sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Provide a way to know if columns or lines have been set by the user
Labels: enhancement,ui-extensibility,options

### Problem

There are two ways a Neovim UI can configure its size.
1. Set the lines/columns based on the current window size and update it as the window size changes.
2. Set lines/columns from within Neovim and let the UI resize according to that.

For Neovide we would like the following behaviour
1. If no lines/columns have been set, then set the initial lines/columns according to 1.
2. If lines/columns are set during startup, then resize the initial window size according to 2.
3. After startup follow 1. when the window is resized either by the user or window manager. But 2. if the user sets lines/colums from within Neovim.

This is almost supported, except that there appear to be no way to know if lines/columns have been set during startup. The `OptionSet` is not called until `VimEnter`. And there are also no UI events for these. 

The good thing is that `OptionSet `is not called when we call `nvim_ui_try_resize`, even if the actual values are changes, which makes it possible to support both window resizing and setting the options after the startup.

My current planned workaround for this is to set the minimum allowed size 12x2 during startup, and check if the values have changed from that. NOTE: Checking if the options have changed from the default values is not good enough. Since the user might want to use that size. It's much less likely that someone wants a 12x2 size.

### Expected behavior

There's a way to know if the user has changed lines/columns during startup.
Repository: neovim
Issue: `:lua =` doesn't put quotes around strings
Labels: documentation,lua

### Problem

`:lua =` doesn't put quotes around strings

### Steps to reproduce

1. Run `nvim --clean`
2. Run `:lua =''`
3. An empty message is printed

### Expected behavior

`""` is printed, which is the case in v0.7 and v0.8, and according to docs:
```
    Executes Lua chunk {chunk}. If {chunk} starts with "=" the rest of the
    chunk is evaluated as an expression and printed. `:lua =expr` or `:=expr` is
    equivalent to `:lua print(vim.inspect(expr))`.
```
and `:lua print(vim.inspect(''))` prints `""`.

### Neovim version (nvim -v)

v0.9.2, v0.10.0-dev-1223+gde93489789

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.29.2

### $TERM environment variable

xterm-kitty

### Installation

build from repo
Repository: vscode
Issue: Support microsoft-authentication for MSA through /common endpoint
Labels: feature-request,microsoft-authentication

Today, the microsoft-authentication extension only supports AAD (organization or work) users. MSA is only supported through legacy first party MSA passthrough support, which is usually discouraged for new first party teams since 2017 due to security concerns. Today, if you try to log into an API that supports native MSA personal accounts (no Azure tenant needed, and no passthrough tokens), you will get this error:

![image](https://github.com/microsoft/vscode/assets/20933017/f9a74b30-7b9f-4e0a-b69d-f2afa45d7567)

Can the vscode team also add support for a first party application that supports oauth v2 for AAD and MSA users and enable login through the /common endpoint? This will allow teams to not need to turn on the legacy feature for MSA Passthrough (which also returns a very different format token than true MSA tokens).
Repository: flutter
Issue: Update the 500 alert to account copybara latency with postsubmit-luci-subscription processing
Labels: team-infra,P3,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

infra task

### Infrastructure Environment

Cocoon scheduler

### What is happening?

Currently if copybara is latent we can receive 500 errors from trying to get the GoB commit and it not existing. A solution was added to check with retries but that caused an issue with pubsub and unacked messages as we were waiting beyond the ack deadline.

We should adjust the 500 Alert to add some buffer for expected 500 errors from the GoB check as we have no control over latency issues with Copybara and do not want to wait indefinitely for the commit to be copied over.

### Steps to reproduce

NA


### Expected results

NA
Repository: flutter
Issue: `flutter screenshot` should work on multiple views
Labels: P3,a: multi window,team-tool,triaged-tool

Currently the screenshotting function of CLI (`flutter screenshot`), which calls `Shell::OnServiceProtocolScreenshot` and `Shell::OnServiceProtocolScreenshotSKP`, assumes that Flutter has a single view. We should make it able to handle multiple screenshots.

