sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: Concurrent Read/Writes to tensorflow::*File across different processes
Labels: stat:awaiting tensorflower,type:support,comp:core,TF 2.11

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Support

### Have you reproduced the bug with TF nightly?

No

### Source

source

### Tensorflow Version

2.11

### Custom Code

Yes

### OS Platform and Distribution

Debian GNU/Linux 10

### Mobile device

_No response_

### Python version

3.8

### Bazel version

6.1.1

### GCC/Compiler version

9

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

Are `tensorflow::WritableFile` and `tensorflow::RandomAccessFile` safe to read/write across multiple processes? If not, how can we ensure that they are?

If there are tensorflow file locking primitives, that would be ideal :)

If not, being able to grab the file descriptor from the TF file object should be sufficient--can we do this?

### Standalone code to reproduce the issue

```shell
# Process 1.

int main(int argc, char** argv) {
  std::unique_ptr<tensorflow::WritableFile> file;
  TF_CHECK_OK(tensorflow::Env::Default()->NewWritableFile(filename, &file));

  RecordWriter writer(file.get());
  writer.WriteRecord("hahaha");
  TF_CHECK_OK(writer.Close());
  TF_CHECK_OK(file->Close());

  return 0;
}

# Process 2.
int main(int argc, char** argv) {
  std::unique_ptr<tensorflow::RandomAccessFile> file;
  TF_CHECK_OK(tensorflow::Env::Default()->NewRandomAccessFile(*f, &file));

  SequentialRecordReader reader(file.get());
  tstring record;
  reader.ReadRecord(&record);

  return 0;
}
```


### Relevant log output

_No response_</details>
Repository: next.js
Issue: Production build doesnt consume the custom server.js
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: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:22 PDT 2023; root:xnu-8796.121.3~7/RELEASE_X86_64
    Binaries:
      Node: 18.1.0
      npm: 9.6.5
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.3.1
      eslint-config-next: 13.4.1
      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 or a replay of the bug

https://github.com/kandukurivarun/nextjs-blog

### To Reproduce

clone the repo and run the `npm run build`.



### Describe the Bug

Build command will generate a `.next` folder that contains the compiled static files.

If you cat the content of `.next/standalone/server.js`, it contains the default next.js server and not the custom server.js file that was placed in the root of the repo.

### Expected Behavior

custom server.js should be compiled and should be used for production builds

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

_No response_

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

_No response_
Repository: node
Issue: [Node 20] ESM Loaders no longer have `process.argv` access
Labels: loaders

### Version

20.x

### Platform

Darwin MacBook-Pro-2.local 21.3.0 Darwin Kernel Version 21.3.0: Wed Jan  5 21:37:58 PST 2022; root:xnu-8019.80.24~20/RELEASE_ARM64_T6000 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

```js
// foo.mjs
console.log('argv:', process.argv);

// bar.mjs
console.log('hello from bar', process.version);
```

**_Run:_**

```sh
$ node --loader ./foo.mjs bar.mjs --hello=world
```

**_Output:_**

```sh
$ node --loader ./foo.mjs bar.mjs --hello=world
# (node:37260) ExperimentalWarning: Custom ESM Loaders is an experimental feature. This feature could change at any time
# (Use `node --trace-warnings ...` to show where the warning was created)
# argv: [
#   '/.../.volta/tools/image/node/18.12.1/bin/node',
#   '/.../bar.mjs',
#  '--hello=world'
# ]
# hello from bar v18.12.1

$ volta install node@20.2.0 # or any 20.x
$ node --loader ./foo.mjs bar.mjs --hello=world
# (node:37288) ExperimentalWarning: Custom ESM Loaders is an experimental feature and might change at any time
# (Use `node --trace-warnings ...` to show where the warning was created)
# argv: [ '/.../.volta/tools/image/node/20.2.0/bin/node' ]
# hello from bar v20.2.0
```

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

Every time.

