sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: if UI flush happens before the 'guicursor' is set, 'guicursor' is broken.
Labels: bug,ui,startup,options

### Problem

When calling `nvim_get_proc` in `--cmd` it breaks the setting of `gcr=` from the init file.

This was originally reported @weitcis  for nvimpager in https://github.com/lucc/nvimpager/issues/84

### Steps to reproduce

I was able to reproduce this problem with xterm, alacritty and kitty. I used these terminals because I can define the cursor shape from the command line with
- `xterm -barc`
- `alacritty -o cursor.style=Beam`
- `kitty -o cursor_shape=beam`

others might work as well.

Setting `gcr=` before calling `nvim_get_proc` works as expected and the cursor is the beam we defined in the terminal options:
~~~sh
xterm -barc -e nvim --clean -u NONE --cmd 'se gcr=' --cmd 'echo nvim_get_proc(1)'
xterm -barc -e nvim --clean -u NONE -c    'se gcr=' -c    'echo nvim_get_proc(1)'
xterm -barc -e nvim --clean -u NONE --cmd 'se gcr=' -c    'echo nvim_get_proc(1)'
~~~

Calling `nvim_get_proc` before setting `gcr=` turns the cursor into a solid block even though the termial sets it to a beam:
~~~sh
xterm -barc -e nvim --clean -u NONE --cmd 'echo nvim_get_proc(1)' --cmd 'se gcr='
xterm -barc -e nvim --clean -u NONE -c    'echo nvim_get_proc(1)' -c    'se gcr='
xterm -barc -e nvim --clean -u NONE --cmd 'echo nvim_get_proc(1)' -c    'se gcr='
~~~

The same can be demonstrated when putting both commands in an init file in the respective order:
~~~sh
(echo se gcr=; echo 'call nvim_get_proc(1)') > good.vim
(echo 'call nvim_get_proc(1)'; echo se gcr=) > bad.vim
xterm -barc -e nvim --clean -u good.vim
xterm -barc -e nvim --clean -u bad.vim
~~~

And also when one is in an init file and the other in a --cmd or -c option
respectively (to many combinations).


### Expected behavior

`set gcr=` should leave the cursor in the state set by the terminal regardless if and when `nvim_get_proc` is called.

### Neovim version (nvim -v)

0.8.1 & 0.8.2 & 0.8.3 & 0.9 & v0.10.0-dev-54dab9e

### Vim (not Nvim) behaves the same?

n/a

### Operating system/version

Linux / NixOS

### Terminal name/version

xterm 379, alacritty 0.12.0, kitty 0.27.1, 

### $TERM environment variable

xterm, alacritty, xterm-kitty

### Installation

from nixpkgs (official distro package)
Repository: PowerToys
Issue: special characters easy input
Labels: Needs-Team-Response,Product-Quick Accent

### Description of the new feature / enhancement

Make special characters available though keyboard, like … ~ and (sadly missing on the italian keyboard) `, so important in programming and markdown.
You can eventually adopt macintosh or linux approach of keystrokes' combinations, or a system like japanese IME, or smartphone's overlay's as you did for Quick Accent.
Configurable?


### Scenario when this would be used?

avoid the ALT+numpad combination wich requires knowledge and memory (and a numpad!) or the time-consuming search of symbols in characters map.

### Supporting information

_No response_
Repository: yt-dlp
Issue: `-o "auto-sub:"`
Labels: enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and 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)

### Provide a description that is worded well enough to be understood

## suggestion
As (AFAIK) it is currently not possible to distinguish between subs and autosubs in the download dir, I suggest:
a separate [filename template](https://github.com/yt-dlp/yt-dlp#output-template) for autosubs: `-o "auto-sub:"`

## use cases
* It allows the user to know what are subs and what are autosubs (when they are in the same dir).
* Autosubs could be put in a subdir of the subtitle dir or into a different dir altogether.
* It helps in tracking down what subs have been actually downloaded. For example [TSNbCSF13Zo](https://www.youtube.com/watch?v=TSNbCSF13Zo) has Romanian sub and Romanian autosub, but `despite --write-subs --write-auto-subs --all-subs --sub-langs all` the download dir contains only 1 `.ro` file. (Bug?) With separate filename templates we could know if that is a sub or autosub file.

