sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go: decouple cmd/cover action from build action for "go {build,test} -cover"
Labels: ToolSpeed,NeedsInvestigation,FeatureRequest,GoCommand


This is a feature request issue to track an idea for speeding up "go test -cover" and "go build -cover" slightly in the case where we're building multiple packages. 

Currently the "go tool cover" invocation for a given package is lumped into the build action, e.g. the single action invokes first "go tool cover" and then "go tool compile".  It might be more efficient to break out the "go tool cover" invocation into its own separate action, then make the build action dependent on that action. 

The advantage here is that the "cover" action doesn't have to wait on any of the build action's dependencies (the compiler needs the deps, but the cover tool does not). This would result in increased parallelism in the build and would help speed things up somewhat (subject to constraints on number of packages, number of processors, etc).
Repository: pytorch
Issue: `torch::jit::EliminateExceptions` lowering pass never completes on specific model
Labels: oncall: jit

### 🐛 Describe the bug

## Bug Description and Overview
When running the `torch::jit::EliminateExceptions` lowering pass on a specific model, the program never completes.
https://github.com/pytorch/pytorch/blob/40df6e164777e834b5f5b50e066632ed40bd25ef/torch/csrc/jit/passes/remove_exceptions.h#L20

A simple model which elicits this error (when run through the `torch::jit::EliminateExceptions` lowering pass), as adapted from https://github.com/pytorch/TensorRT/issues/1823 is:
```python
import torch

class UpSample(torch.nn.Module):
    def __init__(self):
        super(UpSample, self).__init__()
        self.upsample = torch.nn.Upsample(
            scale_factor=2, mode="bilinear", align_corners=False
        )

    def forward(self, x: torch.Tensor) -> torch.Tensor:
        return self.upsample(x) + self.upsample(x)

model = torch.jit.script(UpSample().eval().to("cuda"))
input = torch.randn((5, 5, 5, 5)).to("cuda")
```

The corresponding IR for the above code is reproduced here: https://github.com/pytorch/TensorRT/issues/1823#issuecomment-1509005086.

## Context and Findings
The bug was traced to the use of `replaceAllUsesWith` (see https://github.com/pytorch/TensorRT/pull/1859#issuecomment-1534153675), which can cause invalid IR to be generated, especially in cases where there are nested `prim::If` calls. https://github.com/pytorch/TensorRT/pull/1859 gives a sample solution to this issue, substituting the `replaceAllUsesWith` operator with `replaceFirstUseWith`.

Would this substitution retain the original functionality/intent of the `torch::jit::EliminateExceptions` lowering pass?

### Versions

Versions of relevant libraries:
```
[pip3] torch==2.1.0.dev20230419+cu117
```

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: go
Issue: text/template: missingkey does not affect builtin "index" function
Labels: NeedsInvestigation

The documentation for the `missingkey` option says:

> missingkey: Control the behavior during execution if a map is indexed with a key that is not present in the map. 

It sounds like it might apply to `index` builtin function as well, but it applies only to the `.X.Y.Z` syntax.

https://go.dev/play/p/ZneXhxfIBWT
```go
package main

import (
	"fmt"
	"io"
	"text/template"
)

func f(text string) {
	fmt.Println(text)
	t := template.Must(template.New("").Option("missingkey=error").Parse(text))
	err := t.Execute(io.Discard, map[string]any{})
	fmt.Println(err)
	fmt.Println()
}

func main() {
	f(`{{ .Foobar }}`)
	// template: :1:3: executing "" at <.Foobar>: map has no entry for key "Foobar"
	f(`{{ index . "Foobar" }}`)
	// <nil>
}
```

It's hard to say whether this is behavioural bug, or just an ambiguity in documentation. Although I have use cases where `missingkey` applying to `index` builtin would be preferrable (replacement for `.X.Y.Z` if map keys don't happen to be valid identifiers), this indeed would be inconsistent with index expression of Go language itself.
Repository: godot
Issue: Inconsistent is_on_wall() reporting behavior
Labels: topic:physics,needs testing

