sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [proposal] API documentation page for `flutter_tools`
Labels: tool,d: api docs,c: proposal,P3,team-tool,triaged-tool

`flutter_tools` needs a documentation page

This documentation page will illustrate all the platforms supported by Flutter, commands & tools along with their usage details, Illustrate how `flutter_tools` works on various platforms, also would help contributors trying to contribute to `flutter_tools`.

### Proposal
Either add `flutter_tools` to  api.flutter.dev or create a dedicate page.

Most I can find is below
[README ](https://github.com/flutter/flutter/tree/master/packages/flutter_tools#flutter-tools)
[Flutter Daemon](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/doc/daemon.md)
[Flutter Attach
](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/doc/attach.md)
Repository: pytorch
Issue: DISABLED test_comprehensive_empty_strided_cuda_float64 (__main__.TestInductorOpInfoCUDA)
Labels: triaged,module: flaky-tests,skipped,module: inductor

Platforms: inductor

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_comprehensive_empty_strided_cuda_float64&suite=TestInductorOpInfoCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/undefined).

Over the past 3 hours, it has been determined flaky in 3 workflow(s) with 3 failures and 3 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_comprehensive_empty_strided_cuda_float64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `inductor/test_torchinductor_opinfo.py` or `inductor/test_torchinductor_opinfo.py`

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10
Repository: godot
Issue: Meshes do not cast shadows when they are on a layer that is not rendered by the camera
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0.3 (steam version)

### System information

Windows 10, Ryzen 3600x, Nvidia 3080 ti, Vulkan Forward+

### Issue description

i have a light affecting layer 1 and 2, a cube in layer 2, a wall in layer 1 and 2, and a camera rendering layer 1, when i preview the camera after opening the scene in the editor, the cube is casting the shadow (added fog and basic environment for visual feedback)
![imagen](https://github.com/godotengine/godot/assets/22510546/6be35178-5827-47d9-b476-a5307180e3de)


however, if any move something, the shadows disappear
![imagen](https://github.com/godotengine/godot/assets/22510546/3c28a7e5-5a4a-4c98-879b-39a89a01f5ed)

and in play mode the cube never cast the shadow
![imagen](https://github.com/godotengine/godot/assets/22510546/625ae29a-f27c-4f99-a59e-444703c7de87)

Expected behavior:
When the camera is rendered on layer 1, the cube in layer 2 should cast shadows on the wall, both in the editor preview and during playback. The shadows should persist consistently, even after making modifications to the scene.

### Steps to reproduce

(6 to 8 are for the editor, 9 for the play mode)
1. Add a SpotLight3D and set layer 1 and 2
2. add a MeshInstance3D, set a BoxMesh and set the layer only on 2
3. add a MeshInstance3D on layer 1 and 2 for the wall
4. add a Camera3D and deselect the layer 2 in the Cull Mask
5. point the light at the wall with the cube in between and the camera watching the 3 objects
6. save and reopen the scene
7. select the camera and check the preview mode
8. move something in preview (shadows dissapear)
9. hit play 

### Minimal reproduction project

[Lights.zip](https://github.com/godotengine/godot/files/11538295/Lights.zip)
Repository: rust
Issue: "cannot use because it was mutably borrowed" error mentions non-existent field on enum variant
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
    let mut x = Some(0_u32);
    if let Some(ref mut inner /*: &mut u32 */) = x {
        let _moved = x;
        let _moved = inner;
    }
}
```


### Current output

```Shell
error[E0503]: cannot use `x` because it was mutably borrowed
 --> src/main.rs:4:22
  |
3 |     if let Some(ref mut inner /*: &mut u32 */) = x {
  |                 ------------- `x.0` is borrowed here
4 |         let _moved = x;
  |                      ^ use of borrowed `x.0`
5 |         let _moved = inner;
  |                      ----- borrow later used here
```


### Desired output

