sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: read_string_from_stdin isn‘t blocked when running on editor
Labels: bug,platform:windows,topic:porting

### Godot version

4.0.2

### System information

Windows10

### Issue description

read_string_from_stdin isn‘t blocked when running on editor cause high CPU usage.

![test](https://user-images.githubusercontent.com/16204868/233320846-005ddad0-786e-42e7-80df-03ff2269915d.JPG)

And will not happen in the --headless running mode of the exported

```gdscript
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	print("Server started!")
	
	# Didn't block when run editor cause high CPU usage
	var _input_str = OS.read_string_from_stdin()
	
	var cmd_thread = Thread.new()
	cmd_thread.start(_stdin_thread)



func _stdin_thread() -> void:
	while true:
		var _input_str = OS.read_string_from_stdin()


func _physics_process(delta: float) -> void:
	$Icon.position += Vector2.RIGHT * 10 * delta
```

### Steps to reproduce

N/A

### Minimal reproduction project

[Minimal project.zip](https://github.com/godotengine/godot/files/11284626/Minimal.project.zip)
Repository: godot
Issue: Poor performance until MSAA setting increased (nVidia driver bug?)
Labels: topic:rendering,topic:thirdparty,needs testing

### Godot version

3.1-3.5

### System information

Windows 8.1, Windows 10, Linux, GLES 2

### Issue description

I suspect this is an issue with nVidia's drivers, not Godot, but I've run into this rather strange issue where sometimes, typically when video memory is low, the framerate of my game will absolutely tank.  If I increase the MSAA setting, it will usually go back to normal.  I can then set the MSAA back to what it was before and it will be fine (ex: 4x MSAA to 8x MSAA then back to 4x).

It has plagued my project (Fist of the Forgotten) for years, and I've had it happen on multiple computers with multiple operating systems and multiple video cards, all nVidia.

It seems to happen on my GTX 970 at around 3.5/4 gigs used (Windows 8.1).  It very rarely happens on my RTX 3080 (on Windows 10) as that has a lot more memory, but I have had it happen a couple times after running for a while with a bunch of stuff eating up video memory.  It sometimes happens on a fresh boot on my Linux machine which has an old GTX 285.

Somebody said I should report this in any case, though.  Maybe there's a way to work around it even if it is a driver bug.  I've been half tempted to switch MSAA settings up and then back after the game has been running for a few seconds to work around it myself.

### Steps to reproduce

Use an old nVidia card or have < 0.5 gigs of video memory free.
Launch the Fist of the Forgotten demo.
If the framerate is really low (like sub-40), go into the video settings, change the MSAA to a higher value, then change it back.
Note the game runs much better.

### Minimal reproduction project

It's a pretty rare occurrence on modern hardware, so I'm not sure what the minimal reproduction case is, but it can be reproduced with the Fist of the Forgotten demo on Steam for sure.  If a more minimal case is needed, I can see about firing up my old Linux machine and see if I can make something that reproduces it.
Repository: next.js
Issue: [NEXT-1180] App directory with root [locale] parameter, i18n enabled for pages
Labels: Internationalization (i18n),linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 19.6.0
      npm: 9.4.0
      Yarn: 1.22.19
      pnpm: 7.6.0
    Relevant packages:
      next: 13.3.1-canary.16
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


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

App directory (appDir: true), Internationalization (i18n)

### Link to the code that reproduces this issue

https://github.com/nayaabkhan/i18n-appdir-repro

### To Reproduce

# Local (Works as expected)

1. `npm run dev`
2. Opening `http://localhost:3000/en` shows `Current locale: en`

# Preview URL (Bug)

1. Opening `https://i18n-appdir-repro.vercel.app/en` shows 404, should show `Current locale: en`

# Disabling i18n (Cause)

1. Remove `i18n` from `next.config.js`
2. Commit and push
3. Opening `https://i18n-appdir-repro.vercel.app/en` correctly shows `Current locale: en`

### Describe the Bug

Having `i18n` enabled with a root param in `app` directory causes pages from `app` directory to become inaccessible (404).

### Expected Behavior

Having `i18n` enabled with a root param in `app` directory should keep `app` pages working as expected.