## related
* #2262 




### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: PowerToys
Issue: Can't use Shift+2(@) while FancyZones is active
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

Hi,
I can't type (@ symbol) when I press Shift+ 2 if FancyZone is active !!
once I disable it returns to normal condition.
My shortcut for FancyZones Activation shortcut: Win key + Alt + Z
Repository: vscode
Issue: Context Menu (Open with Code Insiders) Does Not Work If Marked To Run As Administrator
Labels: bug,workbench-os-integration,windows 11,system-context-menu

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version:  1.78.0-insider (system setup) 3ad5774eb8123d4224eb55629df9e5f82fe13b99
- OS Version: Windows_NT x64 10.0.22621 (Windows 11 Pro 22H2)

Steps to Reproduce:

1. Navigate to VSCode Insiders installation folder. (ie. `C:\Program Files\Microsoft VS Code Insiders`)
2. Right-click `Code - Insiders.exe` and choose `Show more options` then select `Properties`.
3. Click on and select the `Compatibility` tab.
4. Check the `Run this program as an Administrator` checkbox.
5. Click `OK` to save the new properties.
6. Navigate to a source folder you wish to open.
7. Right-click on the folder and choose `Open with Code Insiders`

At this point, nothing will happen. When the 'Run this program as an Administrator` checkbox is enabled on Windows 11, this context menu option breaks entirely and no longer works.
Repository: godot
Issue: Trimesh static body collision shapes issue in Godot 4 (vis a vis Godot 3)
Labels: bug,confirmed,topic:physics,topic:3d,performance

### Godot version

4.0.2

### System information

Windows 10, RTX3070

### Issue description

When creating a trimesh static body in Godot 4, the performance drops significantly (from solid 165fps to 3fps) which is not the case with Godot 3. 

### Steps to reproduce

any 3d object with a trimesh static body in a simple scene would do

### Minimal reproduction project

[testbug.zip](https://github.com/godotengine/godot/files/11241998/testbug.zip)
Repository: godot
Issue: No indication of rounded numbers in exported variables
Labels: bug,topic:editor

### Godot version

4.0

### System information

Win 10, Ryzen 2600x

### Issue description

In editor it looks like 0
![image](https://user-images.githubusercontent.com/4208480/232305438-25711632-8fcf-4942-8b85-ea51dbd29fc8.png)
But in reality it's not 
![image](https://user-images.githubusercontent.com/4208480/232305453-3c9aeba0-3e0b-47b8-8578-c3274529835c.png)
If we open scene in code editor, we'll see it's 10^(-12) something
![image](https://user-images.githubusercontent.com/4208480/232305469-5fd4e05e-6bca-4cb3-bedf-bb3461f0a713.png)

I think we should indicate whether some value is rounded or the exact. In my case it took me a hour to debug :(  
What's interesting - even after I manually set 0, it didn't change to 0. It only changes if you set a different value first (e.g. 1) and then set it back to 0

### Steps to reproduce

1. Export float variable
2. Set a small value
3. It'll display 0, but it isn't

### Minimal reproduction project

---
Repository: godot
Issue: Cannot instance script because the associated class could not be found. C#
Labels: bug,topic:editor,needs testing,topic:dotnet

### Godot version

4.0.2 Stable Mono

### System information

Windows 10

### Issue description

Unable to run any C# projects whether I create them from scratch or if I use a project from the internet.

The error I get is, I was testing this against a [repo](https://github.com/odinn1984/Godot-4-2D-Platformer-Template) I downloaded from Github to see if this issue was isolated to a project I made or one that should already be working.
 ``` 
 E 0:00:05:0292   can_instantiate: Cannot instance script because the associated class could not be found. Script: 'res://sceneItems/playerStart/scripts/playerStart.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).
  <C++ Error>    Method/function failed. Returning: false
  <C++ Source>   modules/mono/csharp_script.cpp:2301 @ can_instantiate()
 ``` 
 
 This error also happens when I was doing this [tutorial](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html) from the godot website.
  ``` 
 E 0:00:00:0603   can_instantiate: Cannot instance script because the associated class could not be found. Script: 'res://Player.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).
  <C++ Error>    Method/function failed. Returning: false
  <C++ Source>   modules/mono/csharp_script.cpp:2301 @ can_instantiate()
   ``` 


### Steps to reproduce

N/A Not sure how to reproduce this due to the type of error.