```Shell
error[E0503]: cannot use `x` because it was mutably borrowed
 --> src/main.rs:4:22
  |
3 |     if let Some(ref mut inner /*: &mut u32 */) = x {
  |                 ------------- `x` is borrowed here
4 |         let _moved = x;
  |                      ^ use of borrowed `x`
5 |         let _moved = inner;
  |                      ----- borrow later used here
```


### Rationale and extra context

The mentioned `x.0` field access is not valid, since the field only exists on a specific variant of the enum.

### Other cases

This can happen with `match` and `if let` using `ref mut` patterns on enums.
Repository: godot
Issue: Fog not being affected by light projector
Labels: enhancement,topic:rendering,documentation,topic:3d

### Godot version

4.0.3 (steam version)

### System information

Windows 10, Ryzen 3600x, Nvidia 3080 ti, Vulkan Forward+

### Issue description

I have a light with a image texture (godot icon) pointing to a wall with a volumetric fog, and the fog isn't being affected by the projector image, doesn't change color or shape
![imagen](https://github.com/godotengine/godot/assets/22510546/43658846-2fce-400d-b5c3-c3c838b49795)

Expected Behavior:
the fog should be taking the colors of the image and being affected more in the clear parts of the image, as in a foggy movie theater

### Steps to reproduce

1. add a SpotLight3D
2. add a MeshInstance whit a BoxMesh as a wall
3. drag the icon.svg to the projector property of the SpotLight3D
4. point the light at the wall
5. add an environment
6. active volumetric fog in the environment and set density to 0
7. add a FogVolume to the scene covering the ligth and the wall with density 0.1


### Minimal reproduction project

[Lights2.zip](https://github.com/godotengine/godot/files/11538434/Lights2.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: X/Y/Z Plot - Seperate folder
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 ?

I would love to have a feature that allows the output folder to be separated based on each value of X/Y/Z. Here's an example:

- X (checkpoint): anythingv3, anythingv4, anythingv5
- Y (lora model): lora1, lora2, lora3
- Z (lora weight): 0.4, 0.7, 1

The output images should be placed in the corresponding folders, named X, Y, Z. 
Alternatively, it would be even better if they could be placed in folders named X1, X2, Y2, Z2, Z3, and so on.

### Proposed workflow

New option [Settings/Paths for Saving] which allows us to name the folders as X/Y/Z and toggle the feature to show it on the txt2img/img2img UI.
Go back to the txt2img tab, enable this feature, and input the coordinate number for X or Y or Z.
Example:
X: 1, 2, 3 (or something to get all value)
All output images will be automatically placed in folders named 'X1', 'X2', 'X3' in the specified order.


### Additional information

_No response_
Repository: pytorch
Issue: DISABLED test_comprehensive_empty_strided_cuda_int64 (__main__.TestInductorOpInfoCUDA)
Labels: triaged,module: flaky-tests,skipped,module: inductor

Platforms: inductor

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_comprehensive_empty_strided_cuda_int64&suite=TestInductorOpInfoCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/undefined).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_comprehensive_empty_strided_cuda_int64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `inductor/test_torchinductor_opinfo.py` or `inductor/test_torchinductor_opinfo.py`

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10
Repository: transformers
Issue: custom stopping_critriea function doesn't receive logits scores (receives None instead)
Labels: WIP

### System Info

- `transformers` version: 4.29.2
- Platform: Linux-5.15.107+-x86_64-with-glibc2.31
- Python version: 3.10.11
- Huggingface_hub version: 0.14.1
- Safetensors version: not installed
- PyTorch version (GPU?): 2.0.1+cu118 (True)
- Tensorflow version (GPU?): 2.12.0 (True)
- Flax version (CPU?/GPU?/TPU?): 0.6.9 (gpu)
- Jax version: 0.4.8
- JaxLib version: 0.4.7
- Using GPU in script?: No
- Using distributed or parallel set-up in script?: No

### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [X] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

Reproduction Steps:

1. Initialize a BART model & its tokenizer (in my case it is facebook/bart-large)
2. Create a custom stopping_criteria function and add it to StoppingCriteriaList object
3. Run model.generate() with the your stopping criteria list as argument

Scores argument is always None

Example code:
```python
import torch
from transformers import StoppingCriteriaList, BartForConditionalGeneration, BartTokenizer