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

Safari Version 16.3 (18614.4.6.1.6)

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

Vercel

<sub>[NEXT-1180](https://linear.app/vercel/issue/NEXT-1180/app-directory-with-root-[locale]-parameter-i18n-enabled-for-pages)</sub>
Repository: PowerToys
Issue: Plugin: Shell fails to run some commands
Labels: Issue-Bug,Priority-2,Run-Plugin,Status-Reproducible

### Microsoft PowerToys version

0.69.1

### Installation method

WinGet

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Open powertoys run and type:

```
> echo YES
```


### ✔️ Expected Behavior

Terminal opens briefly, prints "YES" and closes

### ❌ Actual Behavior

The following error appears:

![image](https://user-images.githubusercontent.com/6493651/233329094-da7c1be5-90ef-4253-9db6-37e8e6c67c0d.png)


### Other Software

_No response_
Repository: vscode
Issue: New default color provider triggers for longer GitHub issue identifiers in comments
Labels: bug,editor-color-picker

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Does this issue occur when all extensions are disabled?: Yes

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Version: 1.78.0-insider
Commit: 208bbb0d788cce3eb80799e3565ee2204391b86d
Date: 2023-04-20T05:20:21.925Z
OS: Windows_NT x64 10.0.19045

Steps to Reproduce:

1. Activate the new default color decorator setting introduced in #178242 
2. Open a file with a comment containing a GitHub issue or PR identifier that's long enough to resemble a hex color, e.g. https://github.com/microsoft/vscode/blob/dbf4b14dfafa983dbe48d27684894a6b20114205/src/vs/workbench/browser/parts/editor/tabsTitleControl.ts#L802
3. The color decorator and color picker is shown on hover

![grafik](https://user-images.githubusercontent.com/25029871/233330610-2462c44b-fa82-469f-9f99-8ee5ec7dc2f3.png)
Repository: godot
Issue: Animating both position and rotation on a AnimatableBody3D doesn't work
Labels: bug,topic:animation

### Godot version

4.0.2 Stable

### System information

Windows 10, AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz

### Issue description

I was trying to make a moving platform that also rotates, but only one of the rotation or position animation properties change at a time. It works when previewing the animation in the editor, though.

### Steps to reproduce

1.) Download sample project
2.) Play the animation in the editor
3.) Click play and watch as the animation isn't the same.

### Minimal reproduction project

[platform_animation_bug.zip](https://github.com/godotengine/godot/files/11285123/platform_animation_bug.zip)
Repository: flutter
Issue: Method of determining highest Android API version for emulator is incorrect
Labels: platform-android,tool,has reproducible steps,P3,found in release: 3.7,found in release: 3.10,team-android,triaged-android

https://github.com/flutter/flutter/blob/3ba249a6b37cf9f81ed4ac4ec320ef981ab9c3e1/packages/flutter_tools/lib/src/emulator.dart#L223-L226

Discovered through https://github.com/Dart-Code/Dart-Code/issues/4492 that certain images (e.g. U) use the desert naming nomenclature rather than API versions, rendering the code above incorrect.


There's also a related issue with determining the correct architecture. On M1 macs, x86_64 is used over arm.
Repository: transformers
Issue: `prefix_allowed_tokens_fn` do not constrain when all allowed tokens have scores of `-inf`
Labels: WIP

### System Info

transformer 4.25.1
python 3.8.16

### Who can help?

@gante

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

When using `generate()` with `prefix_allowed_tokens_fn`, (more precisely, when using `PrefixConstrainedLogitsProcessor`),
when all tokens returned by `prefix_allowed_tokens_fn` have scores of `-inf`, the model does not comply with the constraints and picks the token which is not on the allowed token list.

### Expected behavior

Even if all allowed tokens have score of `-inf`, the model should pick tokens from allowed token list by `prefix_allowed_tokens_fn`.
I think it can be solved by using some clamp function or adding epsilon value to this code.
https://github.com/huggingface/transformers/blob/04ab5605fbb4ef207b10bf2772d88c53fc242e83/src/transformers/generation/logits_process.py#L692-L698

