sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Compiler OOM in release mode with large array literals
Labels: T-compiler,I-compilemem,C-bug

When running this code in release mode, the rust compiler leaks memory and the OS is forced to shut it down. This only happens in release mode, but debug mode it compiles just fine.

I tried this code:

```rust
use rayon::prelude::*;

fn main() {
    let start_time = std::time::Instant::now();
    let array = [5; 100_000_000].to_vec();
    array.par_iter().map(|x|*x * 2).collect::<Vec<i32>>();
    println!("{:?}", std::time::Instant::now() - start_time);

    let start_time = std::time::Instant::now();
    let array = [5; 100_000_000].to_vec();
    let _ = array.iter().map(|x|*x * 2).collect::<Vec<i32>>();
    println!("{:?}", std::time::Instant::now() - start_time);
}
```

Expected a regular compilation in release mode.

Instead, compiler crashes due to memory leak.

### Meta

`rustc --version --verbose`:
```
rustc 1.74.0-nightly (030e4d382 2023-09-10)
binary: rustc
commit-hash: 030e4d382f1df30240408540f25cd1ccc8dbbf50
commit-date: 2023-09-10
host: x86_64-unknown-linux-gnu
release: 1.74.0-nightly
LLVM version: 17.0.0
```

### Backtrace

```
   Compiling networking v0.1.0 (/home/eliperez/Projects/networking)
error: could not compile `networking` (bin "networking")

Caused by:
  process didn't exit successfully: `/home/eliperez/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/bin/rustc --crate-name networking --edition=2021 src/main.rs --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=90 --crate-type bin --emit=dep-info,link -C opt-level=3 -C embed-bitcode=no -C metadata=207d1bf306cf4cce -C extra-filename=-207d1bf306cf4cce --out-dir /home/eliperez/Projects/networking/target/release/deps -L dependency=/home/eliperez/Projects/networking/target/release/deps --extern rayon=/home/eliperez/Projects/networking/target/release/deps/librayon-c56637eadd31d5d9.rlib` (signal: 9, SIGKILL: kill)

```

Running from terminal: 

![Screenshot from 2023-09-18 12-40-40](https://github.com/rust-lang/rust/assets/104661259/e3a69587-339a-42fe-bd3f-7034adc149e7)

When building in release in VS Code, VS Code crashes and OS gives this message.

![image](https://github.com/rust-lang/rust/assets/104661259/c521a280-a47b-48ca-a30a-d30a8955d0ef)

I am running Fedora 38 workstation on Intel  i5-8300H.
Repository: go
Issue: proposal: os/exec,syscall: support running process on ConPty on Windows
Labels: OS-Windows,Proposal,NeedsDecision,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.1 windows/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\Ayman\AppData\Local\go-build
set GOENV=C:\Users\Ayman\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\Ayman\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\Ayman\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.1
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=NUL
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\Users\Ayman\AppData\Local\Temp\go-build1093290718=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

Windows now supports creating pseudo consoles, [ConPty](https://learn.microsoft.com/en-us/windows/console/creating-a-pseudoconsole-session), using their [Console API](https://learn.microsoft.com/en-us/windows/console/console-functions). As of now, we cannot run a process on a ConPty using `os/exec`. That's due to the fact that ConPty requires updating the process attributes with the Pty handle and _pseudoconsole attribute_ (`PROC_THREAD_ATTRIBUTE_PSEUDOCONSOLE = 0x00020016`), and currently, there is no way to pass the Pty handle down to `syscall.StartProcess`.

See: https://learn.microsoft.com/en-us/windows/console/creating-a-pseudoconsole-session
Related: https://github.com/golang/sys/pull/175

### What did you expect to see?

The process runs on a ConPty session.