def custom_stopping_criteria(input_ids: torch.LongTensor, scores: torch.FloatTensor, **kwargs) -> bool:
    print ("Scores:", scores)
    return False

stopping_criteria = StoppingCriteriaList([custom_stopping_criteria])

model = BartForConditionalGeneration.from_pretrained("facebook/bart-large", forced_bos_token_id=0)
tok = BartTokenizer.from_pretrained("facebook/bart-large")

example_english_phrase = "UN Chief Says There Is No <mask> in Syria"
batch = tok(example_english_phrase, return_tensors="pt")

model.generate(batch["input_ids"], stopping_criteria=stopping_criteria)
```

The above code uses a stopping critriea that just prints the scores value when called (which prints None)

### Expected behavior

The expected behavior should be to have Scores logits populated with values instead of being None (values before or after softmax don't matter)
Repository: next.js
Issue: NextResponse.rewrite is not forwarding the request body to external hosts in dev when headers are modified in middleware
Labels: bug,Runtime

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Reproducable in canary with a jest test. Occurs beginning from Next 13.3 and all versions after that.

ONLY AN ISSUE IN DEV MODE
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vercel/next.js/pull/49606

### To Reproduce

Create a middleware endpoint and Rewrite the response to an external API. Copy and modify the headers accordingly to https://vercel.com/templates/next.js/edge-functions-modify-request-header

```
if (url.pathname.includes('/middleware-external-rewrite-body-headers')) {
    const tmpHeaders = new Headers(request.headers)

    tmpHeaders.set('x-hello-from-middleware1', 'hello')

    return NextResponse.rewrite(
      'https://next-data-api-endpoint.vercel.app/api/echo-body',
      {
        request: {
          headers: tmpHeaders,
        },
      }
    )
}
```

Make an API call with a body (in this case json-data) in dev mode:

`      
const res = await next.fetch(
        '/middleware-external-rewrite-body-headers',
        {
          redirect: 'manual',
          method: 'POST',
          body,
        }
      )
`

Check the body you receive in the external target

### Describe the Bug

https://github.com/vercel/next.js/issues/48040 fixed the body rewrite to external resources. But as soon as you modify the headers in your middleware, still no body is received at the target:

`    expect(received).toEqual(expected) // deep equality

    Expected: "{\"hello\":\"world\"}"
    Received: ""`


https://github.com/vercel/next.js/pull/49606

I was also able to locally reproduce using ngrok.

### Expected Behavior

The request body should always be rewritten fully in every case.



### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

next dev
Repository: pytorch
Issue: [inlined-inbuilt-nn-modules][dynamo][BE] Revisit call_method of NNModuleVariable
Labels: triaged,enhancement,oncall: pt2,module: dynamo,dynamo-must-fix

We have lots of specialization in NNModuleVariable `call_method` here - https://github.com/pytorch/pytorch/blob/main/torch/_dynamo/variables/nn_module.py#L468-L616

This task is to revisit this and cleanup. At the time of writing this code, there were large number of graph breaks and therefore we specialized for these methods. Today, it is possible that Dynamo can trace the innards of these methods and do the right thing!

Steps
* Take this commit -https://github.com/pytorch/pytorch/commit/f6c97b2b54b44f118c8b671ad982fde27b6f17ca
* Run `pytest test/dynamo/test_modules.py`. This is the start. 

cc @ezyang @msaroufim @bdhirsh @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @wconstab @ngimel @Xia-Weiwen
Repository: flutter
Issue: [go_router_builder] Route with an empty iterable parameter has an extra `?` in its location
Labels: package,has reproducible steps,P2,p: go_router_builder,found in release: 3.10,found in release: 3.11,team-go_router,triaged-go_router

### 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)

Related to 
- https://github.com/flutter/flutter/issues/122089
- https://github.com/dart-lang/sdk/issues/51656

With the code generated by `go_router_builder`, when a route has an empty iterable (which can happen a lot when there is a default value), it always includes `{}` or `[]` in the query parameters which leads to a trailing `?` at the end of the URL.
Is it possible to not include an empty iterable in the query parameters to avoid this behavior?

### Steps to reproduce

1. Run flutter run on the code sample given below
2. Notice the print is `/?`

### Expected results

I would expect the location to not have the extra `?` if there are no parameters to specify

### Actual results

The location ends with a `?` and has not query parameters after.

### Code sample

<details><summary>Code sample</summary>

You can also check out https://github.com/ValentinVignal/flutter_app_stable/tree/go-router-builder/extra-interrogation-mark-in-url