This is my own code to solve it.
However, it might cause other bugs.

```python
    def __call__(self, input_ids: torch.LongTensor, scores: torch.FloatTensor) -> torch.FloatTensor:
        masked_score = torch.full_like(scores, -math.inf)
        for batch_id, beam_sent in enumerate(input_ids.view(-1, self._num_beams, input_ids.shape[-1])):
            for beam_id, sent in enumerate(beam_sent):
                allowed_idx = batch_id * self._num_beams + beam_id, self._prefix_allowed_tokens_fn(batch_id, sent)
                filtered_scores = torch.clamp(scores[allowed_idx], min=-10 ** 6)
                masked_score[allowed_idx] = filtered_scores
        return masked_score
```
Edit: The model works well on `torch.clamp()` with `min=-10 ** 6`, not `min=-10 ** 8`, when all allowed token's score is -inf. Too low score token in the sequence may have affected the decoding step. I updated the above code.
Repository: rust
Issue: Missed optimization when computing `max` on an iterator
Labels: A-LLVM,I-slow,C-bug,A-iterators,C-optimization

From a conversation on the Discord Rust Community Server:

Impl 1:
```rs
pub fn f1(x: i32, y: i32, z: i32) -> i32 {
    [x, y, z].into_iter().max().unwrap()
}
```
Impl 2:
```rs
pub fn f2(x: i32, y: i32, z: i32) -> i32 {
    *[x, y, z].iter().max().unwrap()
}
```

Godbolt: https://godbolt.org/z/G37cqbfdE

These functions should be equivalent, but the first function generates way more code than it needs to. I expected the code to be equivalent.

There is another interesting combination: for `u64`, the code on 1.68 looks identical, but on nightly it's even bigger.
Repository: next.js
Issue: Next.js not fully functional on Safari for iOS 12
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #22 SMP Tue Jan 10 18:39:00 UTC 2023
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: 7.1.0
    Relevant packages:
      next: 13.3.1-canary.16
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/gracious-zhukovsky-pf41xq

### To Reproduce

Access https://nextjs.org/ or https://pf41xq-34085.csb.app/ using Safari on iOS 12 and launch DevTools.

### Describe the Bug

`@next/react-dev-overlay` throw a SyntaxError: Unexpected token '.'

Next.js documentation says it support safari 12+ but it doesn't. https://nextjs.org/docs/basic-features/supported-browsers-features

![Screenshot 2023-04-20 at 14 22 18](https://user-images.githubusercontent.com/1566127/233367162-b362b846-f9c0-4eb6-8863-6c548857768b.png)

A possible solution is to change the compilation target of `@next/react-dev-overlay` [here](https://github.com/vercel/next.js/blob/82a01c11a7f13206b39fef323f56c21a9256841a/packages/next/taskfile.js#L498)

### Expected Behavior

Next.js should work on Safari 12, just like it does on other browsers.

### Which browser are you using? (if relevant)

Safari for iOS 12

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Unable to get the world position of each MultiMeshInstance3D instance in the shader fragment().
Labels: discussion,usability,topic:shaders,topic:3d

### Godot version

v4.1.dev.custom_build.27253f3eb

### System information

Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.236

### Issue description

Unable to get the world position of each MultiMeshInstance3D instance in the shader fragment().

I have tried `NODE_POSITION_WORLD`, `MODEL_MATRIX[3]` and `VERTEX` in shader.

1.`VERTEX` looks like it would return the position of each pixel in view space.
2.`NODE_POSITION_WORLD` can get the position of the `MultiMeshInstance3D` node. All the instances have the same value (0,0,0)!
3.`MODEL_MATRIX[3]` returned the same value as well.

And I found some code below from Godot.

In `scene_shader_forward_clustered.cpp` Line 558 ~Line 631:

`actions.renames["MODEL_MATRIX"] = "read_model_matrix";`
`actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";`

I think it means NODE_POSITION_WORLD = MODEL_MATRIX[3].xyz.

How do I get the position of each instance in  `fragment()`?

### Image:
![image](https://user-images.githubusercontent.com/6891132/233367294-1a9d6ec7-fe6e-4353-b937-306ef0761f8f.png)

### Editor:
![image](https://user-images.githubusercontent.com/6891132/233369369-da6ea6f6-3fd6-4fcf-b16a-f6a9b566a996.png)

