sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: NG0100 thrown when iterating through map.keys()
Labels: area: common,area: core,core: change detection

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

This issue relates to NG0100 being raised when using *ngFor to iterate over map.keys(). My understanding based on [this issue](https://github.com/angular/angular/issues/51938) is that this is expected behaviour, as a different iterator is returned from the map.keys() function on each call, however this suggests to me that the *ngFor directive is incompatible with iterators, which aside from being surprising to me, doesn't seem to be documented in either the [*ngFor documentation](https://angular.io/api/common/NgFor), or the troubleshooting documentation for [NG0100](https://angular.io/errors/NG0100).

If I've misunderstood the conversation from the previous issue, I'd appreciate if someone could provide an example of how to use *ngFor with an iterator such as the one returned by map.keys(). Obviously there is a trivial workaround to convert map.keys() into a list, but this doesn't resolve the core issue of *ngFor being unintuitively incompatible with iterators.

If I've correctly understood the information from the previous issue that *ngFor is incompatible with iterators, my request for a resolution to this issue would be to either:
1. Update the *ngFor directive to be compatible with iterators such as the one returned from map.keys() without raising NG0100 
2. Update the documentation for *ngFor and NG0100 to make it clear that the *ngFor directive is not compatible with iterators (it would also be nice to potentially raise a seperate error in this kind of situation, as it seems to be distinct from the typical error that NG0100 represents).


### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-kjsh2w?file=src%2Fapp%2Fapp.component.ts

### Please provide the exception or error you saw

```true
Error: NG0100: ExpressionChangedAfterItHasBeenCheckedError: Expression has changed after it was checked. Previous value: '[object Map Iterator]'. Current value: '[object Map Iterator]'. Expression location: AppComponent component. Find more at https://angular.io/errors/NG0100
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 13.3.3
Node: 20.10.0 (Unsupported)
Package Manager: npm 10.2.3
OS: win32 x64

Angular:
...

Package                      Version
------------------------------------------------------
@angular-devkit/architect    0.1303.3 (cli-only)
@angular-devkit/core         13.3.3 (cli-only)
@angular-devkit/schematics   13.3.3 (cli-only)
@schematics/angular          13.3.3 (cli-only)
```


### Anything else?

_No response_
Repository: kubernetes
Issue: http probes that do return 200 but hang afterwards do not fail if their size is above 10 Kb
Labels: kind/bug,priority/backlog,sig/node,triage/accepted

### What happened?

http probes that do return 200 but hang afterwards do not fail

recently we had an issue that a service was getting stuck, it returned http code 200, but it never fully returned as it would be a streaming response, however it just wasn't finished, imagine a html document whose last </html> hasn't been written yet but </body> has

resulting in an request whose response hasn't been fully read by k8s, thus not running in a timeout, thus not a failing probe

if the 10 Kb limit wouldn't be in place we would have detected that issue
the relevant code can be found here https://github.com/kubernetes/kubernetes/blob/master/pkg/probe/http/http.go#L34

i am aware that returning html or similar isn't suitable for a probe, however it was our last resort measurement and there are probably a lot of more services out there where this is the default situation

- **this limitation is not documented**
- to me this is an issue of k8s closing the request before it is fully read, although debatable

_as a workaround we switched to an exec probe that calls a wget with a timeout ... really not the way to go_


if you need further info let me know

### What did you expect to happen?

failing probes

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

have a service whose response exceeds 10Kb and that did not close the socket yet
```
        readinessProbe:
          httpGet:
            path: /login
            port: 3100
          timeoutSeconds: 4
          failureThreshold: 3
          periodSeconds: 10
```

### Anything else we need to know?

the relevant code can be found here
https://github.com/kubernetes/kubernetes/blob/master/pkg/probe/http/http.go#L34

### Kubernetes version

<details>

```console
Client Version: v1.28.2
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.26.10
```