```dart
# main.dart

void main() {
  print(const MyRoute().location);
}
```

```dart
# pages.dart

import 'package:flutter/material.dart';
import 'package:go_router/go_router.dart';

part 'pages.g.dart';

@TypedGoRoute<MyRoute>(path: '/')
class MyRoute extends GoRouteData {
  const MyRoute({
    this.params = const [],
  });

  final List<int> params;

  @override
  Widget build(BuildContext context, GoRouterState state) {
    return const Placeholder();
  }
}
```

</details>


### Screenshots or Video

_No response_

### Logs

<details><summary>Logs</summary>

```console
/?
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[!] Flutter (Channel stable, 3.7.12, on macOS 13.3.1 22E772610a darwin-x64, locale en-GB)
    ! Warning: `dart` on your path resolves to /usr/local/Cellar/dart/2.18.3/libexec/bin/dart, which is not inside your current Flutter SDK checkout at /Users/valentin/flutter/flutter. Consider adding
      /Users/valentin/flutter/flutter/bin to the front of your path.
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 14.3)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.1)
[✓] VS Code (version 1.78.2)
[✓] Connected device (2 available)
[✓] HTTP Host Availability

! Doctor found issues in 1 category.
```

</details>
Repository: ant-design
Issue: antd5 Table组件当固定列存在筛选项时，强制刷新后固定列宽度异常
Labels: Inactive,unconfirmed

### Reproduction link

[https://github.com/xinbo97/AntdIssue/tree/master](https://github.com/xinbo97/AntdIssue/tree/master)

### Steps to reproduce

1、设置Table组件固定列，并在其中一个固定列上设置soter排序属性；
2、强制刷新页面；
3、发现设置有sorter属性的那个固定列宽度变窄，出现异常；
4、当鼠标移入Table里时，宽度又恢复正常；

### What is expected?

期望强制刷新后固定列宽度正常！

### What is actually happening?

强制刷新页面，发现设置有sorter属性的那个固定列宽度变窄，出现异常；

| Environment | Info |
| --- | --- |
| antd | 5.5.1 |
| React | react18.x |
| System | macOS 12.6 (21G115) |
| Browser | chrome 107.0.5304.110（正式版本） (arm64) |

---
必须强制刷新页面以及固定列上有sorter排序项才会复现，建议结合performance进行录制；
git仓库里master分支下imgs文件夹有bug截图；

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: `__NEXT_MANGLING_DEBUG` resp. `--no-mangling` do not work with `swcMinify: true` (per next config)
Labels: bug,SWC

### 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: x64
      Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:51:50 PDT 2023; root:xnu-8796.121.2~5/RELEASE_X86_64
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.4.4-canary.2
      eslint-config-next: 13.4.3
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

SWC minifier (swcMinify: true)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vercel/next.js/tree/canary/examples/basic-export

### To Reproduce

1. Create plain boilerplate via `yarn create next-app`
2. Run `yarn next build --no-mangling`
3. Inspect output in `.next`
4. Modify `next.config.js` to use `swcMinify: true`
5. Run `yarn next build --no-mangling`
6. Inspect output in `.next`, see e.g. class names are preserved.

### Describe the Bug

Currently disabling terser mangling (`__NEXT_MANGLING_DEBUG` resp. `--no-mangling`) do not work with `swcMinify: true` (i.e. default).


### Expected Behavior

`__NEXT_MANGLING_DEBUG` resp. `--no-mangling` should work regardless of `swcMinify`.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: rust
Issue: Move assert! panic to cold function 
Labels: I-slow,T-libs

We can probably assume that `assert!` panics are never in the hot path. They are usually placed at the top of a function to catch invalid arguments.

Currently the panic is inlined into the code (https://godbolt.org/z/oPzcK9zYG), so if a function is called, there's a bunch of bunch bytes in the caches that are seldom used.
I saw this impacting performance negatively in several places.

[`copy_from_slice`](https://doc.rust-lang.org/std/primitive.slice.html#method.copy_from_slice) uses a function which is marked as `cold` and  `inline(never)` to avoid this issue.


Ideally `assert!` would always apply the same technique. I'm not sure how to handle picking a function name or if that can be avoided. 