### What did you see instead?

The process _does not_ run on a ConPty session.
Repository: pytorch
Issue: Torch FX SubgraphMatcher Any / Oneof Patterns
Labels: triaged,module: fx,module: fx.passes

### 🚀 The feature, motivation and pitch

I'm using the [SubgraphMatcher](https://github.com/pytorch/pytorch/blob/aed9bee0413dac190452fbfa9ab2a44b6e6843f5/torch/fx/passes/utils/matcher_utils.py#L51) to match torch.fx graphs.  I'd like to have some sort of set of nodes functionality when authoring patterns (ie match a convolution -> batch norm -> {relu, gelu, ... any activation}), without having to author one pattern per node type.

This was [previously implemented](https://github.com/pytorch/pytorch/pull/82853), but [then backed out](https://github.com/pytorch/pytorch/pull/83922) (for reasons I did not see).  Is this on the roadmap, or is there an alternative way to achieve this functionality that I'm not aware of?

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: stable-diffusion-webui
Issue: [Feature Request]: Version detection of LoRA networks should check SAI ModelSpec keys
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 ?

The version of LoRA networks is detected by `network.detect_version()` (in `extensions-builtin/Lora/network.py`). This function only checks for the keys `ss_base_model_version` and `ss_v2`. It would be great if this function could also check for `modelspec.architecture` key defined in https://github.com/Stability-AI/ModelSpec. Right now LoRAs that follow the SAI standard are not detected with the correct version.

### Proposed workflow

If the keys `ss_base_model_version` and `ss_v2` are not found, the function should check the `modelspec.architecture` key defined in https://github.com/Stability-AI/ModelSpec.

### Additional information

_No response_
Repository: godot
Issue: Area2D does not detect moving StaticBody2D
Labels: documentation,topic:physics,topic:2d

### Godot version

4.2 dev4

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

If you have a stationary Area2D and a moving StaticBody2D, the body will not be detected. This used to work correctly.
The body is detected if the area itself is moving.

https://github.com/godotengine/godot/assets/2223172/d6a3e373-7ff4-4883-9ae6-965527b01905



### Steps to reproduce

1. Add StaticBody2D
2. Add Area2D
3. Add some script to the body to make it move
4. Connect area's body entered signal
5. Nothing

### Minimal reproduction project

[Deadarea2D.tscn.txt](https://github.com/godotengine/godot/files/12653846/Deadarea2D.tscn.txt)
Repository: PowerToys
Issue: PowerRename Preview Performance
Labels: Product-PowerRename,Area-Quality,Needs-Triage

### Description of the new feature / enhancement

Improved preview performance. Far better performance when renaming thousands of files at once.

When PowerRename UI is active, the preview routine (which activates when the user modifies the text box contents) should not operate on all selected files. Instead, it should only operate on files until the UI area is filled. Once the UI is filled with examples, it should stop processing.

An alternative solution would be to process the preview routine in a separate thread with lower priority.

### Scenario when this would be used?

When renaming many (>1000) files with PowerRename, only the items visible in the UI would be iterated and processed. Once the UI fills up with examples, any remaining files would be completely ignored until the Apply button is pressed.

### Supporting information

When thousands of files are selected, PowerRename's UI becomes extremely unresponsive, and can even stop responding. This happens even on a very high-end machine, with 64 cores. Each time the user modifies the contents of the UI text box, it must iterate and process all of the selected files to populate the preview area, which can become very problematic when thousands or hundreds of thousands of files are selected.

Since the user can only see a few items in the UI previews, it makes more sense to only process the files that are visible. Additionally, since only the previews are processed during UI changes (no actual changes occur until Apply is pressed), it should be relatively easy to modify the preview routine to just stop once all of the visible items are processed.

If it is difficult to determine which items are visible in the UI during processing, perhaps a user preview-limit can be applied through options/settings.

