sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [l10n] Allow `l10n.yaml` to specify line length formatting
Labels: c: new feature,tool,a: internationalization,c: proposal,P3,team-tool,triaged-tool

### Use case

Hey Flutter Team, 

`flutter run` is breaking our localization files formatting regardless of configuration in `l10n.yaml`. We're using line length 100 in our project. 


- Having `format: true` in `l10n.yaml` will format to line length 80 (default). 
- Having `format: false` in `l10n.yaml` will format to full line length (no boundry) 

We're checking in localization into source code. And unfortunately there is no way to specify the line length that the generated localization files should be in. 

### Proposal

Add a flag to specify line length in  `l10n.yaml`
Repository: terminal
Issue: Waveterm-like features
Labels: Area-UserInterface,Product-Terminal,Issue-Scenario

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# Description of the new feature/enhancement

I have come across [Waveterm](https://www.waveterm.dev) which is only available for Linux and MacOS. It has really nice features such as 
1. Workspaces
2. Inline code viewing and editing
3. Viewing Markdown, JSON, CSV and images all in the terminal
4. Viewing universal history (commands run universally in all machines)


Could you please implement these features to the Windows Terminal as well?


Also I have previously created an issue #13122 which is now converted to a discussion #13146 . These refer to Warp-terminal like features. Would be nice to have the above features included as well.
```[tasklist]
### Tasks
- [ ] Workspaces, for persisting individual windows then later reopening them
- [ ] Rich inline content (md, json, images, csv?) blocks via VT
- [ ] Universal history pane (this probably should be linked to the shell integration thread in #13445 (or similar)
```
Repository: rust
Issue: Overflowing evaluation in a simple trait
Labels: A-type-system,A-trait-system,T-compiler,C-bug,S-has-mcve,T-types

I think it could be related to #113818

### Code

```Rust
use core::ops::Range;

pub trait MyTrait {
    type Iter<'a>: Iterator
    where
        <<Self as MyTrait>::Iter<'a> as Iterator>::Item: Clone,
        Self: 'a;
}

pub struct MyStruct;

impl MyTrait for MyStruct {
    type Iter<'a> = Range<usize>;
}
```

[Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=e1a594357046f7c8929dffdf7100ad7c)

### Meta
The error is the same in rust 1.73, 1.74, nightly, and beta.

### Error output

```   
Compiling playground v0.0.1 (/playground)
error[E0275]: overflow evaluating the requirement `<MyStruct as MyTrait>::Iter<'a> == _`
  --> src/lib.rs:12:21
   |
12 |     type Iter<'a> = Range<usize>;
   |                     ^^^^^^^^^^^^

For more information about this error, try `rustc --explain E0275`.
error: could not compile `playground` (lib) due to previous error
```
Repository: pytorch
Issue: Add BC test for load_state_dict on OptimizerInfos and ModuleInfos
Labels: module: nn,module: optimizer,module: tests,triaged,better-engineering

### 🚀 The feature, motivation and pitch

We currently have a test checking for BC across ATen schemas between a certain base branch and the current branch
 in https://github.com/pytorch/pytorch/blob/80c07df659362a95da7cd4f3ec367abfdace38c4/.ci/pytorch/test.sh#L835.

It would be a good idea to do a check that "all OptimizerInfos and ModuleInfos from the base branch can be load_state_dict'd in the current branch" and vice versa for FCBC.

### Alternatives

_No response_

### Additional context

Inspired by @albanD's comment https://github.com/pytorch/pytorch/pull/116500#discussion_r1437541021

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @vincentqb @crcrpar @ZainRizvi
Repository: next.js
Issue: Cannot build nextjs app on FreeBSD
Labels: examples

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: freebsd
  Arch: x64
  Version: FreeBSD 13.2-RELEASE #0 releng/13.2-n254617-525ecfdad597-dirty: Wed May 31 19:03:43 CEST 2023     
Binaries:
  Node: 20.10.0
  npm: 9.6.6
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.4 / 14.0.5-canary.29
  eslint-config-next: 14.0.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

hello-world

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

_No response_

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

yarn build / yarn start

### Describe the Bug

I have error:

```
[user@s62]:<~/domains/test.net/my-app>$ yarn build
yarn run v1.22.19
$ next build
   ▲ Next.js 14.0.4

   Downloading swc package @next/swc-freebsd-x64...
 ⨯ Failed to download swc package from https://registry.yarnpkg.com/@next/swc-freebsd-x64/-/swc-freebsd-x64-14.0.4.tgz
unhandledRejection Error: request failed with status 404
```
Even I adding to .babelrc:

```
{
  "presets": ["next/babel"]
}
```
and swcMinifty: false to next.config.js build still failing