</details>


### Cloud provider

<details>
ionos
</details>


### OS version

<details>
-
</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: go
Issue: x/telemetry/cmd/gotelemetry: allow `env` subcommand to take arguments like `go env`
Labels: NeedsInvestigation,FeatureRequest,telemetry

I wish I could do

```
cd $(gotelemetry env localdir)
```
Repository: stable-diffusion-webui
Issue: slow inpaint - SDXL on 16GB RTX 
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

slow ... and 16GB VRam is complet occupied

### Steps to reproduce the problem

tab img2img -> inpaint
load an image in high resolution, up to your system (16GB VRam) on my it is 1800x1000
draw a mask
prompt it
and generate

ok 8.5GB already occupied by the SDXL-inpaint model
first 10sec 16GB occupied
than 30sec image calculation (10GB occupied)
than 10sec 16GB occupied
image is ready 

-> i logged it with GPU-Z


### What should have happened?

it shoud be fast like in fooocus  ;)

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

_No response_

### Sysinfo

Win10
RTX4060 16GB Vram

### Console logs

```Shell
-
```


### Additional information

my model
https://civitai.com/models/245423/juggerxlinpaint

so its the new wai to generate inpaint model ... handled by 
https://github.com/AUTOMATIC1111/stable-diffusion-webui/pull/14390#issuecomment-1895651245
Repository: vscode
Issue: New System commands to toggle collapse state
Labels: feature-request,workbench-views

I will preface this with: I am willing to work on this PR if it is deemed viable by the VS Code team. I am not going to spend too much time on a PR that won't get accepted.

---

So it seems like there is still no command to collapse a specific view. Let's say I have a view like this:

```
    "views": {
      "ibmi-panel": [
        {
          "type": "webview",
          "id": "vscode-db2i.resultset",
          "name": "Results",
          "when": "code-for-ibmi:connected == true",
          "contextualTitle": "IBM i"
        },
```

I can use a custom context to hide and show a view, but I don't want to do that here because I want the webview to not be disposed. The user can manually collapse which doesn't dispose of the webview, but there's no command to do that? There is `vscode-db2i.resultset.toggleVisibility`, but that's fully hiding it and can't be expanded again until toggled back. What am I missing? Why is this missing? I even checked the VS Code codebase and it looks like it's not doable.

I really want to programmatically control the `visibility` property here between `visible` and `collapsed`:

![image](https://github.com/microsoft/vscode/assets/3708366/9f0e3750-9269-45f8-9d66-1651a170ec34)
Repository: deno
Issue: Tagged with @file in npm package dependencies cause error
Labels: bug,node compat

similar to [#16321](https://github.com/denoland/deno/issues/16321) but in this case is using `@file`

```
deno --version
deno 1.39.1 (release, x86_64-pc-windows-msvc)
v8 12.0.267.8
typescript 5.3.3

deno cache index.ts
error: Error in readable-types@3.4.0 parsing version requirement for dependency: readable-test-for-types@file:./rtt-plugin

Invalid npm version requirement. Unexpected character.
  file:./rtt-plugin
  ~

Caused by:
    0: Invalid npm version requirement. Unexpected character.
         file:./rtt-plugin
         ~
    1: Unexpected character.
         file:./rtt-plugin
         ~
```
Repository: godot
Issue: Area2D detects that overlapping bodies have exited after pause and unpause
Labels: discussion,documentation,topic:physics,needs testing

### Tested versions

- Reproducible in v4.3.dev2.official [352434668]
- Not reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.3.dev2 - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4575) - 13th Gen Intel(R) Core(TM) i7-1360P (16 Threads)

### Issue description

After being paused and unpaused, areas which were overlapping with other areas will think that the overlapping areas exited, even if they did not move. This is possible related to https://github.com/godotengine/godot/issues/76219 and https://github.com/godotengine/godot/issues/76219.