It may also be viable to improve performance with multi-threading. When the user modifies the text box, it should trigger a background process with low priority to populate the previews, rather than halt execution of the UI's process until completed. In such a case, it may be acceptable to process all of the files. Although this still seems like overkill for the preview routine when thousands of files are selected.
Repository: pytorch
Issue: [fake/meta] Bad meta kernel for conv1d
Labels: triaged,oncall: pt2,module: fakeTensor,module: pt2-dispatcher

### 🐛 Describe the bug

```
import torch

class M(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.conv = torch.nn.Conv1d(6, 6, 6, groups=2)

    def forward(self, x):
        return self.conv(x)

mod = M()
opt_mod = torch.compile(mod, backend="aot_eager")
opt_mod(torch.rand(1, mod.conv.in_channels, mod.conv.weight.shape[1]))
```

### Error logs

```
  File "/data/users/anijain/pytorch/torch/_dynamo/utils.py", line 1416, in run_node
    return nnmodule(*args, **kwargs)
  File "/data/users/anijain/pytorch/torch/nn/modules/module.py", line 1519, in _wrapped_call_impl
    return self._call_impl(*args, **kwargs)
  File "/data/users/anijain/pytorch/torch/nn/modules/module.py", line 1528, in _call_impl
    return forward_call(*args, **kwargs)
  File "/data/users/anijain/pytorch/torch/nn/modules/conv.py", line 310, in forward
    return self._conv_forward(input, self.weight, self.bias)
  File "/data/users/anijain/pytorch/torch/nn/modules/conv.py", line 306, in _conv_forward
    return F.conv1d(input, weight, bias, self.stride,
  File "/data/users/anijain/pytorch/torch/utils/_stats.py", line 20, in wrapper
    return fn(*args, **kwargs)
  File "/data/users/anijain/pytorch/torch/_subclasses/fake_tensor.py", line 1304, in __torch_dispatch__
    return self.dispatch(func, types, args, kwargs)
  File "/data/users/anijain/pytorch/torch/_subclasses/fake_tensor.py", line 1547, in dispatch
    op_impl_out = op_impl(self, func, *args, **kwargs)
  File "/data/users/anijain/pytorch/torch/_subclasses/fake_tensor.py", line 737, in conv
    out = func(**kwargs)
  File "/data/users/anijain/pytorch/torch/_ops.py", line 458, in __call__
    return self._op(*args, **kwargs or {})
  File "/data/users/anijain/pytorch/torch/_meta_registrations.py", line 2021, in meta_conv
    out = input_tensor.new_empty(shape_out)
  File "/data/users/anijain/pytorch/torch/_refs/__init__.py", line 4569, in new_empty
    return torch.empty(
torch._dynamo.exc.TorchRuntimeError: Failed running call_module L__self___conv(*(FakeTensor(..., size=(1, 6, 3)),), **{}):
Trying to create tensor with negative dimension -2: [1, 6, -2]

```

### Minified repro

_No response_

### Versions

NA

cc @ezyang @msaroufim @wconstab @bdhirsh @zou3519 @eellison
Repository: flutter
Issue: [web:a11y] MediaQuery.accessibleNavigation is not updating when a11y is enabled
Labels: a: accessibility,platform-web,P2,customer: huggsy (g3),team-web,triaged-web

Internal bug: b/300777172

[MediaQueryData.accessibleNavigation](https://api.flutter.dev/flutter/widgets/MediaQueryData/accessibleNavigation.html) should update if the accessibility state changes.

This is working on Android/iOS but seems to not work on Web, despite https://github.com/flutter/flutter/issues/67571 being closed.