### Minimal reproduction project

N/A
Repository: flutter
Issue: Table cell should have horizontal alignment
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

## Use case

In some cases such as numbered content in tables, should have horizontal alignment to make it i.e. financial correct design pattern.

## Proposal
Add property to `TableCell` widget.

```
 const TableCell({
    super.key,
    this.verticalAlignment,
    required super.child,
  });
```
Repository: godot
Issue: Material transform scale buggy for UV1 world triplanar
Labels: bug,topic:rendering,topic:shaders,topic:3d

### Godot version

4.0.2

### System information

Windows 10

### Issue description

Material gets black, when you scale an object, where UV1 world triplanar is on:

https://user-images.githubusercontent.com/50963378/232309707-00a31bff-d92c-412d-8d47-2b5cf69f7844.mp4


I suppose the "world triplanar" shader code is limited/buggy.

### Steps to reproduce

1. Set object material to "UV1 world triplanar on"
2. Scale transform to 2.0 or more, or 0.5 or less.

### Minimal reproduction project

[godot230416_402_triplanar_scale_bug.zip](https://github.com/godotengine/godot/files/11255984/godot230416_402_triplanar_scale_bug.zip)
Repository: godot
Issue: SSIL and depth_texture glitch
Labels: bug,topic:rendering,topic:shaders,topic:3d

### Godot version

4.02

### System information

windows 11, GTX 1050, forward+

### Issue description

![image](https://user-images.githubusercontent.com/48552343/232314035-c760175d-b9cd-43af-908e-9d28767b776e.png)
If I use the world coordinates obtained from the depth buffer in the spatial shader, then I get graphical distortions far outside the model, that is, outside the shader. If you comment out the ALBEDO output line, everything returns to normal. Or you can disable SSIL.
![image](https://user-images.githubusercontent.com/48552343/232314143-1afc6cf8-c1dc-44d3-a9f9-c36fabe941a7.png)
Perhaps this is related to this issue
https://github.com/godotengine/godot/issues/56724


### Steps to reproduce

shader name screen_space_snow.gdshader

### Minimal reproduction project


[sky.zip](https://github.com/godotengine/godot/files/11242398/sky.zip)
Repository: pytorch
Issue: the error message of torch.addcmul is wrong
Labels: module: error checking,triaged

### 🐛 Describe the bug

```
import torch
result={}
arg_1 = torch.rand([], dtype=torch.float64)
arg_2 = 0.5
result = torch.addcmul(tensor2=arg_1,value=arg_2,)
print(result)
```
Above code throws an exception `TypeError: addcmul() received an invalid combination of arguments - got unrecognized keyword arguments: tensor2`. But accroding to [doc](https://pytorch.org/docs/stable/generated/torch.addcmul.html) ,`tensor2` is keyword arguments. I think the error message should be `Error:addcmul() missing 2 required positional argument: "input", "tensor1"`

### Versions

pytorch version: 2.0.0+cu118

cc @svekars @carljparker @malfet
Repository: rust
Issue: `download-rustc` should support a cross-compiled `host`
Labels: E-hard,C-enhancement,A-cross,T-bootstrap,A-download-rustc

Here is how download-rustc currently behaves when cross-compiling:
```
; x b --host i686-unknown-linux-gnu std
Building {std} stage2 library artifacts (x86_64-unknown-linux-gnu -> i686-unknown-linux-gnu)
Build completed successfully in 0:00:00
; x b --host i686-unknown-linux-gnu rustc
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `x86_64-unknown-linux-gnu`,
 right: `i686-unknown-linux-gnu`: Cross-compiling is not yet supported with `download-rustc`', compile.rs:1280:13
Build completed unsuccessfully in 0:00:00
```
Ideally, this would "just work": download rustc for stage 1, then rebuild stage 2 for the other target. This will be annoyingly slow because it also has to build llvm from source, but it's better than building both llvm and rustc twice.
Repository: storybook
Issue: [Bug - react/vite]: import of package.json files are not hot reloaded
Labels: bug,builder-vite,windows

### Describe the bug

I have a story that looks something like this:

```tsx

import pkgJson from '../package.json'
export const MyStory = () => {
  return <div>
    <h1>Dependencies</h1>
    <ul>
        {JSON.stringify(pkgJson.dependencies)}
    </ul>
  </div>
}
```


The initial value loads fine, but it does not hot reload on changes to the package.json. In order for the changes to be reflected, I have to restart the storybook server. This seems to work fine with other json files and only affects `package.json` files. I've also tried importing using raw: `import pkgJson from '../package.json?raw'`, but I get the same result.