### Steps to reproduce

Run the MRP. A timer will go off, pausing and unpausing the game, and one of the Area2Ds will emit the `area_exited` signal, printing the area that exited.

### Minimal reproduction project (MRP)

[PauseBug22.zip](https://github.com/godotengine/godot/files/14041194/PauseBug22.zip)
Repository: vscode
Issue: Notebook Sticky Scroll feels a bit glitchy when new node appears
Labels: polish,notebook-sticky-scroll

When scrolling threw nodes slowly the notebook sticky scroll can flickers a bit.

![Code_-_Insiders_yLZyJd2FsR](https://github.com/microsoft/vscode/assets/44439583/0cbc96ec-941a-4d1f-9bc1-595b6903bccd)

Sometimes you can get into a state where it constantly rerenders sticky scroll with different elements. It seems like these bugs come from sticky scroll scrolling the notebook automatically?

![Code_-_Insiders_GSU85eDFee](https://github.com/microsoft/vscode/assets/44439583/e8be0401-c5d2-4d51-88a5-8ae1b1bc40ce)
Repository: flutter
Issue: Remove Rasterizer::ScreenShotType::SurfaceData
Labels: platform-ios,engine,P3,e: impeller,team-engine,triaged-engine

per @jonahwilliams we won't be able to implement this for Vulkan, and maybe can't for GL.

He also suspects that it makes Metal a little slower.

We should instead update the existing methods to let you specify what format you'd like the image in, or update them so they tell you what format the data is in instead of always being RGBA8888

@gaaclarke for input
Repository: godot
Issue: FileDialog not working after exporting project
Labels: topic:core,needs testing,topic:export

### Tested versions

Only tested in v4.2.1.stable.official.b09f793f5Godot Engine v4.2.1.stable.official.b09f793f5

### System information

Godot v4.2.1.stable - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Plus Graphics 640 (Kaby Lake GT3e) (KBL GT3) () - Intel(R) Core(TM) i7-7560U CPU @ 2.40GHz (4 Threads)

### Issue description

FileDialog works as expected when running from the editor. When exported for Windows 10 or Linux, files in a directory could not be selected. You can choose files from the root directory for the project (`res://file.txt`) but any file nested (`res://folder/file.txt`) doesn't respond when you double click it or hit ok. If you change the file mode from `FILE_MODE_OPEN_FILE` to `FILE_MODE_OPEN_ANY` clicking a nested file will fire the `dir_selected` instead of `file_selected` (in our `res://folder/file.txt example,` it would return `res://folder`.

EDIT: I noticed that it works as intended if the nested file is under "user://" instead "res://" 

### Steps to reproduce

Have a project with a directory with a file in it. Export the project to Linux or Windows 10. Try to access that file with a file dialog. See the included video

[godot_bug_report.webm](https://github.com/godotengine/godot/assets/54807675/80c4a5ff-2c31-4d68-9ffe-ccb1e79d8f23)


### Minimal reproduction project (MRP)
[godot_bug_example.zip](https://github.com/godotengine/godot/files/14041902/godot_bug_example.zip)
Repository: vscode
Issue: Allow using arrays of strings as messages in `package.nls.json`
Labels: feature-request,l10n-platform

Writing and maintaining multiline strings in a `package.nls.json` is a pain since you end up with long, single line strings with explicit `\n`:

```json
{
	"configuration.markdown.editor.filePaste.videoSnippet": "Snippet used when adding videos to Markdown. This snippet can use the following variables:\n- `${src}` — The resolved path of the video file.\n- `${title}` — The title used for the video. A snippet placeholder will automatically be created for this variable.",
}
```

I propose we support an array of strings which are then automatically joined with new line characters (likely as a build step):

```json
{
  "configuration.markdown.editor.filePaste.videoSnippet": [
    "Snippet used when adding videos to Markdown. This snippet can use the following variables:",
    "- `${src}` — The resolved path of the video file.",
    "- `${title}` — The title used for the video. A snippet placeholder will automatically be created for this variable."
  ]
}
```
Repository: youtube-dl
Issue: Using Post-Processing options
Labels: question

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

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Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient.
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I am seeking guidance or documentation on using the post-processing options. Specifically the following...
--embed-subs
--embed-thumbnail
--add-metadata
Repository: flutter
Issue: Improve frame rate of TLHC based platform views
Labels: platform-android,engine,c: performance,P1,platform-views: tlhc,fyi-android,team-engine,triaged-engine

- Current canonical test case: full screen web view.