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

Have access to `process.argv`

### What do you see instead?

Doesn't receive any arguments beyond node path

### Additional information

This is a breaking change introduced by #44710 & it was not listed in the PR notes.

Additionally, this breaking change wasn't listed in the [20.x Changelog](https://github.com/nodejs/node/blob/main/doc/changelogs/CHANGELOG_V20.md#custom-esm-loader-hooks-run-on-dedicated-thread)

As indicated by https://github.com/nodejs/node/pull/44710#issuecomment-1609957745, the knowledge of this impact is assumed based on the user understanding (& awareness) of loaders now being off main thread.
Repository: go
Issue: runtime/trace: using cgo introduces goroutine with empty stack
Labels: NeedsDecision,compiler/runtime


### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.21-a031f4ef83 Sat Jun 24 05:24:25 2023 +0000 linux/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
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/dominikh/.cache/go-build'
GOENV='/home/dominikh/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/dominikh/prj/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/dominikh/prj'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/dominikh/prj/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/home/dominikh/prj/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.21-a031f4ef83 Sat Jun 24 05:24:25 2023 +0000'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/dominikh/prj/src/example.com/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1830765016=/tmp/go-build -gno-record-gcc-switches'
</pre></details>

### What did you do?

```
package main

import "C"

import (
	"os"
	"runtime/trace"
)

func main() {
	trace.Start(os.Stdout)
	trace.Stop()
}
```

### What did you see?

The produced trace contains the following two events:

```
420 GoCreate p=0 g=0 off=30 g=17 stack=3
456 GoInSyscall p=0 g=17 off=36 g=17
```

The EvStack for stack 3 contains a single frame, with all values set to zero.

The goroutine seems to be so special that its stack doesn't get printed when sending SIGQUIT to the process.

I've only observed this when using cgo.

/cc @mknyszek
Repository: flutter
Issue: Color Profile Not Defined in Flutter Web Causing Incorrect Color Rendering
Labels: engine,platform-web,c: rendering,has reproducible steps,P2,found in release: 3.10,found in release: 3.12,team-web,triaged-web

### 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)

### Steps to reproduce

    Create a Flutter web application.
    Define certain colors in the app, e.g., 2962FF
    Run the app on different browsers or devices and compare the color rendering.

### Expected results

All colors, including blues, should appear the same across different browsers and devices, preserving the designer's intended color choice.

### Actual results

Colors appear differently across browsers and devices, with blues, for example, appearing purple.

### Code sample

<details><summary>Code sample</summary>

```dart
  const testColor = Color(0xFF2962FF);
```
</details>


### Screenshots or Video

<details><summary>Screenshots</summary>


![image](https://github.com/flutter/flutter/assets/12153323/b7a83209-a915-41b4-8cd6-de0c35e0b585)
Left is #2962FF using sRGB flag in chrome and follows what is expected from the color. Right, when sampled, actually shows #6015FF

![image](https://github.com/flutter/flutter/assets/12153323/ef910332-e49f-44f2-805a-5866281de5c5)


