sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: Support NestJS (test with jest)
Labels: bug,node compat,node API

**Repro:**

- `git clone https://github.com/nestjs/typescript-starter.git project` ([From Nest docs frontpage](https://docs.nestjs.com/))
- `cd project`
- `deno task test` or `deno task --unstable test` or `deno  --unstable task test`

**Expected:**

```rust
$ jest
 PASS  src/app.controller.spec.ts
  AppController
    getHello
      ✓ should return "Hello World!" (1 ms)

Test Suites: 1 passed, 1 total
Tests:       1 passed, 1 total
Snapshots:   0 total
Time:        1.068 s
Ran all test suites.
```

**Actual**

```rust
➜ deno --unstable task test
Warning Currently only basic package.json `scripts` are supported. Programs like `rimraf` or `cross-env` will not work correctly. This will be fixed in an upcoming release.
Task test jest
Unstable API 'Deno.connect'. The --unstable flag must be provided.
```
Repository: PowerToys
Issue: Access to settings via Quick Access
Labels: Idea-Enhancement,Help Wanted,Area-Flyout

### Description of the new feature / enhancement

Add links to the settings of each PowerToy in the 'all apps' listing along with its shortcut key next to the on/off toggle. You can see at a glance what the shortcut is (and its enable status already) as well as quick access to its settings.

### Scenario when this would be used?

Whenever the PowerToy icon is clicked on

### Supporting information

_No response_
Repository: PowerToys
Issue: Teams Basic Copy
Labels: Idea-Enhancement,Product-Advanced Paste

### Description of the new feature / enhancement

Could you please provide a 'Teams Basic Copy' option in the 'Paste As Plain Text'  PowerToy that would regex and strip out the header from Teams when performing a plain text paste?  Or more generally provide a way to let power users define their own regexes of stuff to skip over when pasting? 

FWIW the headers match the following syntax. 

`\[\d{1,2}:\d{2} (AM|PM)\]\s.*\n\n
`


### Scenario when this would be used?

Pasting data from Teams into other apps, such as Visual Studio, Google, or Excel. 

### Supporting information

A lot of people have similar issues with how these handled. I don't see this making it's way into Teams itself, this might be a good place to implement it. 

https://learn.microsoft.com/en-us/answers/questions/685275/copy-teams-message-with-header-without-sender-and
https://feedbackportal.microsoft.com/feedback/idea/aad8effb-7260-ed11-a81b-000d3a7dd78c
https://feedbackportal.microsoft.com/feedback/idea/ac1f01c6-4f5b-ed11-a81b-000d3a7e4185
Repository: stable-diffusion-webui
Issue: [Bug]: TypeError: _hijacked_get_learned_conditioning() got multiple values for argument 'original_function'
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?

incompatible with plugin: prompt-fusion-extension
output error:
TypeError: _hijacked_get_learned_conditioning() got multiple values for argument 'original_function'

a1111 version:
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1768531/88cbbb05-f668-4336-b235-5f4376c4c4b5)


### Steps to reproduce the problem

a

### What should have happened?

a

### Sysinfo

a

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

_No response_

### Console logs

```Shell
a
```


### Additional information

_No response_
Repository: godot
Issue: Configuring the solution_directory should also result in the creation of Godot.csproj within that folder.
Labels: enhancement,discussion,topic:dotnet

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

MacOS

### Issue description

When you set the `dotnet/project/solution_directory`, it alters the location of the .sln file. However, the primary * Godot.csproj file will still be generated in the root directory.

### Steps to reproduce

Create project with Godot C#, alter the dotnet/project/solution_directory to point to subfolder under your project folder. Add new cs script.

### Minimal reproduction project

x
```[tasklist]
### Tasks
```
Repository: vscode
Issue: Allow to store/resume open editors across Continue On transitions
Labels: feature-request,workbench-editors,workbench-state

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Split out from https://github.com/microsoft/vscode/issues/183449
Repository: puppeteer
Issue: [bidi] Test "Target should not report uninitialized pages" expects no navigationStarted event for window.open 
Labels: bug,confirmed,bidi,P3

We are implementing the navigationStarted event in Firefox, and with this event the following test now fails: https://github.com/puppeteer/puppeteer/blob/3238b93a79b9e6891c00a32ca009057fb7425a68/test/src/target.spec.ts#L224-L248