### Shader:

-VERTEX
```
shader_type spatial;

void fragment() {
	ALBEDO = VERTEX.xyz;
}
```
-NODE_POSITION_WORLD
```
shader_type spatial;

void fragment() {
	ALBEDO = NODE_POSITION_WORLD.rgb / 2.2;
}
```
-MODEL_MATRIX
```
shader_type spatial;

void fragment() {
	ALBEDO = MODEL_MATRIX[3].rgb / 2.2;
}
```
### GDScript:
```
extends Control

func _ready():
	add_box()

func add_box():
	var multimesh_vertex = $MultiMeshInstance3D_VERTEX.multimesh;
	multimesh_vertex.set_instance_transform(0, Transform3D().translated(Vector3(0, 2.2, 0)))
	multimesh_vertex.set_instance_transform(1, Transform3D().translated(Vector3(1.1, 2.2, 0)))
	multimesh_vertex.set_instance_transform(2, Transform3D().translated(Vector3(2.2, 2.2, 0)))

	var multimesh_node_position_world = $MultiMeshInstance3D_NODE_POSITION_WORLD.multimesh;
	multimesh_node_position_world.set_instance_transform(0, Transform3D().translated(Vector3(0, 1.1, 0)))
	multimesh_node_position_world.set_instance_transform(1, Transform3D().translated(Vector3(1.1, 1.1, 0)))
	multimesh_node_position_world.set_instance_transform(2, Transform3D().translated(Vector3(2.2, 1.1, 0)))

	var multimesh_model_matrix = $MultiMeshInstance3D_MODEL_MATRIX.multimesh;
	multimesh_model_matrix.set_instance_transform(0, Transform3D().translated(Vector3(0, 0, 0)))
	multimesh_model_matrix.set_instance_transform(1, Transform3D().translated(Vector3(1.1, 0, 0)))
	multimesh_model_matrix.set_instance_transform(2, Transform3D().translated(Vector3(2.2, 0, 0)))
```

### Steps to reproduce

Run the reproduction project.

### Minimal reproduction project

[test_NODE_POSITION_WORLD.zip](https://github.com/godotengine/godot/files/11286327/test_NODE_POSITION_WORLD.zip)
Repository: youtube-dl
Issue: README installation instructions should use pip install git+https://github.com/ytdl-org/youtube-dl.git
Labels: build/update,documentation

## Checklist

- [ ] I'm reporting a broken site support issue
- [X] I've verified that I'm running youtube-dl version **2021.12.17**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [X] I've searched the bugtracker for similar bug reports including closed ones
- [X] I've read bugs section in FAQ


## Description

This is about the [README.md](https://github.com/ytdl-org/youtube-dl/blob/master/README.md) installation instructions, related to issue https://github.com/ytdl-org/youtube-dl/issues/31585 and hidden messages at the end of issue  https://github.com/ytdl-org/youtube-dl/issues/31530. It would be nice to make it clear that the current pip install instruction in the readme is not going to work (as long as the version is not updated as explained in issue #31585 ).

### Current installation instruction

You can also use pip:

    sudo -H pip install --upgrade youtube-dl

### Proposed installation instruction

You can also use pip to install or upgrade to the latest version from the git repository:

     pip install --upgrade --force-reinstall git+https://github.com/ytdl-org/youtube-dl.git
Repository: TypeScript
Issue: Annoying completions, where only `extends` keyword is expected
Labels: Suggestion,Domain: Completion Lists,Experience Enhancement

# Bug Report

From the following bug reports:

- https://github.com/microsoft/TypeScript/issues/53467
- https://github.com/microsoft/TypeScript/issues/53372

After `interface Foo` or generic TypeScript doesn't suggest just extends keyword, instead, it just doesn't block completions now. I wonder is this possible to complete only valid `extends` keyword instead of showing everything? For example variables previously were not suggested:

<img width="471" alt="Screenshot 2023-04-20 at 15 58 49" src="https://user-images.githubusercontent.com/46503702/233373407-e9e8b14c-fe8f-4853-b808-4d04a7f95a54.png">

cc @a-tarasyuk

Again, I'm not against new behavior, just wondering wether the fix can be improved


  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

extends other completions
Repository: go
Issue: cmd/doc: doc links in doc of a method in an interface are not expanded
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.3 darwin/amd64
</pre>



### What did you do?

```go
package foo

type Foo string

// Bar allows to access [Foo].
type Bar interface {
	// Baz returns a [Foo].
	Baz() Foo
}
```

### What did you expect to see?

```console
$ go doc . Bar
package foo // import "."

type Bar interface {
	// Baz returns a Foo.
	Baz() Foo
}
    Bar allows to access Foo.