### Expected Behavior

App should build

### To Reproduce

yarn build
Repository: PowerToys
Issue: Fancy Zones/ Change Zone Numbers
Labels: Idea-Enhancement,FancyZones-Layouts,Needs-Triage

### Description of the new feature / enhancement

Change the Number of a given Zone by selecting it, then pressing enter, then typing the new number, then press enter again.

### Scenario when this would be used?

I have an superwide monitor and my zone grid is 10x*6y, The auto numbering isnt consistent. When i cycle through zones the layout is neither:
1. Cycle horizontally, if youre at the end go one line down and continue
2. Cycle vertically, if youre at the end go one to the right and continue

I would like to get consitency into that it would help moving zones with keys rather than mouse.

![image](https://github.com/microsoft/PowerToys/assets/100603352/3273ea97-6bd3-4c5a-953f-497a0431f86e)

### Supporting information

_No response_
Repository: neovim
Issue: vim.jump: interface for moving the cursor
Labels: enhancement,lua,jumps-navigation

# Problem

Moving the cursor is a fundamental action in Nvim, and there are many different ways to do so, depending on context:

- `vim.api.nvim_win_set_cursor()` or `vim.fn.cursor()` are the low level "primitives"
- `vim.diagnostic.goto_next()` and `vim.diagnostic.goto_prev()` move between diagnostics
- https://github.com/neovim/neovim/pull/24499 proposed a method for moving between tree-sitter nodes
- `vim.lsp.util.jump_to_location` moves the cursor to a given position within a specific buffer

https://github.com/neovim/neovim/pull/24499#issuecomment-1658752117 mentions an abstract `vim.goto()` or `vim.cursor()` function that accepts any arbitrary "position" and moves the cursor to that location.

Related: 
- https://github.com/neovim/neovim/issues/25509
- https://github.com/neovim/neovim/pull/26745

# Proposal

We cannot name the function `vim.goto()` because `goto` is a reserved keyword in LuaJIT. IMO `vim.cursor()` is not a great name because "cursor" is not a verb. So I propose `vim.jump()`: "jump" is a standard and common idiom in Vim terminology and is therefore already familiar with users.

`vim.jump()` accepts a [Position](https://github.com/neovim/neovim/issues/25509) as an argument and moves the cursor to that location (as well as an optional buffer number to support jumping between buffers, to support the LSP use case? Or is the buffer number included in the `Position`?)

`vim.jump()` can then be used for all of the use cases covered in the problem description:

- As the go-to "primitive" for basic cursor movement:

  ```lua
  -- Jump to the beginning of a buffer
  vim.jump({ 0, 0 })

  -- Jump to the last line of a buffer
  vim.jump({ -1, 0 })
  ```

- For use with `vim.diagnostic` and `vim.treesitter` APIs:

  ```lua
  -- Jump to next diagnostic, replaces vim.diagnostic.goto_next()
  vim.jump(vim.diagnostic.next(1))

  -- Jump to previous diagnostic, replaces vim.diagnostic.goto_prev()
  vim.jump(vim.diagnostic.next(-1))

  -- Jump to Tree-sitter node
  local node = vim.treesitter.get_node()
  vim.jump(node:pos())
  ```

- Could possibly be used to replace `vim.lsp.util.jump_to_location`, in service of https://github.com/neovim/neovim/issues/25272
Repository: neovim
Issue: LSP: Language Injection/Embedding Support
Labels: enhancement,status:blocked-external,lsp

### Problem

Given a document of a given file type (e.g. `html`, `markdown` or `nix`), inside this document, regions of text might not represent the ft of the source document, but are instead embedded languages within. For an HTML document, this could be inline CSS, for a Markdown document this can be any code block with a language denotation, or in nix documents (or any other generic file type with string support), an arbitrary string could be defined as needing to be parsed as a specific language.