It seems we expect no navigationStarted event when calling `window.open('about:blank')`, but I'm not sure this makes sense spec-wise. I think we should still have navigation events for the initial about:blank navigation?
Repository: tensorflow
Issue: calling Model in a loop would leak memory
Labels: stat:awaiting tensorflower,type:bug,comp:apis,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

tf2.13.0

### Custom code

Yes

### OS platform and distribution

Windows Server 2019

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

there is a transformer model when i try to decode messages, translate input sentence to target sentence i get memory blow up, memory is good when i use transformer.fit(), but in a loop like below it blows up memory, tf.keras.backend.clear_session() does’t help, also accuracy decrease when i use that, gc.collect() doesn’t work also
here is my code

```python
def decode_sequence(input_sentence):
    tokenized_input_sentence = input_vectorization([input_sentence])
    decoded_sentence = START_TOKEN
    for i in tf.range(max_decoded_sentence_length):
        tokenized_target_sentence = output_vectorization([decoded_sentence])#[:, :-1]
        
        predictions = transformer([tokenized_input_sentence, tokenized_target_sentence])
        
        
        sampled_token_index = np.argmax(predictions[0, i, :])
        sampled_token = output_index_lookup[sampled_token_index]
        decoded_sentence += sampled_token

        if sampled_token == END_TOKEN:
            break
    
   
    gc.collect()
    return decoded_sentence

from tqdm import tqdm
def overall_accuracy(pairs):
    corrects = 0
    inputs = pairs[2739:]
    iter = tqdm(inputs)
    for i, pair in enumerate(iter):
        input_text = pair[0]
        target = pair[1]
        predicted = decode_sequence(input_text)
        #guess = '✓' if predicted == target else '✗'
        #print('Sample Number : ', i, 'Predicted : ', predicted, 'Real : ', target, guess)
        if predicted == target:
            corrects += 1
        iter.set_postfix(corrects=corrects, accuracy=corrects / (i + 1))
    
    return corrects / len(inputs)

print("Overall Acurracy : ", overall_accuracy(test_pairs))```

### Standalone code to reproduce the issue

```shell
calling model in a loop
```


### Relevant log output

_No response_
Repository: godot
Issue: The NavigationMesh resource is synchronized with the runtime scene only if it is manualy saved from the property dropdown menu
Labels: bug,topic:editor,topic:navigation

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

When I create a Navmesh resource file in my project and I assign it in the NavigationRegion3D property, it is properly taken into account in the editor and I can bake the navmesh, but if I try to start the game, the navmesh resource is not synchronized. In the screenshot bellow, the "Visible navigation" Debug option is cheked.
![image](https://github.com/godotengine/godot/assets/1688550/044acdcc-f3f8-4ee7-8ab6-bf911be333eb)
Saving the scene does not help, the only way to have the resource synced is to manualy save it in the propery menu:
![image](https://github.com/godotengine/godot/assets/1688550/30bdd453-c25a-4efa-ad1e-fd9a8edb0c0e)

As modifing the property sets the 'unsaved asterisk' on the scene name, I would expect that saving the scene would be enough for the synchronization to work properly.

This may be a well knowed issue, but I couldn't find any open issue related. I'm a new user so... sorry if I missed it.


### Steps to reproduce

In an empty project:

- Add a NavigationRegion3D node
- Create a Navmesh resource in the project filesystem and link it to the NavigationRegion3D node in the scene
- Add a child MeshInstance3D node and set it up so that the navigation region generate a navmesh when you bake it
- Bake the NavMesh
- Add a 3d camera and put it in a position and rotation that allows it to capture the navigation region
- Save the scene
- Activate the "Visible Navigation" option from the Debug menu
- Start the game: There's no visible navmesh

### Minimal reproduction project

[navmeshBug.zip](https://github.com/godotengine/godot/files/12689181/navmeshBug.zip)
Repository: PowerToys
Issue: [Peek] Executables should have a "Run" button
Labels: Idea-Enhancement,Product-Peek

### Description of the new feature / enhancement

Most other file types have an "Open with" button, but there is no way to run executables from Peek.

### Scenario when this would be used?

When wanting to run an executable.

### Supporting information

_No response_
Repository: pytorch
Issue: Bits types cannot be used under deterministic mode
Labels: triaged,module: determinism

#104995 made it impossible to use bits types under deterministic mode:
```
import torch
torch.set_deterministic_debug_mode("warn")
x=torch.empty(4, dtype=torch.bits8)
```
produces `RuntimeError: "fill_empty_deterministic_" not implemented for 'Bits8'`
While I'm sympathetic to the goals of #104995, I think that a blanket approach forcing filling all empty tensors is too strict. In many cases, determinism mode is set in production runs (because if only deterministic ops are used it imposes very little overhead and provides nice guarantees), and with valid code the empty calls are not a problem. The approach taken in #104995 requires paying filling penalty unconditionally, and also requires implementing fill op for all bits types which pytorch currently doesn't do. 
Deterministic empty tensors is a valuable option to have, but in my opinion should not be mixed with existing deterministic mode. 

cc @mruberry @kurtamohler
Repository: flutter
Issue: Conductor not generating PRs when there are no cherrypicks
Labels: P2,team-release

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

When there is not a new dart version the engine PR is supposed to be skipped on a new release. However if that happens the framework PR is also not generated by conductor and the release engineer needs to manually roll the engine into the framework

### Expected results

PR generated by conductor



.
Repository: neovim
Issue: `.` in normal-mode will trigger the `InsertCharPre` autocmd
Labels: bug-vim,multicursor,events

### Problem

`.` in normal-mode will trigger the `InsertCharPre` autocmd

### Steps to reproduce

