between match and if/elif is negligible in 3.5.2, it is a ~*7 increase in 4.0.2 between if/elif and match. Some programmers tend to expect that match is even faster than if/else.

Btw. great to see that if/elif got so much faster in 4.0.2 compared to 3.5.2, over a 60% improvement! 



### Steps to reproduce

Scene is a node2d with a $Label attached to it.
Just comment out the if elif chain and let the match chain run.


### Minimal reproduction project


```
extends Node2D

var test_number : int = 0

func _ready():

	var time_start = Time.get_ticks_usec()

	readybeady()

	var time_end = Time.get_ticks_usec()
	print(time_end - time_start)
	$Label.text = str(time_end - time_start)

func readybeady():

	for _i in range(5000000):
		
#		match test_number:
#
#			0:
#				test_number = 1
#
#			1:
#				test_number = 2
#
#			2:
#				test_number = 3
#
#			3:
#				test_number = 4
#
#			4:
#				test_number = 5
#
#			5:
#				test_number = 0

		if test_number == 0:
			test_number = 1

		elif test_number == 1:
			test_number = 2

		elif test_number == 2:
			test_number = 3

		elif test_number == 3:
			test_number = 4

		elif test_number == 4:
			test_number = 5

		elif test_number == 5:
			test_number = 0

func _input(event):

	if Input.is_action_just_pressed("ui_home"):
		_ready()

```
Repository: ant-design
Issue: Mentions: unexpected behavior with max-height and scroll
Labels: 🐛 Bug,help wanted,Inactive

### Reproduction link

[https://stackblitz.com/edit/react-xhqjdv?file=demo.tsx,index.css](https://stackblitz.com/edit/react-xhqjdv?file=demo.tsx,index.css)

### Steps to reproduce

1. add a max-height on the textarea (already done in the reproduction link)
2. add enough text to enable the scroll in the textarea
3. trigger the suggestion panel by typing "@"
4. scroll up

![antd-bug](https://user-images.githubusercontent.com/88441919/230060336-21a67a67-50ab-4716-8d8a-745abb9a6170.gif)

### What is expected?

Have the suggestion panel to stay at same place where it has been triggered, but automatically hides when scrolling up (the same way Facebook is using it)

![facebook-scroll](https://user-images.githubusercontent.com/88441919/230060305-32a70928-6f97-4f00-bcad-83357cc1dc27.gif)

### What is actually happening?

stay at same place where it has been triggered but stays visible

| Environment | Info |
| --- | --- |
| antd | 5.4.0 |
| React | 17.0.4 |
| System | macOS 13.3 |
| Browser | Chome 111.0.5563.146 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow Specifying a "Prompt Input directory" for img2img Batch mode.
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 ?

Allow specifying a folder containing a prompt to be appended to each image in Batch Mode, instead of using the same prompt for every image.

![Mock proposed GUI](https://i.imgur.com/Wf5cjEZ.png)
If the image folder contains files named "1.png", "2.png", etc...
The prompt folder contains files named "1.txt", "2.txt", etc...

For image 1.png, the contents of the 1.txt file (if there is any) are read and added to the common prompt (specified in the prompt box in the GUI) to be used. The same is repeated for 2.png, 3.png, etc.

For negative prompts, the syntax to be used should be the same as the one used in several extensions. For example, if the text file contains the text:
"a radical cat jumping on a horse --neg bad anatomy, blurry, scary"
Then "a radical cat jumping on a horse" is added to the positive prompt, and "bad anatomy, blurry, scary" is added to the negative prompt.

### Proposed workflow

1. Go to the img2img tab, Batch mode
2. Type the directory containing the images to be used for the batch process.
3. Type the directory containing the prompts to be appended for each image in the batch process.

### Additional information

_No response_
Repository: kubernetes
Issue: When eventRecordQPS is set to 0, the actual QPS is 5
Labels: kind/bug,sig/node,triage/accepted

### What happened?

When setting eventRecordQPS or eventBurst to 0 in KubeletConfiguration the documentation states that no limit is enforced. What happens instead is that eventRecordQPS has the same meaning as "event-qps" kubelet flag. The value is used directly: https://github.com/kubernetes/kubernetes/blob/330b5a2b8dbd681811cb8235947557c99dd8e593/cmd/kubelet/app/server.go#L597

The kubernetes client-go API interprets the value of 0 as DefaultQPS which is 5.
The same thing applies to eventBurst as well.

### What did you expect to happen?

There should be no limit when the values are set to 0.