For Tree-sitter, this already works in Neovim (I'm running `NVIM v0.10.0-dev-7f9fc2f`), by using the concept of [Language Injection](https://tree-sitter.github.io/tree-sitter/syntax-highlighting#language-injection). Tree-sitter allows injected languages to be detected by specific rules (such as provided by [hmts.nvim](https://github.com/calops/hmts.nvim)), or by prefixing a string with a generic comment, such as `foo = /* lua */ "local bar = 'baz'"`.

While this is great, and many features and plugins (e.g. highlighting, textobjects, etc.) work with these injections out-of-the-box, it would be even better if LSP would also support a similar feature.

For example, given the [`vim-illuminate`](https://github.com/RRethy/vim-illuminate) plugin, it supports multiple "providers", `lsp`, `treesitter` and `regex`. If I enable the first two, and it detects that the root language type of the document has a configured LSP client, it will enable LSP, but I don't have the option to run a different LSP for injected languages, if I set `treesitter` as the only provider, it works as expected, and both the document and injected language types are supported by the plugin.

There are similar requests for, e.g. `conform.nvim` (see: https://github.com/stevearc/conform.nvim/issues/200), of being able to run LSPs on injected languages.

### Expected behavior

It looks like VSCode has support for this, in the form of [embedded languages](https://code.visualstudio.com/api/language-extensions/embedded-languages). Specifically, they support two different modes:

- **[Language Services](https://code.visualstudio.com/api/language-extensions/embedded-languages#language-services)**, which requires a language server to embed one or more language services to detect language injections and handle them accordingly. This seems mostly geared towards one or more languages that usually go together, think of an HTML language Server that can also handle inline CSS or JavaScript.
- **[Request Forwarding](https://code.visualstudio.com/api/language-extensions/embedded-languages#request-forwarding)** which seems to allow the client to determine which server should handle which part of the document, and send the request to the correct server accordingly.

I couldn't find any other issue discussing this feature, and given that NeoVim already supports Tree-sitter's language injection, this seemed like a natural (although presumably not easy) extension to the editor.
Repository: PowerToys
Issue: Add tap and hold actions for key remapping
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

Allow mapping keys to different actions when they are tapped vs when they are held, similar to QMK's Tap-Hold feature: [https://github.com/qmk/qmk_firmware/blob/master/docs/tap_hold.md](https://github.com/qmk/qmk_firmware/blob/master/docs/tap_hold.md).

### Scenario when this would be used?

The Capslock key is a convenient key for remapping, and currently I have it mapped to Ctrl. However, I also use vim keybindings in several places, and being able to use it as Esc when tapped would be nice.
Repository: stable-diffusion-webui
Issue: [Bug]: file missing
Labels: bug-report

### Checklist

- [ ] 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
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

![螢幕擷取畫面 2023-12-28 234829](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/148478035/e09c2e75-e53b-4300-b4f5-869e11b3d2e1)
I just noticed that after I open the extensions file

### Steps to reproduce the problem

after downloading it,it just missing

### What should have happened?

file should appear normally

### What browsers do you use to access the UI ?

Google Chrome

### Sysinfo

I am sorry I don't understand how to do that,I tried

### Console logs
no relation


### Additional information

nothing special recently
Repository: pytorch
Issue: [discussion] Route pointwise Conv1d/Conv2d to matmul? (also in eager)
Labels: module: performance,module: cuda,module: convolution,triaged,module: mkldnn,module: xnnpack,matrix multiplication

### 🚀 The feature, motivation and pitch

Original post: https://discuss.pytorch.org/t/why-pointwise-nn-conv1d-is-not-using-matmul-kernels/194370/2

---

Example in:
- https://github.com/pytorch/pytorch/issues/116369#issuecomment-1868543434

shows that for both cases there, conv2d kernels are used for pointwise conv1d
 
What would be used for the torch.matmul with transposed inputs?

I think in theory both should use the same gemm path accepting and producing transposed values (ideally, it should depend on “actual” memory contiguity format?)

---

@alband suggests that historically conv impls were more efficient for such transposed inputs/weights.