```
### What did you see instead?

`[Foo]` is not expanded in the comment before the `Baz` method.

```console
$ go doc . Bar
package foo // import "."

type Bar interface {
	// Baz returns a [Foo].
	Baz() Foo
}
    Bar allows to access Foo.

```

### Impact

Doc links are very useful to document packages that rely heavily on interfaces (ex: [`database/sql/driver`](https://pkg.go.dev/database/sql/driver)) but this issue blocks the full potential of doc links. (also #54033).
Repository: go
Issue: x/vuln: support XCOFF files 
Labels: NeedsInvestigation,OS-AIX,vulncheck or vulndb

From https://github.com/golang/vuln/blob/d3666e3e8dbbcb0748a371d2ff17f4da36a158f4/internal/vulncheck/internal/buildinfo/buildinfo.go#L52-L61


We cannot support XCOFF files due to the usage of internal/xcoff. Once this code is moved into the stdlib, this support can be enabled:
```
if bytes.HasPrefix(data, []byte{0x01, 0xDF}) || bytes.HasPrefix(data, []byte{0x01, 0xF7}) {
	e, err := xcoff.NewFile(r)
	if err != nil {
		return nil, err
	}
	return &xcoffExe{e}, nil
}
```

And from https://github.com/golang/vuln/blob/9268f8338db8b8377d58c92d7168aa495cc5b9c6/internal/vulncheck/internal/buildinfo/buildinfo.go#L233-L262:

```
// xcoffExe is the XCOFF (AIX eXtended COFF) implementation of the exe interface.
type xcoffExe struct {
	f  *xcoff.File
}

func (x *xcoffExe) ReadData(addr, size uint64) ([]byte, error) {
	for _, sect := range x.f.Sections {
		if uint64(sect.VirtualAddress) <= addr && addr <= uint64(sect.VirtualAddress+sect.Size-1) {
			n := uint64(sect.VirtualAddress+sect.Size) - addr
			if n > size {
				n = size
			}
			data := make([]byte, n)
			_, err := sect.ReadAt(data, int64(addr-uint64(sect.VirtualAddress)))
			if err != nil {
				return nil, err
			}
			return data, nil
		}
	}
	return nil, fmt.Errorf("address not mapped")
}

func (x *xcoffExe) DataStart() uint64 {
	return x.f.SectionByType(xcoff.STYP_DATA).VirtualAddress
}
```
Repository: tensorflow
Issue: Limiting graph serialization depth for composite models.
Labels: stat:awaiting tensorflower,type:support,comp:model,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Support

### Have you reproduced the bug with TF nightly?

No

### Source

binary

### Tensorflow Version

2.12

### Custom Code

Yes

### OS Platform and Distribution

_No response_

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

I am building a model generator that composes models by putting together assemblies of simpler modules. When exporting such a model, I noticed that all component modules (submodules/sugraphs) are serialized and exported as well and are available at the load time, so if my model is composed of say P, Q the graph for P and Q is also serialized and same for all the children of P and Q. 
 
 1. My understanding is that the top-level graph is self-contained and does not need the graph structures of submodules, exporting them is wasteful if I only need to run the compute function at the top-level graph.
 
 2. Is there a way I could achieve resource restriction using ` tf.saved_model.save`; I only mean to save and work with top level graphs. Ideally, I think it would be great to be able to provide a maximum depth at which the graph serialization/export is done so it excludes everything below this depth.
 
 Any guidance on how to achieve this will be greatly appreciated. Please see the code snippet and the comments for more information, the code demonstrates that a composite model takes considerably more disk space than an equivalent monolithic model, did not look into memory and compute performance as yet...


### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1FeP_bhVwQ223A9GGts1v--FgXDNeb6jY?usp=sharing
```


### Relevant log output

```shell
https://gist.github.com/RameezI/3d51ab59d745d08b62daec77a3a5439c
```
</details>
Repository: excalidraw
Issue: Can we add a feature to be able to label these linked boxes? 
Labels: enhancement,discussion
Repository: go
Issue: x/vuln: fix shellcheck error in all.bash for verify_header 
Labels: NeedsFix,vulncheck or vulndb

https://github.com/golang/vuln/blob/e848ff4361f336c074f4e1eab5a5c2a691678388/checks.bash#L32-L33