As I'm working on multi-view, I'm planning to keep the current behavior of targeting the implicit view (view 0) for now, but we'll need to make it work with other views.
Repository: flutter
Issue: Components that call `Shell::Screenshot` should support multiple views
Labels: engine,P2,team-ios,triaged-ios

Currently there are a few embedders that directly call `Shell::Screenshot`, which assumes Flutter has a single view. In a multi-view apps, screenshotting will result in multiple screenshots, each correspond to a view ID.

The only use in production code is the iOS embedder, which calls it in `FlutterEngine#takeScreenshot`. A few other unit tests in iOS and Fuchsia also calls it.

As I'm working on multi-view, I'm planning to keep the current behavior of targeting the implicit view (view 0) for now, but we need to make the callers able to handle multiple screenshots to correct function for multi-view apps.
Repository: node
Issue: fs: utf8 fast paths don't accept all valid utf8 values
Labels: fs

`UTF8` and `UTF-8` are also valid but not accepted by any existing utf8 fast paths (#48658, #49884)
Repository: go
Issue: x/tools/internal/refactor/inline: optimize binding decls in if statements (etc)
Labels: NeedsInvestigation,Tools

Currently, inlining this call:
```
if strings.HasPrefix(path, "/") {
```
gives:
```
		if func(prefix string) bool {
			return len(path) >= len(prefix) && path[0:len(prefix)] == prefix
		}("/") {
```
primarily because the prefix needs a variable but the context--an `if` condition--doesn't allow statements. Ideally it would put the binding decl in the if condition like so:
```
		if prefix := "/"; len(path) >= len(prefix) && path[0:len(prefix)] == prefix {
```
or introduce the decl at a higher level:
```
		var prefix = "/"
		if len(path) >= len(prefix) && path[0:len(prefix)] == prefix {
```
Repository: godot
Issue: Fatal error. Invalid Program: attempted to call a UnmanagedCallersOnly method from managed code.
Labels: bug,topic:dotnet

### Godot version

4.1.1 C# stable-mono (v4.1.1.stable.mono.official [bd6af8e0e])

### System information

Godot v4.1.1.stable.mono - Ubuntu 23.04 23.04 - Vulkan (Forward+) - dedicated Radeon RX 5500 XT () - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

I went to save my 2d scene (working on a gui) and the editor crashed. it corrupted the scene during the crash, and the node where it corrupted on cannot be saved out to a packedscene file. (It crashes then, too.)

Here's what I wrote in the Discord server.

I saved my scene, and it just crashed the editor. I ran the editor through the console and when it crashed, this is the error that it printed out.
Fatal error. Invalid Program: attempted to call a UnmanagedCallersOnly method from managed code.

OS: Ubuntu 2023.04.
Godot 4.1.1 C# version


I recreated my project in a new project, and it works. So, it doesn't seem to be specific to my project. 

### Steps to reproduce

I really don't know. I think that it's an issue with the editor code that caused it, so... if I knew how to reproduce it, or even what happened, I wouldn't have done it to begin with? lol


### Minimal reproduction project

N/A
Repository: PowerToys
Issue: hope ignore find my mouse function when use a stylus pen input
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Thanks there is a setting to ignore application for find my mouse.  Is there a chance to add an option to ignore pen input?

### Scenario when this would be used?

When I use application with both pen and mouse, I want to enable find my mouse when I'm use mouse but disable when using pen input.  Hot key is not good.

### Supporting information

_No response_
Repository: pytorch
Issue: Create a new heuristic TD rule for failures coming from base commit of the pull requests
Labels: triaged,module: devx

Here is the thoughts behind this feature request:

* If a test is failing on the base commit, we might want to run it **last** on the PR knowing that it's going to fail.  This allows other failures to surface and prevent the situation where reverting a change surfaces other failures hidden by the broken trunk.
* ~~On the other hand, if a pull request is deliberately created to forward fix trunk failures, running base failures **first** makes sense as this help validate the fix faster.~~  However, this should be the minority because:
  * We revert first, ask question later
  * Even if the fix works and the failed tests pass right away.  It's the usual requirement to wait for the whole job finishes before merging, i.e. dynamo job has passed 

cc @ZainRizvi @kit1980 @clee2000
Repository: godot
Issue: AudioStreamPlayer3D crashes the game
Labels: bug,topic:audio,crash