### Minimal Repro

For this, a button is provided for enabling a11y easily, but the normal user flow would be to use a screen reader to activate the hidden "Enable accessibility" button on a Flutter webpage)

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';
import 'package:flutter/semantics.dart';

void main() => runApp(const MaterialApp(home: MyHomePage()));

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key});

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    final accessibleNavigation = MediaQuery.of(context).accessibleNavigation;
    return Scaffold(
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: [
            ElevatedButton(
              onPressed: () {
                SemanticsBinding.instance.ensureSemantics();
              },
              child: const Text('Enable a11y'),
            ),
            const SizedBox(height: 24),
            ElevatedButton(
              onPressed: () {
                ScaffoldMessenger.of(context).showSnackBar(
                  SnackBar(
                    content: const Text('Should stay visible'),
                    action: SnackBarAction(label: 'Action', onPressed: () {}),
                  ),
                );
              },
              child: const Text('Show snackbar'),
            ),
            const SizedBox(height: 24),
            Text('accessibleNavigation: $accessibleNavigation'),
          ],
        ),
      ),
    );
  }
}
```

</details>

Expected behavior: after enabling a11y, snackbars w/ actions should [no longer auto-dismiss](https://github.com/flutter/flutter/blob/a9183f696c8e12617d05a26b0b5e80035e515f2a/packages/flutter/lib/src/material/scaffold.dart#L579-L583)

Actual behavior: `MediaQueryData.accessibleNavigation` was still false, so the snackbar auto-dismisses. However, resizing the viewport, for whatever reason, does cause the `MediaQueryData.accessibleNavigation` value to update to `true`, and then the correct SnackBar behavior is observed afterward.

Video: [accessible navigation.webm](https://github.com/flutter/flutter/assets/7111741/e136ba47-3cb1-492f-a6d3-c99323432b98)
Repository: vscode
Issue: Various providers (and LSP messages) that are passed a position should be passed a range instead.
Labels: under-discussion,editor-symbols

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

This request is simply to provide the entire (selection) range instead of just a position, for several requests to which the range might be relevant. (i.e. "Go to Definition". when right-clicking on a selected range).

Examples of Providers that pass only a position and could instead provide the entire selection range: DefinitionProvider, TypeDefinitionProvider, DeclarationProvider.  (And their LSP equivalents)

The C/C++ extension can consider the complete selection when determining the user's intent (based on shared code in which VS does the same).

As a work-around, we can cache the current selected range of the active file and, if the request is for that file and within that range, we can use the cached range instead.
Repository: godot
Issue: Certain collisions not working only on Android build
Labels: bug,platform:android,topic:physics

### Godot version

~~4.0.2.stable~~ 4.1.1.stable
(Just realized that even though the package is listed as 4.0.2 on nixpkgs, it is in fact 4.1.1)

### System information

NixOS - Godot ~~v4.0.2.stable~~ v4.1.1.stable

### Issue description

I am facing an issue when I create a static concave mesh programmatically and a separate rigid body. They are expected to collide with each other when in contact. This does work properly when testing on my PC, but when I build for Android, the same interaction fails. Instead the rigid body falls through the static concave mesh. I also noticed that ray casting has the same effect, where it works properly on PC but not on the Android build.

### Steps to reproduce

- Create a mesh programmatically and set it to a `MeshInstance3D`
- Call `create_trimesh_collision()` on the `MeshInstance3D`
- Place a `Rigidbody3D` affected by gravity above the static concave mesh
- Play the scene on Android

### Minimal reproduction project

[CollisionIssue.zip](https://github.com/godotengine/godot/files/12654276/CollisionIssue.zip)
Repository: godot
Issue: Decal reveals underlying material when viewed at oblique angles due to clustering artifacts
Labels: bug,topic:rendering,topic:3d

### Godot version

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

### System information

Windows 11 - Forward+ Vulkan - Ryzen 5 5600 - NVIDIA GTX 3060 (12gb) - driver v537.34

### Issue description

When moving the camera around a somewhat complicated mesh (eg. CSGTorus3D) that has a decal cast on it at an oblique angle, the material of the mesh sometimes shows through.