</details>


### Logs

<details><summary>Logs</summary>

not applicable

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[√] Flutter (Channel stable, 3.10.0, on Microsoft Windows [Version 10.0.22621.1848], locale en-US)
```
and on master
</details>
Repository: vscode
Issue: Keyboard shortcuts for showing/hiding unchanged regions
Labels: feature-request,diff-editor

Testing #186213

<img width="207" alt="image" src="https://github.com/microsoft/vscode/assets/323878/518ad292-7d2a-403a-bdb4-f6ddc06b6dc3">

I've noticed that if I use cmd+down/up, it will unfold that region and move the cursor in. I can't find any other keyboard shortcuts for it and the commands don't show up in the command palette. Just one option that comes to mind

- The cursor is on the line above this collapsed region
- I press down arrow, it focuses the collapsed region indicator
- I can press down arrow again to move the cursor to the region below the collapsed region indicator
- Or, I can press enter to expand it
Repository: godot
Issue: Print an error if incorrectly loading a public key as if it was private
Labels: enhancement,topic:core

### Godot version

4.0.3.stable

### System information

Windows 10

### Issue description

the example in the docs:

https://docs.godotengine.org/en/stable/classes/class_crypto.html

doesn't make much sense in the "encryption" part of the example as it both encrypts and decrypts with the private key

normal in RSA i encrypt with someones public key, in order to send it to them for a handshake. I found how to save a public key from Godot therefore and wrote my own example (attached)

i have included an example where the faliure can be seen, i try to encrypt with a public key, by uncommenting you can prove it works with the private key

(please note also, i had to port that example to 4.0, if i get it working maybe i can update the doc with a more useful example)

### Steps to reproduce

i have included a project that trys to encrypt with public key... it shows an error

### Minimal reproduction project

[godot_rsa_example.zip](https://github.com/godotengine/godot/files/11886081/godot_rsa_example.zip)
Repository: flutter
Issue: Provide TextField named constructors for different input types
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### 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)

### Use case

TextFields are very verbose to build, even if you want a simple functionality. 

For example, if I want only numbers to be filled I need to manually set the type of keyboard and a TextInputFormatter making it very verbose and polluting the widget's `build` method.

### Proposal

It would be awesome if we could have natively different named constructors for common input types such as:

- TextField.number
- TextField.email
- TextField.password

And so on, such as we have different `input` tags in `html`. This would make it a lot easier and more intuitive to use and read.
Repository: pytorch
Issue: Rename `topic: not user facing` to `release notes: not user facing`
Labels: triaged

This has some implications for the release notes tooling.

See https://github.com/pytorch/pytorch/issues/101694 for details.
Repository: node
Issue: cluster.worker.on('message', (msg) => ...) fails to register a callback if ESM file extensions is used
Labels: confirmed-bug,cluster

### Version

v20.3.1

### Platform

All supported platform

### Subsystem

_No response_

### What steps will reproduce the bug?

After a migration of code to ESM by using `.mjs` file extensions, the [poolifier](https://github.com/poolifier/poolifier) project has encountered issues at running internal benchmarks code.

Test case: 

- main.mjs: 

```js
import cluster from 'cluster'

cluster.setupPrimary({ exec: './worker.mjs' })

const worker = cluster.fork()

worker.on('message', message => {
  console.info('message received from worker:', message)
})

worker.on('online', () => {
  console.info('worker is online')
})

worker.on('error', (error) => {
  console.info('worker error', error)
})

worker.on('disconnect', () => {
  console.info('worker disconnected')
})

worker.on('exit', () => {
  console.info('worker exited')
})

worker.send('hello')
```

- worker.mjs: 

```js
import cluster from 'cluster'

cluster.worker.on('message', message => {
  console.info('echo message received from main:', message)
  cluster.worker.send(message)
})
```

`node main.mjs` is frozen. 

### How often does it reproduce? Is there a required condition?

100% reproducible

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

Callback is never called if a message is sent from the primary. 

### Additional information

_No response_
Repository: pytorch
Issue: `F.conv1d` and `F.conv2d` propagate `nan`'s incorrectly when minibatch > 15
Labels: needs reproduction,module: nn,triaged,module: macos,module: NaNs and Infs,module: arm

### 🐛 Describe the bug

Both `F.conv1d` and `F.conv2d` propagate `nan`'s incorrectly when minibatch > 15.
The test function below checks if the number of `nan`'s is the same for a minibatch of 15 and a minibatch of 16.