Hybrid Composition scroll is much smoother than TLHC scroll.
Repository: stable-diffusion-webui
Issue: [🪳]: I've formated the pc, i can't run a1111 now with windows 11 installed
Labels: asking-for-help-with-local-system-issues,bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [x] The issue has been reported before but has not been fixed yet

### What happened?

venv "C:\Users\picha\Desktop\stable-diffusion-webui-1.7.0\stable-diffusion-webui-1.7.0\venv\Scripts\Python.exe"
fatal: not a git repository (or any of the parent directories): .git
fatal: not a git repository (or any of the parent directories): .git
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: 1.7.0
Commit hash: <none>
Traceback (most recent call last):
  File "C:\Users\picha\Desktop\stable-diffusion-webui-1.7.0\stable-diffusion-webui-1.7.0\launch.py", line 48, in <module>
    main()
  File "C:\Users\picha\Desktop\stable-diffusion-webui-1.7.0\stable-diffusion-webui-1.7.0\launch.py", line 39, in main
    prepare_environment()
  File "C:\Users\picha\Desktop\stable-diffusion-webui-1.7.0\stable-diffusion-webui-1.7.0\modules\launch_utils.py", line 384, in prepare_environment
    raise RuntimeError(
RuntimeError: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check
Press any key to continue . . .

### Steps to reproduce the problem

format pc
install

### What should have happened?

sdfsdf

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

_No response_

### Sysinfo

[DxDiag.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/14042376/DxDiag.txt)


### Console logs

```Shell
sdfsd
```


### Additional information

_No response_
Repository: flutter
Issue: Enable `--asan` when compiling macOS unit tests on CI
Labels: platform-mac,c: proposal,a: desktop,P2,team-macos,triaged-macos

Recently I've discovered that some code crashes when `--asan` is enabled. Our CI tests are not run with `--asan`, therefore these bugs are not caught. We should enable `--asan` when compiling macOS unit tests on CI.

Related: https://github.com/flutter/engine/pull/49995
Repository: pytorch
Issue: Dynamo codegen for mapping outputs back to user variables should contain safety checks (no fake tensors, no variable trackers)
Labels: triaged,module: dynamo

This has bitten us before - seemingly unrelated and small things like a constant tensor being baked into the graph because of a bug in subclass handling leads to a fake tensor propagating through the graph.

These eventually make their way to a structure dynamo generates - the graph outputs mapping back to user variables. 

Today, the code looks like this:

```
    def load_graph_output(self, index):
        output = self._output
        output.append(self.create_load(self.graph_output_var))
        output.append(self._create_load_const(index))
        output.append(create_instruction("BINARY_SUBSCR"))
```

If we replace that with a call that abstracts away the index access and includes some safety checks, it would make it significantly easier to track down, debug, and avoid these kinds of leaks.



cc @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: pytorch
Issue: Meta issue: Automatic dynamic shapes can cause compile-time performance cliffs
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

There have been several SEVs that occurred because dynamic shapes was turned on when it should not have been, Meta only https://www.internalfb.com/intern/sevmanager/view/s/382391/ and https://www.internalfb.com/intern/sevmanager/view/s/382123/

Here is the chain of events that lead to a most recent occurrence:

* There is some library code that is being compiled on its own (probably due to graph breaks), that is being used by N archs (e.g., `_split_foreach_weightdecay_kernel`)
* We were supposed to compile it statically N times, but for some reason our heuristics decided regular automatic dynamic applies. We generate hundreds of shape variables.
* The hundreds of shape variables hit some quadratic/exponential problem in PyTorch (e.g., `_tensors_definitely_do_not_overlap`)
* Problem shows up as an OOM or timeout on the actual job

These are troublesome for a few reasons:

* They appear to be difficult to debug, perhaps due to lack of familiarity how to interpret dynamic shapes logs
* They manifest as OOM/timeout, rather than straightforward crash
* They require some understanding about the model to know what the intended behavior is

I'm going to file sub-issues for the particular subissues in the most recent occurrence, but this is just a meta issue on the "what do we do if there are too many symbolic variables and it makes everything slow."

cc @gchanan @zou3519 @kadeng @msaroufim @bdhirsh @anijain2305 @chauhang @Chillee 


### Versions

main
Repository: rust
Issue: Tracking Issue for `#![feature(any_try_swap)]`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(any_try_swap)]`

This is a tracking issue for `core::any::try_swap`

This provides a function that swaps two `dyn Any` values if they have the same type.

### Public API

```rust
// core::any

pub fn try_swap(a: &mut dyn Any, b: &mut dyn Any) -> bool;
```

### Steps / History

- [ ] Implementation: #120320  
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR


### Unresolved Questions

- Name: `try_swap` or `swap`
- Should this be a method on `dyn Any` instead ?
- Should this return a `Result` instead ?


[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: OS.shell_open(weblink) does not work on iOS
Labels: platform:ios,topic:porting,documentation

### Tested versions

3.5.3.stable

### System information

iOS safari

### Issue description

When cliking on a button that has a script in pressed that does:
OS.shell_open(link) ,
it does not work.


More exacly:


func _on_Label_gui_input(event):
	if event is InputEventMouseButton and event.pressed:
		OS.shell_open(link)

it simply does not do anything.

I tested on iOS safari incognito.

Worked on OSX and Android ok.


Indeed need more testing, including the non incognito mode, and to check if the InputEventMouseButton is even being triggered, will create and post a link with a page that does that.

(And yes, label mouse filter was changed to pass)


### Steps to reproduce

OS.shell_open(link)
weblink on iOS HTML5 export

### Minimal reproduction project (MRP)

will provide a hosted link.
Repository: godot
Issue: C# ResourceLoader cache may end up holding onto disposed objects
Labels: needs testing,topic:dotnet

### Tested versions

- Godot 4.2.1 Stable mono

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Ti (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i9-9900 CPU @ 3.10GHz (16 Threads)

### Issue description

In my project I support mods, the editor is also built into the game itself. So after exiting the editor I trigger a full reload of my mods. This involves first disposing of all textures, fonts, shaders, etc...

Then I reload them, sometimes (not always) randomly it seems the ResourceLoader ends up hanging onto the disposed C# wrapper. From this point on the cache will be broken and every reload will just give you the disposed wrapper.

Also using ResourceLoader.CacheMode.Replace does not fix this issue, from this point you need to use ResourceLoader.CacheMode.Ignore to get the texture.

A solution here would be to check if the object has been disposed before giving it back to the user on ResourceLoader.Load.

### Steps to reproduce

1. Load a bunch of textures
2. Use the textures in Sprite2D or TextureRects
3. Free the sprites and TextureRects
4. Call .Dispose() on said textures
5. Repeat until resource loader starts serving back a disposed wrapper.

### Minimal reproduction project (MRP)

Here is an image showing what i mean, see below for a reproduction project.
![image](https://github.com/godotengine/godot/assets/35214615/438454fe-6689-4487-99d2-71259866c0e0)

Managed to reproduce
[TextureDisposeIssue.zip](https://github.com/godotengine/godot/files/14050987/TextureDisposeIssue.zip)