I think that both transposed matmul and pointwise convs should at least route to the same underlying kernel

The questions:
- if these conv impls are better, should matmul also lower to them?
- regarding backends such as OneDNN / xnnpack, would any such choice affect downstream models which use a lot of these pointwise convs in mobilenet-like models

### Alternatives

_No response_

### Additional context

_No response_

cc @ptrblck @gujinghui @PenghuiCheng @XiaobingSuper @jianyuh @jgong5 @mingfeima @sanchitintel @ashokei @jingxu10 @min-jean-cho @yanbing-j @Guobing-Chen @Xia-Weiwen
Repository: flutter
Issue:  Boring to Beautiful CodeLab responsiveness UI issues on small iPhones & iPhone 14 Pro Max
Labels: team-codelabs,P2,triaged-codelabs

### Steps to reproduce

1. Run Boring to Beautiful app on iPhone SE or iPhone 14 Pro Max

### Expected results

App should be supported on both iPhones and be responsive, without overflowing or have components that are blocked by the notch. 

### Actual results

1. The first is if you use the [iPhone SE](https://www.apple.com/iphone-se/) 3rd Gen simulator it overflows.  Since Apple is still selling the iPhone SE for my personal app I had to have four sizes (desktop, tablet, phone, and small phone).  I saw in the CodeLab it’s only doing three and assumes “mobile” is the same size.  The iPhone SE is their budget phone and like their old iPhone 8 and is only 4.7” diagonal. 
2. The second bug is with the iPhone 14 Pro Max the moon is too high and can’t be tapped.

### Code sample

<details open><summary>Code sample</summary>

```dart
bool get isTablet => maxWidth > 730;
bool get isDesktop => maxWidth > 1200;
bool get isMobile => !isTablet && !isDesktop;
// I did the following and found that iPhone SE 3rd Gen has a width of 375.0.
final width = MediaQuery.of(context).size.shortestSide;
print('width = $width');
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

![Simulator Screen Shot - iPhone SE (3rd generation) - 2023-09-17 at 15 26 31](https://github.com/flutter/flutter/assets/12416400/41bebba9-e9f1-4fc6-9a2f-d72c1f151ad0)
![unnamed](https://github.com/flutter/flutter/assets/12416400/2ddf9e68-e525-4e4a-858f-a6ceab71f632)


</details>


### Logs

n/a

### Flutter Doctor output

n/a
Repository: puppeteer
Issue: Investigate different behavior for `input` events of `[keyboard.spec] Keyboard should report shiftKey`
Labels: bug,confirmed,P2

This specific test actually tests more than the shift key which means including the `Alt` and `Control` modifiers. So maybe the name of the test is not that accurate.

Nevertheless when running the test code for `Alt` I can see that `input` events are emitted by Firefox which seems to be right at least when checking manually on: https://dvcs.w3.org/hg/d4e/raw-file/tip/key-event-test.html. Using the same page with Chrome I can see `input` events as well.

So why do we assume that when `Alt` is pressed, no `input` event is emitted? Could this be a bug in the CDP protocol?

https://github.com/puppeteer/puppeteer/blob/e41a2656d9e1f3f037b298457fbd6c6e08f5a371/test/src/keyboard.spec.ts#L259-L273

CC @OrKoN.
Repository: godot
Issue: Internal warnings about window hovering on DisplayServer
Labels: bug,needs testing,topic:gui

### Tested versions

-reproducible in 4.3.dev[fefcbb78927c4c6e4e9a170e376836cc2767e3bd]


### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

When using a self built version of godot i tend to get those two warnings fairly often. It does not seem to make any kind of problem but thought I should still share it. Unfortunately I do not have clear reproduction step. It is not something new I just didn't have time to report it.  

Exiting a window while no window is hovered should never happen in DisplayServer.
Entering a window while a window is hovered should never happen in DisplayServer.

https://github.com/godotengine/godot/assets/66184050/29e83f28-adff-431b-9be7-f156b947461e



### Steps to reproduce

I have no clear steps but fidling with popup menu tends to make it appear fairly quickly

### Minimal reproduction project (MRP)

N/A
Repository: node
Issue: Segmentation fault when allocating memory in WASM
Labels: wasm

### Version

v21.5.0

### Platform

Linux shortplay 6.1.57-gentoo-x86_64 #2 SMP PREEMPT_DYNAMIC Wed Nov 29 15:55:15 CET 2023 x86_64 AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx AuthenticAMD GNU/Linux

### Subsystem

WASI

### What steps will reproduce the bug?

Compile the following code with `rustc --target=wasm32-wasi main.rs`