### Godot version

4.0.2stable

### System information

Windows 10, Intel Celeron N3060, Intel HD Graphics (Unknown)

### Issue description

The is_on_wall() reporting for CharacterBody2Ds is inconsistent depending on what buttons are pressed, released, or what side the collision is happening at while airborn. On the ground the behavior is as intended (is_on_wall() outputs true if you are only going towards a wall and outputting false when you are just next to it without going towards it), but there are some inconsistencies while the CharacterBody2D is airborn:
- If you walk towards a wall to be on your left then jump without going towards a direction, the output will always be true. 
- If you do the same but towards a right wall however, the output will always be false, though it does "twitch" to true every now and then.
- If you go towards the right with a wall on your right while airborn, the output will be stuck on true once again when you stop inputting towards the right.
- Upon landing the wall collision is set correctly to what it should have been.

### Steps to reproduce

1. Create a CharacterBody2D and code basic movement and gravity to it (A basic platformer controller works well)
2. Approach a wall till you touch it (Left and right side wall collisions are different in how is_on_wall() reacts to them)
3. Either hold a direction towards this wall or dont input any direction
4. Jump


### Minimal reproduction project

[Bug report.zip](https://github.com/godotengine/godot/files/11408816/Bug.report.zip)
Repository: godot
Issue: Web Editor crashes (won't open and restarts) when trying to open any imported project before pressing `Clear Persistent Data`
Labels: bug,platform:web,topic:editor

### Godot version

4.0.1 (Web Editor)

### System information

Firefox, Ubunu 22.04

### Issue description

Can't open any project on Godot Web Editor, including the `demo.zip` it recommends downloading. Trying to open any zipped project refreshes the Web Editor to the starting page, and a `Invalid project path specified` message on the browser console.

This is a similar issue: https://github.com/godotengine/godot/issues/74744, but only contemplating the importing process (a problem that still persists; all imported `.zips` go to the `/tmp` folder, and do not appear automatically on the project list).

On a side note, Godot Web Editor is still running Godot 4.0.1 (4.0.2 should be the latest).

### Steps to reproduce

Import a zipped project on the Web Editor and try to open it (https://editor.godotengine.org/releases/latest/).

### Minimal reproduction project

The `demo.zip` folder should suffice, but local zipped projects I uploaded also crashed.
Repository: rustdesk
Issue: No sound / audio from remote PC  - working after switch default audio device from analog to digital
Labels: bug,duplicate,help wanted

### Bug Description

No sound from remote PC on local PC, even after recent fixes #3762

### How to Reproduce

1. Connect to remote machine
2. Play sound on remote machine
3. Can't hear the played sound

### Expected Behavior

Hear audio from a remote PC

### Operating system(s) on local side and remote side

Windows 10 -> Windows 7 or 10

### RustDesk Version(s) on local side and remote side

1.2.0 -> 1.2.0

### Screenshots

No screenshots

### Additional Context

I'm willing to let you remote access to the "problem computer" so you can take a look at the problem and hopefully fix it...
Repository: go
Issue: net: LookupHost Protocol not available on nodejs/wasm
Labels: NeedsInvestigation,arch-wasm,OS-JS

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.21-fe10464358 Fri May 5 13:20:58 2023 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

No. After doing a `git bisect`, I have:
```
4c5d97990e4a39bd3e903f8e318b7234db3ba91f is the first bad commit
commit 4c5d97990e4a39bd3e903f8e318b7234db3ba91f
Author: Johan Brandhorst-Satzkorn <johan.brandhorst@gmail.com>
Date:   Fri Jan 27 22:50:54 2023 -0800

    net/http: disable fetch on NodeJS
```
which is the first commit breaking http requests in WASM.

### 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="..."
GOENV="..."
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="..."
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="..."
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="..."
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/.../go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="devel go1.21-fe10464358 Fri May 5 13:20:58 2023 +0000"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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-build3099992878=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Compile a WASM binary using:
```
GOOS=js GOARCH=wasm $GOROOT/bin/go build -o main.wasm main.go
```
then call from the WASM binary `http.Client.Do` which returns the following error:
```
http request error: Post "https://some.host/httpgrpc": dial tcp: lookup some.host: Protocol not available
```

### What did you expect to see?

The http query to be executed. 