```lua
vim.api.nvim_create_autocmd("InsertCharPre", {
    callback = function ()
        print("InsertCharPre triggered")
    end
})
```

insert sth and exit the insert-mode
press `.`
check messages

### Expected behavior

`InsertCharPre` doc:
```
							*InsertCharPre*
InsertCharPre			When a character is typed in **Insert mode,**  <---------
				before inserting the char.
				The |v:char| variable indicates the char typed
				and can be changed during the event to insert
				a different character.  When |v:char| is set
				to more than one character this text is
				inserted literally.

				Cannot change the text. |textlock|
```


guess this example in doc will affect `.` too.
![image](https://github.com/neovim/neovim/assets/97107165/a6ce202f-6b93-4798-bed2-631514660a01)


### Neovim version (nvim -v)

NVIM v0.10.0-dev-1134+g677df72e4 Build type: Release LuaJIT 2.1.1694940244 Run "nvim -V1 -v" for more info

### Vim (not Nvim) behave the same?

yes?

### Operating system/version

Linux

### Terminal name/version

Kitty

### $TERM environment variable

xterm256

### Installation

Compiled manually
Repository: flutter
Issue: Implement the rerun all checks in the Github UI
Labels: team-infra,P2,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

feature request

### Infrastructure Environment

Github

### What is happening?

Implement the rerun all checks button in the Github UI. For we have two endpoints that currently reset tasks and we can simply call the reset try tasks for the particular pull request.

### Steps to reproduce

Step 1:
Step 2:
..
Step n:


### Expected results

I expect to see X when Y is finished.
Repository: godot
Issue: Can't make new() a coroutine
Labels: bug,discussion,topic:gdscript

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 11 10.0.22621 Build 22621

### Issue description

Calling await in a .new() call works just fine, but when I try to await the init() call, it just blows past it. 

### Steps to reproduce

Create some class with an await in the .new() function:
```
# in some class BrokenTimeout
extends Node
class_name BrokenTimeout

func _init(someNode2DToAddTimerTo : Node2D):
	
	var timer = Timer.new()
	someNode2DToAddTimerTo.add_child(timer)
	
	print("waiting")
	timer.start(5)
	
	await timer.timeout
	
	print("done")
```

Then, call the following code from a Node2D:

```
func _ready():
	for i in range(10):
		await BrokenTimeout.new(self)
```

The expected output would be: waiting, done, waiting done....
But instead, it prints "waiting" 10 times, and then "done" 10 times.

### Minimal reproduction project

N/A, it's really trivial, just copy-paste the code and make the Node2D be the root of the scene.
Repository: TypeScript
Issue: Support `!==` operator in `is` and `asserts` return type syntax
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

unknown, assert, narrow, undefined, "is not"

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

This looks like something that would have been asked before, but it's hard to search for.

Right now `asserts` is a pretty magical syntax that lets you do:
```ts
function assert(proposition: unknown): asserts proposition {
    if (!proposition) {
        throw new Error()
    }
}

function foo(value: unknown): {} | null {
    assert(value !== undefined);
    return value;
}
```

However, trying to express a more specialized function doesn't work
```ts
function assertNotUndefined<T>(value: T): asserts value is Exclude<T, undefined> {
    if (value === undefined) {
        throw new Error();
    }
}

function foo(value: unknown): {} | null {
    assertNotUndefined(value);
    return value;  // Doesn't work
}
```

This is because `Exclude<unknown, undefined>` is still just `unknown`, since `unknown` is not just an alias for `{} | null | undefined`. Assuming that won't change, how else can one express `assertNotUndefined`? Well, if we take the original `assert` function and try to retroactively rationalize its syntax as this
```ts
function assert(proposition: unknown): asserts proposition;
```
when called as
```ts
assert(proposition !== undefined)
```
(hand-waving) just specializes to this
```ts
function assert(proposition: unknown): asserts proposition !== undefined;
```

I don't care to bikeshed over whether the syntax should be `asserts proposition is not undefined`, whether the LHS or RHS operands can be flipped, whether `!=` or other operators should exist, or if any type expressions other than primitive literals like `undefined` should be supported, so I'll leave that to the comments.



### 📃 Motivating Example