```rust
fn main() {
    let mut total_size: u32 = 0;

    let mut s1 = "".to_owned();
    for _ in 0..8192 {
        for _ in 0..1024 {
            s1 = s1 + "A";
            total_size += 1;
        }
    }
    println!("Successifully allocated {} bytes for s1", total_size);

    let mut s2 = "".to_owned();
    for _ in 0..8198 {
        for _ in 0..1024 {
            s2 = s2 + "A";
            total_size += 1;
        }
        print!("\rSuccessifully allocated {} bytes for s2", total_size);
    }

    println!("\nGoodbye!");
}
```

This is my `index.js`:
```js
import { readFileSync } from 'node:fs';
import { WASI } from 'wasi';

(async function () {
  const wasi = new WASI({
    version: 'preview1'
  });

  wasi.start(
    await WebAssembly.instantiate(
      await WebAssembly.compile(readFileSync('./main.wasm')),
      wasi.getImportObject()
    )
  );

})().then(() => console.log("Done"));
```

### How often does it reproduce? Is there a required condition?

Every time you run the code.

This issue appears every time `WASM` requires to allocate more than (around) 8MiB.

### What is the expected behavior? Why is that the expected behavior?

The expected behavior is for no segmentation fault to occur.

### What do you see instead?

Segmentation fault, after the execution of the rust code.

### Additional information

I noticed this issue in a project I'm working on. It that project `WASI` fails when trying to read a file larger than around 8MiB.

Unfortunately, I'm unable to identify the exact amount of memory required to trigger this bug, given that it changes based on a lot of different factors, which I wasn't able to identify.

Another thing, in the code I provided the bug is only triggered if you:
- Excede a defined amount of memory for at least one variable
- Print any variable.

I found this issue on another machine I don't have access to right now. It's running Arch Linux and Node.js `v21.4.0`.

Also, on this machine I'm running `rustc v1.74.1`
Repository: godot
Issue: Editor causes display to flash on and off when desktop is not extended under Windows 11 with multiple monitors connected
Labels: bug,platform:windows,topic:rendering,topic:porting,confirmed,topic:thirdparty

### Tested versions

Issue exists on:

- 4.0 (v4.0.stable.official [92bee43ad])
- 4.1 (v4.1.stable.official [970459615])
- 4.2 (v4.2.stable.official [46dc27791])
- 4.2.1 (v4.2.1.stable.official [b09f793f5])

Issue does NOT occur on:

- 3.5.3 (v3.5.3.stable.official [6c814135b])

### System information

Godot v4.2.1.stable - Windows 10.0.22621 (actually, Windows 11 Pro) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.4633) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

I have 2 monitors connected to my desktop PC running Windows 11 Pro but I don't always use both.  Under Windows 11 switch the Project setting from Extend to PC Screen Only to use only the primary display.

The editor causes my primary display to flash on and off when only 1 of my monitors are in use (i.e. Windows 11 is set to PC Screen Only instead of Extend for Project settings).  

The issue only occurs on Godot 4.x and does not happen on 3.x

### Steps to reproduce

- Connect 2 monitors
- Set Windows 11's Project setting to: Extend
- Open a project in the Godot editor v4.0 and up
- Everything works fine
- Shut down Godot
- Change the Project setting to: PC Screen only  (this will turn off the secondary display and only use the primary while the secondary is still physically connected to the graphics card)
- Open a project in the Godot editor v4.0 and up
- Wait a few seconds and the primary display will start flashing between on and off (i.e. black screen and working)

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Image Resizer no show
Labels: Issue-Bug,Product-Image Resizer,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

Windows 11
Nothing changed, just one day when I want to resize my image, right click the image, select the `Image Resizer`, nothing happend

### ✔️ Expected Behavior

open resizer UI

### ❌ Actual Behavior

nothing happen

### Other Software

_No response_