### What did you see instead?

An error saying that tcp is not available.
Repository: terminal
Issue: Change profile representation when Ctrl+hovering
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

I just learned that you can Ctrl+Click a profile to start it as admin.
It would be nice if this would be shown somehow, for example by prefixing the profile name with the shield that is shown in the admin terminal corner or similar when Ctrl+Hovering a profile, so that you know exactly what will happen if you click.
Repository: pytorch
Issue: Reading `state_dict()` in C++
Labels: module: cpp,module: nn,module: serialization,triaged

### 🐛 Describe the bug

Hi, 

Using `torch::pickle_load` to read a state_dict() serialized in Python fails with:

```
  isGenericDict() INTERNAL ASSERT FAILED at "/Users/dfalbel/Documents/actions-runner/mlverse-m1/_work/libtorch-mac-m1/libtorch-mac-m1/pytorch/aten/src/ATen/core/ivalue_inl.h":1945, please report a bug to PyTorch. Expected GenericDict but got None
Exception raised from toGenericDict at /Users/dfalbel/Documents/actions-runner/mlverse-m1/_work/libtorch-mac-m1/libtorch-mac-m1/pytorch/aten/src/ATen/core/ivalue_inl.h:1945 (most recent call first):
frame #0: c10::detail::torchCheckFail(char const*, char const*, unsigned int, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 92 (0x10d39952c in libc10.dylib)
frame #1: c10::detail::torchInternalAssertFail(char const*, char const*, unsigned int, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 72 (0x10d399768 in libc10.dylib)
frame #2: torch::jit::Unpickler::readInstruction() + 12824 (0x294f31cf0 in libtorch_cpu.dylib)
frame #3: torch:
```

AFAICT this is known see  #67902, #37213, #36577 and #95362
`model.state_dict()` returns an `OrderedDict` and Libtorch's bundled unpickler doesn't support reading from it.
Calling `dict(model.state_dict())` before saving is a reasonable workaround, but sometimes user's don't have access to the code that serializes the model.

You can reproduce with eg:

```
std::ifstream file("/Users/dfalbel/Downloads/ordered_dict.pt", std::ios::binary);
  std::vector<char> data((std::istreambuf_iterator<char>(file)),
                         std::istreambuf_iterator<char>());
  auto ivalue = torch::pickle_load(data);
```

Where ordered_dict.pt, is a file saved with:

```
import torch
torch.save(torch.nn.Linear(10,10).state_dict(), "ordered_dict.pt")
```

### Versions

Current main LibTorch

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: "await texture.changed" crashes project on macOS
Labels: bug,platform:macos,topic:core,topic:gdscript,crash

### Godot version

4.0.2

### System information

macOS, Radeon Pro 555X 4 GB, 16 GB RAM

### Issue description

Waiting for texture to be set with "await texture.changed" crashes the project on macOS. The same code works fine for windows.

### Steps to reproduce

- create a simple scene
- add a 3d node
- attach a script
- inside that script on `_ready()` create a texture, apply a noise and wait for the texture to be set using the "await texture.changed"
- exactly like the following code:

### Minimal reproduction project


<img width="597" alt="Screenshot 2023-05-05 at 23 34 41" src="https://user-images.githubusercontent.com/38570835/236563694-8d07fa80-be07-496e-8878-fa9fc3677501.png">


- this simple script crashes the whole project when ran.
- in this example im running the code inside the editor with `@tool` but you can also run the scene independently and the same result occurs.
- here is an example project:
[test.zip](https://github.com/godotengine/godot/files/11409920/test.zip)
Repository: godot
Issue: Using set_freeze_enabled on VehicleBody3D throws error
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.2.stable

### System information

Windows 10

### Issue description

I am getting the following error using VehicleBody3D:

set_axis_angle: The axis Vector3 must be normalized.
  <C++ Error>    Condition "!p_axis.is_normalized()" is true.
  <C++ Source>   core/math/basis.cpp:829 @ set_axis_angle()

After toggling freeze, the position component of the VehicleBody3D's transform becomes nan, nan, nan.