### To Reproduce

Use a story similar to the above that imports a file called `package.json` (doesn't matter which directory it lives in). 

Try changing the contents of package.json and the changes are not reflected.

### System

```shell
### What version of `vite` are you using?

4.2.1

### System info and storybook versions

System:
  Windows
Binaries:
  npm: 8.19.3
  node: 16.19.1
npmPackages:

    "@storybook/addon-actions": "^7.0.5",
    "@storybook/addon-docs": "^7.0.5",
    "@storybook/addon-essentials": "^7.0.5",
    "@storybook/addon-links": "^7.0.5",
    "@storybook/api": "^7.0.5",
    "@storybook/react": "^7.0.5",
    "@storybook/react-vite": "^7.0.5",
    "vite": "4.2.1"
```

### Participation

- [X] I am willing to submit a pull request for this issue.
```


### Additional context

_No response_
Repository: pytorch
Issue: Embedding layer tensor shape
Labels: needs reproduction,triaged,module: embedding

### 🐛 Describe the bug

I use captum.attr.LayerIntegratedGradients to provide some insight on the embedding layer. During the process, the mebdedding layer is called multiple time. On one occasion, it shows a bizarre behavior in terms of the tensor shape, that I can hardly explain. In the trace mose, I ran this command:

`y = x[:1,:1]
y
tensor([[242]], dtype=torch.int32)
self.embedding_matrix
Embedding(12507, 300, padding_idx=0)
z = self.embedding_matrix(y)
z.shape
torch.Size([1600, 20, 300])
type(self.embedding_matrix)
<class 'torch.nn.modules.sparse.Embedding'>
z = self.embedding_matrix(y.long())
z.shape
torch.Size([1600, 20, 300])`
<img width="367" alt="image" src="https://user-images.githubusercontent.com/30732870/232330519-37aa53f0-77a5-4e7a-8abc-7572457824d4.png">

My expectation was to get a [1,1,300] matrix, and not [1600, 20, 300]. 

### Versions

Versions:
I have tried on both 2.0.0, and 1.9.0, and the same behavior was observed.
Repository: angular
Issue: Langage service reports an error when Importing a non-exported class in a standalone component. 
Labels: help wanted,hotlist: error messages,area: language-service,area: compiler,P4,bug,cross-cutting: standalone

### Which @angular/* package(s) are the source of the bug?

compiler-cli, language-service

### Is this a regression?

No

### Description

```
@Directive({ selector: 'test', standalone: true })
class Dir {}

@Component({
  selector: 'app-root',
  template: '',
  standalone: true,
  imports: [Dir],
})
export class AppComponent {}
```
With this example, the language service  throws `Component imports must be standalone components, directives, pipes, or must be NgModules.`.

I found the error a bit misleading and even more since the code works fine at runtime. 

I've read both #42184 and #42207. 

Am I correct to assume there isn't so much we can do here because of `compileNonExportedClasses : false` 

Or do you have an idea to improve the DX here ?
Repository: vscode
Issue: Notebook cell language selection UI doesn't use custom language icons
Labels: bug,notebook-language

Contribute a language like this:

```
    "languages": [
      {
        "id": "user",
        "aliases": [
          "User"
        ],
        "icon": {
          "dark": "./media/file-icon.png",
          "light": "./media/file-icon.png"
        }
      },
```

And set your notebook controller to support it:
```
notebookController.supportedLanguages = ["system", "user", "assistant"]
```

See that in the notebook cell language picker UI, the default icon is used:
<img width="398" alt="image" src="https://user-images.githubusercontent.com/8586769/232334073-d515a7d8-9b7e-4e3b-bddb-3e4e1849b4a5.png">


Whereas in a normal editor's lanuguage picker UI, the custom icon is used:
<img width="1077" alt="image" src="https://user-images.githubusercontent.com/8586769/232334114-fbfd89ec-b41d-4fe4-a432-e3d224a9d2c2.png">


Full demo snapshot: https://github.com/JacksonKearl/ai-book/commit/f972b674b4ab53ea351f645646eac299151bb8f1
Repository: go
Issue: x/sys/unix: OpenBSD mmap syscall number (unix.SYS_MMAP) obsolete
Labels: help wanted,OS-OpenBSD,NeedsInvestigation

On 2021-12-23, a new syscall for `mmap` was introduced:

```
49	STD NOLOCK	{ void *sys_mmap(void *addr, size_t len, int prot, \
			    int flags, int fd, off_t pos); }
```

At the same time, the existing `mmap` syscall was renamed from `sys_mmap` to `sys_pad_mmap` (since it contains a now-obsolete argument for padding).

See `sys/kern/syscalls.master`:

https://github.com/openbsd/src/commit/1d60349d0b961891264d426ffe1c0ced24b2374c#diff-e8c6a075c6e1240e27216779540b66f3db43b14a3b3615c2ecb7a111faa54504

On 2023-02-11, the original `mmap` syscall was retired entirely:

https://github.com/openbsd/src/commit/8c7f5cc47d34f1bd83a08278dad544a34184dabf

With the release of OpenBSD 7.3 on 2023-04-10, any go program that uses `mmap` on OpenBSD will crash with `SIGSYS`.

For example, here's a snippet from `kdump` of a failing run of `gotosocial`:

```
 83839 gotosocial CALL  (via syscall) #197 (obsolete pad_mmap)()
 83839 gotosocial PSIG  SIGSYS caught handler=0x4682c0 mask=0<>
 83839 gotosocial RET   #197 (obsolete pad_mmap) -1 errno 78 Function not implemented
```

This is a bug both in this project and in `modernc.org/libc`. Here, the constant `unix.SYS_MMAP` needs to be changed from `197` to `49`. I'll also file a bug in that project for them to switch both the number and how they're invoking `syscall`.
Repository: godot
Issue: Godot4 Profiler seems to be broken?
Labels: bug,topic:editor

### Godot version

Godot 4.0.2.stable.official

### System information

Windows 11, Vulkan, GTX 980 Ti (528.02)

### Issue description

I don't know what is happening here. But when I try to profile, it does weird things.

If I pause, select an element in the profiler and then resume, the list disappears.

https://user-images.githubusercontent.com/14341036/232341466-452dcad8-b56c-4c99-ab58-32037b99a91d.mp4

Also if you don't have the editor window selected (like your game window selected for instance) it seems to not draw anything or at least only draws every now and then. Also when the graph reaches the end, it's supposed to scroll but instead the graph starts to flicker or something.

https://user-images.githubusercontent.com/14341036/232341694-d9d5101a-1102-4d09-8674-37c818e22da0.mp4

Also if there is no scripts running it seems to post an error when you pause, it also doesn't seem to pause the profiling.

https://user-images.githubusercontent.com/14341036/232341738-c60fdc33-5509-4ca0-880b-2df6de198148.mp4

I also noticed unlike Godot 3.x the profiler doesn't start again automatically when you stop/rerun your project, but I'm assuming that is an intended change.

### Steps to reproduce

1. Create a new project.
2. Create a scene then profile.
3. Alternatively add a script to the scene then profile. 

### Minimal reproduction project

N/A
Repository: godot
Issue: Objects that have PackedVector properties do not work as expected with append_array
Labels: topic:core,documentation

### Godot version

4.0.2

### System information

Windows 10, Vulkan

### Issue description

When appending a `PackedVector2Array` to a `PackedVector2Array` property, the property does not change. The property does change as expected when assigned to.

### Steps to reproduce

Run the below code in a new project:

```gdscript
var a := PackedVector2Array([Vector2.ZERO])
	
var cp2d := CollisionPolygon2D.new()
print(cp2d.polygon) # []
cp2d.polygon.append_array(a)
print(cp2d.polygon) # []
cp2d.polygon = a
print(cp2d.polygon) # [(0, 0)]
```

### Minimal reproduction project

Run the snippet in "Steps to reproduce" in any project.