### Godot version

Godot v4.1.1.stable 

### System information

Windows 11 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.21029.6002) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

I have a project in which the player can right click to spawn a ball, which is a RigidBody3D (using Jolt). This ball is rather simple:
![image](https://github.com/godotengine/godot/assets/4535064/4c613ce4-943e-46e7-b01d-3d2c5964f13c)

The balls free themselves after 5 seconds, so there are never more than 10 balls on screen at once. Despite this, after only a few seconds of creating balls, the game will always crash without any error. I believe this to be caused by the AudioStreamPlayer3D node, as deleting it from the ball scene removes this issue.

https://github.com/godotengine/godot/assets/4535064/aa8f6580-0c21-4628-aba2-a97109e5fc3e


This issue occurs whether or not there is actually audio playing, just by the nodes existing does it cause the game to crash. 
It will crash at about the same point whether or not the audio is playing.
Also worth noting that the .wav file loaded into the stream is only 22KB, it is just a few millisecond long sine wave.

### Steps to reproduce

From the attached project, play the scene "dark scene.tscn". Don't do anything, just let it play until the Node counter reaches about 200 (sometimes it is able to reach 500). The game will crash with no error.

### Minimal reproduction project

[audio glitch.zip](https://github.com/godotengine/godot/files/12733238/audio.glitch.zip)
Repository: PowerToys
Issue: 文件资源管理器加载项
Labels: Issue-Bug,Product-File Explorer,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.73.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

can't preview markdown and code, such as pyhton,c ...

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue: Animations can no longer be "local to scene"
Labels: bug,confirmed,topic:animation

### Godot version

4.1

### System information

Windows 10

### Issue description

I can no longer modify an animation keyframes of an AnimationPlayer from one scene instance without that modifying it across all instances of that scene (`resource_local_to_scene = true` does not work seem to work for animations)

Setting `resource_local_to_scene = true` for the `AnimationLibrary` containing the animations doesn't seem to fix this issue either.

---
Example Code For Added Context:
```gdscript
extends Node2D
@onready var instance1 = get_node("instance scene")
@onready var instance2 = get_node("instance scene2")
# Called when the node enters the scene tree for the first time.
func _ready():
	#change animation color of instance1 to blue->red->blue
	var animplayer = instance1.get_node("ColorRect/AnimationPlayer")
	var anim:Animation = animplayer.get_animation("Test/new_animation")
	#this is already true within the scene 
	anim.resource_local_to_scene = true
	
	anim.track_set_key_value( 0, 0, Color.BLUE )
	anim.track_set_key_value( 0, 2, Color.BLUE )
	
	animplayer.play("Test/new_animation")
	
	#leave instance 2 white->red->white
	instance2.get_node("ColorRect/AnimationPlayer").play("Test/new_animation")
	
	#result: both turn blue
```
![animation oof](https://github.com/godotengine/godot/assets/34152090/a7e138b6-d412-45a9-b32d-b5ab1cdf8697)

So ultimately I'm forced to create multiple duplicate scenes for minor animation changes if there's no workaround for this.

### Steps to reproduce

1. create two scenes: one as the main and one to instance from.
2. create a node in the latter scene to animate (e.g a ColorRect)
3. create an AnimationPlayer to animate the node with a looping animation (e.g. make the ColorRect switch back and forth between two colors)
4. make the Animation and the Animation Library local to scene
5. instantiate these scenes into your main scene.
6. create a script for the main scene that modifies the animation keyframes of one instance and starts the animations within `_ready()`
7. run the project


### Minimal reproduction project

[GodotTest.zip](https://github.com/godotengine/godot/files/12733468/GodotTest.zip)
Repository: pytorch
Issue: Some ONNX tests have been disabled because of new tensor.split signature
Labels: module: onnx,triaged,onnx-triaged

### 🐛 Describe the bug

#107484 adds a new drop_remainder=False attribute to tensor.split.
This causes some ONNX tests to fail, because the [corresponding op in ONNXScript](https://github.com/microsoft/onnxscript/blob/b6c5e3bb9729f939e979a41d8d724009df9f3b58/onnxscript/function_libs/torch_lib/ops/core.py#L6918) has the previous signature.