### How can we reproduce it (as minimally and precisely as possible)?

Set eventRecordQPS/eventBurst to 0 in KubeletConfiguration.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: Sound issues when using Steelseries Sonar (positional audio with emulated SPDIF interface)
Labels: bug,platform:windows,topic:thirdparty,topic:audio

### Godot version

4.0.1

### System information

Windows 11, Vulkan

### Issue description

Playing raw audio when using the steelseries GG engine will result in broken output sound.
The engine will remap applications to different individually configurable channels: Game, Chat, Media, ... And allow to change volume, set output device, ... per channel.


### Steps to reproduce

You need the steelseries GG engine installed.
Play raw pcm audio using.

```csharp
var sound = File.ReadAllBytes("test.raw");

this.AddChild(
	new AudioStreamPlayer3D
	{
		Name = name,
		Position = position,
		MaxDistance = 1,
		Stream = new AudioStreamWav
		{
			Format = AudioStreamWav.FormatEnum.Format16Bits,
			MixRate = 44100,
			Stereo = false,
			LoopMode = AudioStreamWav.LoopModeEnum.Forward,
			LoopBegin = 0,
			LoopEnd = sound.Data.Length / 2,
			Data = sound.Data.ToArray()
		},
		Autoplay = true,
		Playing = true
	}
);
```

### Minimal reproduction project

N/A
Repository: node
Issue: test-assert-typedarray-deepequal times out
Labels: flaky-test

### Test

`test-assert-typedarray-deepequal`

### Platform

Other

### Console output

```console
not ok 581 parallel/test-assert-typedarray-deepequal
  ---
  duration_ms: 120060.90100
  severity: fail
  exitcode: -15
  stack: |-
    timeout
  ...
```


### Build links

- https://ci.nodejs.org/job/node-test-commit-linux-containered/nodes=ubuntu1804_sharedlibs_shared_x64/37126/

### Additional information

_No response_
Repository: go
Issue: proposal: cmd/go: add GOSUMDBDIR to configure the location of downloaded checksum database files
Labels: Proposal,GoCommand,modules

Over many years we've been trying to move to a state in which `GOPATH/pkg` is no longer needed (#4719, #34527).

However, it appears that when we added support for the checksum database (#25530), we did not also add a configuration point for the location of the local copy of the checksum database and transparency log. It is currently always located in `GOPATH/pkg/sumdb`:
https://cs.opensource.google/go/go/+/master:src/cmd/go/internal/cfg/cfg.go;l=422;drc=8fce59eab5cb2facfafca89e047b4b43ba44785f

For consistency, I think we should add such a configuration point as an environment variable akin to `GOMODCACHE`.

I suggest either `GOSUMDBDIR` (analogous to `GOTMPDIR`) or `GOSUMDBCACHE` (analogous to `GOMODCACHE`).

(CC @rsc @matloob @golang/tools-team)
Repository: pytorch
Issue: Contribute to the privateuse1 backend.
Labels: module: internals,triaged,module: backend

### 🚀 The feature, motivation and pitch

This issue is used to discuss how to improve the PrivateUse1 backend to facilitate third-party manufacturers to access Pytorch.
With the popularity of pytorch and the evolution of computing acceleration hardware, the strong coupling between pytorch and cuda has become a serious problem. So the completeness of PrivateUse1 is what third-party hardware manufacturers need. After all, we can't add more enumerated types to DeviceType unless we are a big company like Apple or Intel (just kidding🫡).
For each feature, I will summarize it into this issue.
Please join us, thank you.

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh
Repository: axios
Issue: paramsSerializer documentation is outdated
Labels: priority::high

### Section/Content To Improve

In the https://axios-http.com/docs/req_config docs, the paramsSerializer usage says that it accepts a function in charge of serializing `params`,

![image](https://user-images.githubusercontent.com/2321259/230094669-b82ef773-6ccb-4b87-9454-accfb64e9e18.png)

however on the newest version of axios (I'm using `1.3.4`) this will produce a TS error

![image](https://user-images.githubusercontent.com/2321259/230094378-e6c62e22-4cec-4689-a9be-86355fd81aa8.png)

That's because now `paramsSerializer` uses an object that accepts a `encode` and `serialize` configuration

### Suggested Improvement

Update that portion of the `paramsSerializer` documentation for the new approach with {serialize,encode}

### Relevant File(s)

_No response_
Repository: pytorch
Issue: `torch.Tensor.layout` is not documented
Labels: module: docs,triaged,module: python frontend

### 🐛 Describe the bug

This looks like a public function, so it should have been documented, but it is not:
```
% python -c "import torch;print(torch.Tensor.layout.__doc__)"   
None
```

I wonder if this intentional. If not, we should add the documentation.

### Versions

2.0/nightly

cc @svekars @carljparker @albanD