In one context set_freeze_enabled was called within a signal and using call_deferred fixed it. This is why the reproduction project calls set_freeze_enabled within a signal. However, I have just noticed after uploading it that call_deferred does not fix this and whether set_freeze_enabled is called within a signal or not does not matter; it always throws error spam.

I imagine this error could apply to other RigidBody3D setups, but I have not tested it.

This bug seems related to #28155 which was mysteriously closed by the author even though a solution was never implemented.

### Steps to reproduce

1. Create a VehicleBody3D and add a VehicleWheel3d.
2. Ensure the VehicleWheel3D is at least touching a collider.
3. Change freeze back and forth using set_freeze_enabled. This will not always throw errors the first time around, so the function needs to be called a few times at least.

### Minimal reproduction project

[set_freeze_enabled crash.zip](https://github.com/godotengine/godot/files/11409820/set_freeze_enabled.crash.zip)
Repository: flutter
Issue: Running `flutter test` on a subdirectory fails on `*util.dart` and `*tester.dart` files
Labels: a: tests,c: regression,team,tool,framework,P2,team-framework,triaged-framework

Noticed with @bernaferrari on Discord

In the past I could run from `flutter/packages/flutter`: `flutter test test/material/*` to run all of the material tests. That appears to have issues now as files not ending in `*test.dart` throw an error.

Truncated example:
```
katelovett:~/_github/flutter/packages/flutter 2DTime $ flutter test test/material/*
00:08 +457: ... ButtonTheme alignedDropdown                                              /var/folders/ks/gd48h9mx06l0k4zcb5x_q8z400lhhb/T/flutter_tools.0B2vXr/flutter_test_listene
r.QgdDg4/listener.dart:20:21: Error: Undefined name 'main'.
  await Future(test.main);
                    ^^^^
00:08 +463 -1: loading /Users/katelovett/_github/flutter/packages/flutter/test/material/data_table_test_utils.dart [E]
  Failed to load "/Users/katelovett/_github/flutter/packages/flutter/test/material/data_table_test_utils.dart": Compilation failed for testPath=/Users/katelovett/_github/flutter/packages/flutter/test/material/data_table_test_utils.dart

To run this test again: /Users/katelovett/_github/flutter/bin/cache/dart-sdk/bin/dart test /Users/katelovett/_github/flutter/packages/flutter/test/material/data_table_test_utils.dart -p vm --plain-name 'loading /Users/katelovett/_github/flutter/packages/flutter/test/material/data_table_test_utils.dart'
00:08 +470 -2: loading /Users/katelovett/_github/flutter/packages/flutter/test/material/about_test.dart [E]
  Exception: the Dart compiler exited unexpectedly.
  package:flutter_tools/src/base/common.dart 10:3  throwToolExit
  package:flutter_tools/src/compile.dart 824:9     DefaultResidentCompiler._compile.<fn>
  dart:async/zone.dart 1407:47                     _rootRunUnary
  dart:async/zone.dart 1308:19                     _CustomZone.runUnary

00:09 +540 -2: ... M2 Chip defaults
```
Repository: godot
Issue: SubViewportContainer in scene causes other controls to render incorrectly
Labels: bug,topic:rendering,needs testing

### Godot version

4.0.2.stable

### System information

Windows 10, Forward renderer

### Issue description

In the reproduction project, the button renders too big when the SubViewportContainer is present. This is clear because the button outline that appears when pressing the button does not line up with the rendered button.

I first noticed this issue when converting a project from Godot 3.5 to 4.0, so that may narrow it down. In that context, a TextureRect did not appear to show up at all, but this was a tiny crosshair so could also have been scaled wrong. Mysteriously, adding a ColorRect as a sibling before the TextureRect was a successful workaround. These may be useful clues.