- This can be seen in the editor but also shows up when running the game (see attached video).
- This is more difficult or impossible to reproduce if the mesh is not complicated enough (eg. a cube) or if the decal cast angle is not oblique
- Project settings are default
- I can only reproduce this with Forward+ renderer. I cannot reproduce with Mobile renderer

See attached video.

https://github.com/godotengine/godot/assets/40842250/de9f3715-702a-4c31-b5cd-396dfe183ff7



### Steps to reproduce

Steps to reproduce
- Create a CSGTorus3d, assign it a material with albedo
- Increase the complexity of the torus (eg. 20 sides + 20 ring sides, scale the torus vertically)
- Create a decal that casts on the torus with the godot icon.svg
- Angle the decal so it is oblique
- Move around the torus at oblique or odd angles (eg. right under the torus, looking up)

### Minimal reproduction project

[decalissue.zip](https://github.com/godotengine/godot/files/12654322/decalissue.zip)

The Camera3D is oriented such that the bug will show up when you run the project.
Repository: godot
Issue: Mouse and Keyboard doesn't work on Mobile Engine (Samsung Dex)
Labels: bug,platform:android,topic:porting,confirmed,topic:input

### Godot version

4.1.1 PlayStore

### System information

Samsung Galaxy S20 FE (Mobile Renderer)

### Issue description

I installed Godot Engine 4.1.1, and in the Phone it works fine, but when I try to use in Dex mode with my mouse and keyboard, I can't event use WASD and Mouse to move in Editor. Also, there is some input errors on the Output.
![Screenshot_20230918_210954_Godot Editor 4](https://github.com/godotengine/godot/assets/138525839/ed4de3f3-8eb2-43b1-a587-35be825f7a20)


### Steps to reproduce

1. Open Godot Engine 4.1.1 on Android connected on Samsung Dex mode
2. Open a Project
3. Can't use mouse and keyboard

### Minimal reproduction project

This looks like a generic error, isn't on a specific project.
Repository: next.js
Issue: Rust based MDX compiler incorrectly compiles the image urls.
Labels: bug,Markdown (MDX)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/nextjs-mdx-wzgg9f

### To Reproduce

Codesandbox link:- https://codesandbox.io/p/sandbox/nextjs-mdx-wzgg9f
You'll probably need to run `npm run dev` to start the dev server.

### Current vs. Expected behavior

With the rust experimental MDX compiler enabled `&` character in urls is compiled as `&amp;`, which makes up for an invalid url that browser cannot understand.

Without the rust experimental MDX compiler it compiles just fine and image is displayed normally.

### 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: #1 SMP PREEMPT_DYNAMIC Thu Sep  7 00:25:01 UTC 2023
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: N/A
      pnpm: 8.7.4
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

MDX (@next/mdx)

### Additional context

Though I've only checked for image component in mdx, the issue could be related to other components as well, could be something fundamental that is wrong here.
Repository: godot
Issue: Run scene is really slow sometimes
Labels: bug,needs testing,performance

### Godot version

v4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4502) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

I don't really know why, but sometimes the play / run scene button takes a long time to actually run the scene. The new window opens, but it keeps loading for like 10 seconds when usually it's basically instant. This even applies to opening the Godot editor itself, it takes a while. Once this happens, it never goes back to instant loading unless I restart my computer.

### Steps to reproduce

It happens when I use Godot for a while.

### Minimal reproduction project

I don't think this depends on the project I am working on.
Repository: godot
Issue: Expression parsing/executing invalid notation
Labels: bug,topic:core

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated GeForce RTX 2060 () - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

Currently, an expression such as "4random_characters" that I think should be invalid can be happily parsed and executed, resolving into a 4. My initial understanding of how expressions were supposed to work would have lead me to believe this would have returned an error since usually trying to operate on 4random_characters within a script would result in an invalid notation error. Either the documentation isn't clear enough on what is happening behind the scenes or this can be considered an unintentional behaviour.

### Steps to reproduce

Via an editor script

```
@tool
extends EditorScript

func _run():
	var expr = Expression.new()
	print(expr.parse('4random_characters'))
	print(expr.execute())
```

Parsing will return a 0 after successful operation 
The execution will return a 4.

### Minimal reproduction project

Trivial via an editor script