```ts
function assertNotUndefined(proposition: unknown): asserts proposition !== undefined;

function foo(value: unknown): {} | null {
    assertNotUndefined(value);
    return value;  // Works!
}
```


### 💻 Use Cases

1. What do you want to use this for?
A function that can exclude `undefined` can be composed with other functions, e.g. `array.filter(isNotUndefined)`
3. What shortcomings exist with current approaches?
There's no clean way to define such a function without ugly conditionals to handle `unknown`. 
5. What workarounds are you using in the meantime?
Rewrite code in more verbose style, e.g. manually construct a new array using a `for` loop instead of `array.filter`.
Repository: go
Issue: crypto/x509/pkix does parse "1.2.840.113549.1.9.1" (emailAddress) in Subject/Issuer data
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.1 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> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/sweh/.cache/go-build'
GOENV='/home/sweh/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/sweh/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/sweh/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go_versions/go1.21.1'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go_versions/go1.21.1/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.1'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/gobuild1494015273=/tmp/go-build -gno-record-gcc-switches'

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
My organisation uses Active Directory Cert Services for cert issuance.   The root CA and intermediate certs have Subject and Issuer entries with emailAddress=support@team type data in it as an extra field

e.g.
C=US,ST=...,L=...,O=...,OU=...,CN=...,emailAddress=support@team

This email address appears to be created with the (deprecated) 1.2.840.113549.1.9.1 oid.

When parsing this information (e.g from a client cert passed to a server as a mTLS session) this attribute is not decoded and is left as a BER encoded oid field.

### What did you expect to see?

`CN=...,OU=...,O=...,L=...,ST=...,C=...,emailAddress=support@team`

### What did you see instead?

`CN=...,OU=...,O=...,L=...,ST=...,C=...,1.2.840.113549.1.9.1=#berdata`

### Possible fix

For testing I was able to add
`"1.2.840.113549.1.9.1": "emailAddress",` 
to `attributeTypeNames` in `crypto/x509/pkix.go` and that was sufficient to make my certs display properly.  I don't know if this is sufficient, though, so I'm not proposing it with a PR.

It's also possible ADCS is doing the wrong thing, here, but since it's a common tool for generating certificates it probably needs to be handled gracefully.
Repository: godot
Issue: Cannot compile iOS export templates on macOS
Labels: platform:ios,topic:buildsystem,topic:porting

### Godot version

v4.2.dev.custom_build [fe5b1c8d4]

### System information

Godot 4.2.dev (fe5b1c8d4) - macOS 11.0.1 - Vulkan (Compatibility) - Apple Software Renderer - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (4 Threads)

### Issue description

When compiling, the `display_server_ios.mm` is trying to use a feature that only iOS 16.0 and up have available.
![iOS error](https://github.com/godotengine/godot/assets/63003002/86a10dd2-6b57-4c9b-a63d-ffec30e4a29a)
I am compiling using Xcode 12.5, which has the iPhoneOS 14.5 SDK installed by default. So, this shouldn't even be an issue?

### Steps to reproduce

1. Go to the root of the engine's source code
2. type `scons platform=ios target=template_debug/release`
3. Wait until it tries to compile `display_server_ios.mm`


### Minimal reproduction project

N/A
Repository: flutter
Issue: [ios] Run share app extension with Flutter exceeds memory limit in debug mode
Labels: platform-ios,engine,P2,team-ios,triaged-ios

The iOS Share App Extension has a memory limit of 120mb.
When running the app extension that depends on the Flutter extension safe framework in debug mode, it crashes on launch because it takes a little more than 120mb for a bare minimum app. 

**Step to reproduce**
1. Clone flutter test extension app from https://github.com/cyanglaz/flutter_app_extension_test_app, or create a new Flutter app and set up app extension following the steps in https://docs.flutter.dev/platform-integration/ios/app-extensions
2. Build the app in device debug mode with.`flutter build ios`
3. launch XCode, run the share app extension target, following the steps in https://docs.flutter.dev/platform-integration/ios/app-extensions, with the photo app (or any app that can be used as host app for share extension)
4. Try to share an item using the share extension for the test app.
5. Observe the app crashes with the error messaging. 
6. If crash is not observed, try to make the UI a little more complex, by adding images etc.

Note that the release build and profile build can run the extension within the memory limit. For example, release mode only takes about 60-80 mbs, which gives the developer more memory to work with.

![Screenshot 2023-09-21 at 11 22 18 AM](https://github.com/flutter/flutter/assets/3756895/8303add7-097a-4546-9cc8-4dd593bfcb08)