### Steps to reproduce

1. Create a SubViewportContainer with a Viewport as a child.
2. The scene must have a Camera3D for the issue to be reproduced.
3. Interestingly, the node order matters. In the reproduction project, the SubViewportContainer and button are siblings. If the SubViewportContainer comes first in the hierarchy, the UI renders correctly.
4. If the SubViewportContainer is hidden, the UI renders correctly.

### Minimal reproduction project

[SubViewport bug.zip](https://github.com/godotengine/godot/files/11410141/SubViewport.bug.zip)
Repository: next.js
Issue: Next link does a rerender of the root layout down on prefetch, all state is lost in version > 13.3.0
Labels: Navigation

### 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: 13.4.1
      eslint-config-next: 13.2.4
      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), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/affectionate-babycat-qui752?file=%2Fapp%2Fpage.tsx&selection=%5B%7B%22endColumn%22%3A1%2C%22endLineNumber%22%3A10%2C%22startColumn%22%3A1%2C%22startLineNumber%22%3A10%7D%5D

### To Reproduce

- Go to the [sandbox](https://codesandbox.io/p/sandbox/affectionate-babycat-qui752?file=%2Fapp%2Fpage.tsx&selection=%5B%7B%22endColumn%22%3A1%2C%22endLineNumber%22%3A10%2C%22startColumn%22%3A1%2C%22startLineNumber%22%3A10%7D%5D) 
- Hover over test link
- See in the dev logs the render happens from the root down. No state is kept across pages. 


### Describe the Bug

You can see the log output shows a compile of the page on hover followed by a root -> page render

- wait compiling /test/test1/page (client and server)...
- event compiled client and server successfully in 857 ms (534 modules)

root layout render..                       <------------This should not happen
child 1 layout render
child layout  render

### Expected Behavior

The root layout and layouts already rendered for link destination should not be re rendered on the server

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

chrome

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

_No response_
Repository: kubernetes
Issue: Invalid deprecation information in k8s.io/apimachinery/pkg/util/wait
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

The comments for `NewExponentialBackoffManager` read:
```go
// NewExponentialBackoffManager returns a manager for managing exponential backoff. Each backoff is jittered and
// backoff will not exceed the given max. If the backoff is not called within resetDuration, the backoff is reset.
// This backoff manager is used to reduce load during upstream unhealthiness.
//
// Deprecated: Will be removed when the legacy Poll methods are removed. Callers should construct a
// Backoff struct, use DelayWithReset() to get a DelayFunc that periodically resets itself, and then
// invoke Timer() when calling wait.BackoffUntil.
//
// Instead of:
//
//	bm := wait.NewExponentialBackoffManager(init, max, reset, factor, jitter, clock)
//	...
//	wait.BackoffUntil(..., bm.Backoff, ...)
//
// Use:
//
//	delayFn := wait.Backoff{
//	  Duration: init,
//	  Cap:      max,
//	  Steps:    int(math.Ceil(float64(max) / float64(init))), // now a required argument
//	  Factor:   factor,
//	  Jitter:   jitter,
//	}.DelayWithReset(reset, clock)
//	wait.BackoffUntil(..., delayFn.Timer(), ...)
```

In particular, the comments are asking us to use `wait.BackoffUntil(..., delayFn.Timer(), ...)`.

This does not seem possible, given that the second parameter for `wait.BackoffUntil` is of type `BackoffManager` (interface), while `delayFn.Timer()` returns a `Timer` interface. Maybe the author intended to update the definition of `BackoffUntil` but ended up not doing so for backwards-compatible reasons.

Even `wait.BackoffUntil(..., bm.Backoff, ...)` does not seem correct.

The documentation for this package needs to be revisited. At the moment, anyone using the latest version of this package would get deprecation warnings from linters, with no remediation possible.

### What did you expect to happen?

The documentation should be correct.

### How can we reproduce it (as minimally and precisely as possible)?

N/A

### Anything else we need to know?

_No response_

### Kubernetes version

K8s v1.27.1, but also master branch

### Cloud provider

N/A

### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>