```rust
pub fn copy(src: &[u8], dst: &mut [u8]) {
    #[inline(never)]
    #[cold]
    #[track_caller]
    fn len_mismatch_fail(dst_len: usize, src_len: usize) -> ! {
        panic!(
            "source slice length ({}) does not match destination slice length ({})",
            src_len, dst_len,
        );
    }

    if src.len() != dst.len() {
        len_mismatch_fail(src.len(), dst.len());
    }
    // My code starts at the beginning of the function

}


pub fn copy2(src: &[u8], dst: &mut [u8]) {

    assert!(src.len() == dst.len(), "source slice length ({}) does not match destination slice length ({})",
            src.len(), dst.len());
    // My code comes after the inlined assertion stuff
}
```

`copy2` macro expanded code:
```rust

pub fn copy2(src: &[u8], dst: &mut [u8]) {
    if !(src.len() == dst.len()) {
            {
                ::std::rt::panic_fmt(format_args!("source slice length ({0}) does not match destination slice length ({1})",
                        src.len(), dst.len()));
            }
        };
}
```
Repository: godot
Issue: Error while moving scene file instanced in current scene
Labels: bug,topic:core

### Godot version

4.0.2

### System information

Linux

### Issue description

When moving a scene file instanced in an open scene, godot hangs for a few seconds, then puts up a dialog saying:

> Couldn't save scene. Likely dependencies (instances or inheritance) couldn't be satisfied.

The error console prints this once for each instance of the moved scene in the main scene:

```
ERROR: Method/function failed. Returning: err
   at: pack (scene/resources/packed_scene.cpp:963)
ERROR: Cannot open file 'res://Torch.tscn'.
   at: load (scene/resources/resource_format_text.cpp:1649)
ERROR: Failed loading resource: res://Torch.tscn. Make sure resources have been imported by opening the project in the editor at least once.
```

### Steps to reproduce

1. Open a scene (Halls.tscn in the example)
3. Click and drag in the file view to move a scene instanced in the open scene (Torch.tscn in the example)

### Minimal reproduction project

https://github.com/godotengine/godot/files/11348650/example.zip
Repository: ant-design
Issue: Weird behavior when using dynamic maxCountTag.
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/responsive-maxtagcount-antd-5-5-1-forked-69gi1x?file=/demo.js)

### Steps to reproduce

1. If you click on the icon dropdown, then everything worked like a charm. 
2. If you click on the input, then error occursed

### What is expected?

Clicking on the input will happen things exactly like clicking the icon dropdown.


### What is actually happening?

The onDropdownVisibleChange excuted twice make bugs.

| Environment | Info |
| --- | --- |
| antd | 5.5.1 |
| React | 18.0.0 |
| System | Win 10 |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->