`torch.onnx._internal.diagnostics.infra.context.RuntimeErrorWithDiagnostic: Cannot find any perfect/nearest match of symbolic function for aten::split.Tensor,which should be registered under aten.split.Tensor.
`

Once the PR is merged, and the ONNX op script op is updated, I will fix this issue and re-enable the tests.

### Versions

Not needed

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: next.js
Issue: autoFocus failure 
Labels: bug

### Link to the code that reproduces this issue

https://github.com/crazyair/next-auto-focus-demo

### To Reproduce

1. `yarn`
2. `yarn dev`
3. refresh page

### Current vs. Expected behavior

input no focus

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000
Binaries:
  Node: 16.19.1
  npm: 8.19.3
  Yarn: 1.22.19
  pnpm: 6.35.1
Relevant Packages:
  next: 13.5.3
  eslint-config-next: 13.5.3
  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)

Not sure

### Additional context

_No response_
Repository: deno
Issue: LSP not responding when editor quits and sends shutdown request
Labels: cli,upstream,lsp

When quitting my EDITOR ([BBEdit](https://www.barebones.com/products/bbedit/)), it hangs waiting for `deno lsp`. 

I have reported the issue to BareBones. They advised that it's possibly due to LSP server not responding correctly to the application's request to shut itself down. 

- https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/#shutdown

Does `deno lsp` respond to the `shutdown` request?

Is there a config setting for handling the `shutdown` request?
Repository: TypeScript
Issue: Container builds fails after upgrade to Microsoft.TypeScript.MSBuild 5.2.2
Labels: Needs Investigation

### 🔎 Search Terms

Microsoft.TypeScript.MSBuild  error MSB6006: "/usr/bin/nodejs" exited with code 1

### 🕗 Version & Regression Information

- This is a crash
- This changed between versions 5.0.4 and 5.2.2


### ⏯ Playground Link

_No response_

### 💻 Code

```dockerfile
FROM --platform=$BUILDPLATFORM mcr.microsoft.com/dotnet/sdk:7.0 AS build
WORKDIR /src
RUN apt-get update \
    && apt-get install -y --no-install-recommends \
        nodejs \
        npm \
    && rm -rf /var/lib/apt/lists/*
COPY ["*.csproj", "package*", "tsconfig.json", "."]
RUN --mount=type=cache,id=npm,target=/root/.npm --mount=type=cache,id=nuget,target=/root/.nuget/packages dotnet restore
RUN --mount=type=cache,id=npm,target=/root/.npm --mount=type=cache,id=nuget,target=/root/.nuget/packages npm install
```


### 🙁 Actual behavior

 > [xxx build  8/10] RUN --mount=type=cache,id=npm,target=/root/.npm --mount=type=cache,id=nuget,target=/root/.nuget/packages dotnet build:
10.86 MSBuild version 17.7.3+8ec440e68 for .NET
12.15   Determining projects to restore...
12.47   All projects are up-to-date for restore.
13.19 /root/.nuget/packages/microsoft.typescript.msbuild/5.2.2/tools/Microsoft.TypeScript.targets(485,5): error MSB6006: "/usr/bin/nodejs" exited with code 1. [/src/xxx.csproj]
13.21
13.21 Build FAILED.
13.21
13.21 /root/.nuget/packages/microsoft.typescript.msbuild/5.2.2/tools/Microsoft.TypeScript.targets(485,5): error MSB6006: "/usr/bin/nodejs" exited with code 1. [/src/xxx.csproj]
13.21     0 Warning(s)
13.21     1 Error(s)
13.21
13.21 Time Elapsed 00:00:02.13

### 🙂 Expected behavior

build success

### Additional information about the issue

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: sdapi/v1/txt2img  should return a id_task as soon as the task is started  / queued
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 ?