```python
import torch

def test_conv(in_channels, out_channels, kernel_size, input_size):
    weight = torch.randn(out_channels, in_channels, *kernel_size)
    input = torch.randn(16, in_channels, *input_size)
    input[...,-1:] = float("nan")

    assert len(kernel_size) == len(input_size)
    if len(kernel_size) == 1:
        conv_fun = torch.nn.functional.conv1d
    elif len(kernel_size) == 2:
        conv_fun = torch.nn.functional.conv2d
    elif len(kernel_size) == 3:
        conv_fun = torch.nn.functional.conv3d

    output1 = conv_fun(input[:15], weight)
    output2 = conv_fun(input, weight)
    assert output1[:15].isnan().sum() == output2[:15].isnan().sum()
```

Some examples for `F.conv1d` and `F.conv2d` that fail are:
```python
test_conv(8, 6, (4,), (10,))
test_conv(4, 5, (4, 8), (6, 16))
```

However, I have not been able to replicate this with `F.conv3d`.

### Versions

PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.4.1 (arm64)
GCC version: Could not collect
Clang version: 16.0.6
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.6 (main, Aug 29 2022, 10:06:59) [Clang 13.1.6 (clang-1316.0.21.2.5)] (64-bit runtime)
Python platform: macOS-13.4.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Max

Versions of relevant libraries:
[pip3] mypy==1.3.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.24.2
[pip3] torch==2.0.1
[pip3] torchaudio==2.0.0
[pip3] torchtext==0.13.1
[pip3] torchvision==0.15.0
[conda] Could not collect

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @malfet
Repository: godot
Issue: It's impossible to remove the import script from the import dialog.
Labels: bug,topic:editor,confirmed,topic:import

### Godot version

4.1 RC1, 4.0.3

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

I think I'm being dumb but I can't remove the import script in the import dialog so now I'm stuck with all my files with import scripts which they don't need.

I'd appreciate some advice, there's no circle arrow to back to the default.

I tried:
1. right click and clear -> nothing.
2. deleting the path manually -> nothing

If anything trying to remove it starts throwing a pop up window with an error message asking me if I forgot to retun the scene or so in the script (or return as a Node, I'm not sure what the whole message says since it gets covered by the import dialog or quickly disappears).
But it appears everytime with import, reimport, and so on which breaks something since it throws an error that the pop up already has a parent and can't reparent or so, this happens multiple times depending on how many times I press the reimport - it seems something isn't cleared/freed from cache somewhere apart from the script being impossible to remove?

Thank you for help, my dumb brain can't figure this out.

Tested in: 4.1 RC1, 4.0.3

In case someone stumbles upon this, as a workaround you can remove the script directly from the file, in this test it would be cube.glb.import, find the import_script/path and leave there an empty string so it's like this: import_script/path=""

### Steps to reproduce

1. Double click the cube.glb and hit reimport
2. Message in Output saying it's working should show.
3. Double cick the cube.glb and try to clear the import script
4. Hit reimport
5. Message is there again
6. Double click cube.glb
7. Observe it was not cleared
8. Reimport again
9. You should be seeing a popup for a bit with the issues mentioned above.
10. Repeat the steps above multiple times to get more errors

### Minimal reproduction project

[TestImportScriptGD.zip](https://github.com/godotengine/godot/files/11886673/TestImportScriptGD.zip)
Repository: go
Issue: proposal: net: add the "Description" field for interfaces on Windows hosts 
Labels: OS-Windows,Proposal

This proposal modifies Go to add the "Description" field for interfaces on Windows hosts.

The "Description" field, rather than "FriendlyName", is used by Windows Performance Monitor and others when identifying interfaces. Making both fields accessible makes correlating back to specific interfaces easier.  New to this, apologies if I am not following along to the process very well!

Reference - IP_ADAPTER_ADDRESSES_LH structure (iptypes.h):
https://learn.microsoft.com/en-us/windows/win32/api/iptypes/ns-iptypes-ip_adapter_addresses_lh

For #61033
Repository: godot
Issue: Camera randomly rotating in different directions with low freelook sensitivity and high DPI mouse
Labels: bug,topic:editor,confirmed,usability,topic:input,topic:3d

### Godot version

4.0.3.stable

### System information

Windows 10

### Issue description

I've got Logitech G403 wired mouse set to 10000 (the problem occurs also with 5000 DPI) and I don't want to change this value because I've already set mouse sensitivity in other games and software, so they work great with that dpi.
After I changed Editor Settings -> Editors -> 3D -> Freelook Sensitivity to 0.015 the camera rotation is acting in a very weird way. When I move my mouse too fast, the camera starts to randomly rotate in different directions.

### Steps to reproduce

1. Set your mouse DPI to about 5000+
2. set Freelook Sensitivity to 0.015
3. move your move quickly in right click freelook mode

### Minimal reproduction project

N/A
Repository: vscode
Issue: Unable to type in the command palette input box
Labels: bug,accessibility,quick-pick

Testing #186217


https://github.com/microsoft/vscode/assets/3840081/34e41c74-5cd3-42c1-aa37-dc7cf2c4df2d


This is on Windows, works fine on linux.
I pressed ctrl+shift+p, and started typing "o". That is when the narrator says "not available", because the focus is on the first quick pick item, and not on the input box. After every character I need to hit shift+tab to go back to input box to type.
Repository: flutter
Issue: Traversal edge behavior using element embedding
Labels: a: text input,platform-web,P2,team-web,triaged-web

### 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)

### Steps to reproduce

1. Launch provided sample in web environment
2. Use tab key to traverse between inputs

The default [behavior](https://api.flutter.dev/flutter/widgets/TraversalEdgeBehavior.html) used on web by MaterialApp is `leaveFlutterView`.

### Expected results

Input should traverse between inputs before the flutter app, then between the inputs within the flutter app, then after the flutter app.

### Actual results

Input cycles between the flutter app and a single input following the flutter app.

### Code sample

<details><summary>Code sample</summary>

[Reproducible sample](https://github.com/curt-weber/flutter-traversal-edge-behavior)

</details>


### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.10.5, on Microsoft Windows [Version 10.0.19044.2965], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.3.5)   
[√] Android Studio (version 2021.3)
[√] VS Code (version 1.79.2)
[√] Connected device (3 available)
[√] Network resources
```