When using the  API,  the endpoint "sdapi/v1/txt2img" does not return a id_task,  meaning  future calls of sdapi/v1/progress cannot be used to show a single user's image  progress / queue status.



### Proposed workflow

1. use  api  endpoint  "sdapi/v1/txt2img" to start generating an image
2. use  api  endpoint  "sdapi/v1/txt2img" to start generating a  2nd image
3. image 2  is now in queue, 
4. use "sdapi/v1/Progress", it will return the progress (and job ID "id_task") for whatever  job is currently processing.

since the  txt2img api call never returned  a id_task, we cannot filter which "progress" to show to which user / image.

 


### Additional information

_No response_
Repository: godot
Issue: Mesh appearing in wrong scene on reimport
Labels: bug,topic:import,topic:3d

### Godot version

4.1.1, 4.1.1-mono, 4.2-mono-rc5

### System information

MacOS 12.3

### Issue description

When updating a .glb with an inherited scene, and Godot auto-imports changes, the imported model appears in the currently active scene.

The only fix is to switch to the inherited scene and back or restart Godot.

I don't believe this was an issue in 4.0.3.

### Steps to reproduce

Video of steps [here](https://www.youtube.com/watch?v=L4dQIH4iRhQ).

1. Open `main.tscn` and `gas_station.tscn`
2. Switch to `main.tscn`
3. Move `GasStation1` away from center
4. Open `gas_station.blend` in blender and modify it in some way.
5. Export to `.glb`. Export settings should be saved, so just hit export
6. Switch to Godot
7. There should now be two `GasStation`s in `main.tscn`
8. Switch to `gas_station.tscn` and back again
9. Second `GasStation` will be gone

### Minimal reproduction project

Repro project [here](https://github.com/wjagodfrey/godot-4-glb-import-issues).
Repository: stable-diffusion-webui
Issue: [Feature Request]: LLaMA Adapter MultiModal Support
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 ?

Add LLama Adapter, an upcoming multimodal inference and training suite for LLaMa, to the multimodal functionality and API.

https://github.com/OpenGVLab/LLaMA-Adapter

### Proposed workflow

Works the same as current multi modal workflows except with an option for audio and other modalities.

### Additional information

N/A
Repository: next.js
Issue: In `layout.tsx` that lives next to `loader.tsx`, `headers` are empty when navigated via `Link`
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/danieltott/next-broken-linked-headers

### To Reproduce

**This does not happen when running `pnpm dev` or `pnpm build && pnpm start` locally on my mac (node v18.8.0), only on vercel**

1. Go to https://next-broken-linked-headers.vercel.app/
2. Click the "set cookie" link
3. Follow the links to see layouts that sit next to `loading.tsx` failing to read _any_ headers upon client-side navigation

### Current vs. Expected behavior

Current:
When navigating to a server component, `headers` is empty except for `"next-url: /its-broken"` (or whatever the url is).

Expected:
I can read headers/cookies in layout server components at any time.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:34 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T8103
Binaries:
  Node: 18.8.0
  npm: 8.18.0
  Yarn: 1.22.19
  pnpm: 8.8.0
Relevant Packages:
  next: 13.5.4-canary.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A


warn  - Latest canary version not detected, detected: "13.5.4-canary.1", newest: "13.5.4-canary.0".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.


Note - I don't see `13.5.4-canary.1` on the github releases page, but it is what `pnpm create next-app --example reproduction-template reproduction-app` installed.
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Additional context

I am 99% sure this is related to the changes in #55950

This problem does _not_ happen in `13.5.3-canary.3`, but starts in `13.5.3-canary.4` and later. You can see it working properly here: https://next-broken-linked-headers-git-version-1353-canary3-danieltott.vercel.app/ with `13.5.3-canary.3` installed.

`headers` is only empty in `layout.tsx` (not `page.tsx`) and only when `layout.tsx` is next to a `loader.tsx`.