</details>
Repository: vscode
Issue: History icon flickers for ~1 frame when running a cell
Labels: bug,notebook-execution

Testing microsoft/vscode-jupyter#13765

![Recording 2023-06-27 at 07 19 15 (1)](https://github.com/microsoft/vscode-jupyter/assets/2193314/4e81d988-a3b3-468f-9a98-e76eb52409fe)

This is the icon that shows:

![image](https://github.com/microsoft/vscode-jupyter/assets/2193314/fee439a9-2621-4e65-95f9-2cf24d62eaf5)

I'm not sure what this is meant to mean, you might want to have some debouncing in place to avoid showing it until 100ms has passed or something.
Repository: pytorch
Issue: affine_grid and grid_sample operators merge/accelleration
Labels: module: performance,feature,triaged

### 🚀 The feature, motivation and pitch

Hi, 

To warp some data according to a (batch) of affine transformations, two functions called sequentially need to be used:

1.  [affine_grid](https://pytorch.org/docs/stable/generated/torch.nn.functional.affine_grid.html) to calculate the transformed coordinates followed by
2.  [warp_sample](https://pytorch.org/docs/stable/generated/torch.nn.functional.grid_sample.html#torch.nn.functional.grid_sample) to do the actual warping.

Would it make sense to have also the option of a function that does the two operation in a single pass rather than having to call the two sequentially?
The advantage would be only for speed: warping according to an affinity transformation would avoid to store the result of affine_grid (shape (N,H,W,2) for a spatial warp), but the transformed coordinates could be calculated locally and then used immediately to warp the input data.

I am exploring the possibility of working on the topic and wanted to know if a contribution in this direction could be useful. 
Thanks in advance for your feedback



### Alternatives

_No response_

### Additional context

_No response_