sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: torch.compile x autograd.Function: Make the backward strict mode less srict
Labels: module: autograd,triaged,oncall: pt2,module: dynamo,module: pt2-dispatcher,dynamo-autograd-function

## Issue description

Today, when Dynamo sees an autograd.Function, it traces both the forward() and backward(). Once it has proved safety for both of these APIs, we put a call to the autograd.Function.apply into the generated FX graph.

We trace the backward() underneath a "strict mode". That is, we ban accesses to Tensor.stride() (and a number of other APIs). This is because we don't actually know many properties of the gradients at the time of the forward pass.

We should lift some of these restrictions. For example:
- we should only ban accesses to .stride() on the gradients (I think we ban this on all tensors)
- we should only ban control flow on the .stride(). Things like assertions seem fine.


cc @ezyang @albanD @gqchen @pearu @nikitaved @soulitzer @Varal7 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @bdhirsh @Lezcano @msaroufim @wconstab @anijain2305 @aakhundov
Repository: rust
Issue: Tracking Issue for `-Zfunction-return`
Labels: A-codegen,T-compiler,C-tracking-issue,PG-exploit-mitigations

This is a tracking issue for the `-Zfunction-return` flag for x86.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.
Discussion comments will get marked as off-topic or deleted.
Repeated discussions on the tracking issue may lead to the tracking issue getting locked.

### Steps

- [x] Implementation: https://github.com/rust-lang/rust/pull/116892 (1.76).
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
Repository: rust
Issue: Missing Markdown links on not explicitly exported types used via alias
Labels: T-rustdoc,C-bug,A-rustdoc-ui

Sorry for the mouthful of a title. The issue is best illustrated by example, so here we go:
```bash
cargo init baz --lib
cd baz
cat > src/output.rs <<'EOF'
#[derive(Clone, Debug)]
pub struct Output<M> {
    /// A [`std::vec::Vec`].
    pub output: Vec<M>,
}
EOF

cat > src/lib.rs <<'EOF'
mod output;

pub type EmptyOutput = output::Output<()>;
EOF
```

If I now `cargo doc` and look at `doc/baz/type.EmptyOutput.html`, I see:
![wrong](https://github.com/rust-lang/rust/assets/77694251/6d926284-8744-4a7e-8c21-3bb49447c263)


Notice the non-existent link to `Vec` at the bottom.

Once I apply:
```patch
diff --git src/lib.rs src/lib.rs
--- src/lib.rs
+++ src/lib.rs
@@ -1,3 +1,5 @@
 mod output;

+#[doc(hidden)]
+pub use output::Output;
 pub type EmptyOutput = output::Output<()>;
```

We get a correct link:
![correct](https://github.com/rust-lang/rust/assets/77694251/c78f83a7-a927-4678-b203-e777652bc0ce)

But it seems like a bug to me. I don't see why the link would not be rendered correctly with the original bit of code. Can somebody comment, please?

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.74.0-nightly (1e746d774 2023-09-07)
```

</p>
</details>
Repository: youtube-dl
Issue: Crunchyroll not working
Labels: broken-IE

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that all URLs and arguments with special characters are properly quoted or escaped as explained in http://yt-dl.org/escape.
- Search the bugtracker for similar issues: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones


## Verbose log
not supported anymore
<!--
not supported anymore
-->

```
PASTE VERBOSE LOG HERE
```


## Description

<!--
Provide an explanation of your issue in an arbitrary form. Provide any additional information, suggested solution and as much context and examples as possible.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Since Crunchyroll updated from the beta version to the official version, it is no longer possible to use it, please correct it, it would be very useful
Repository: godot
Issue: Godot is unable to convert to a typed array when assigning to an exported property (and `set` fails silently)
Labels: bug,topic:gdscript,needs testing

### Godot version

Godot 4.0 up to master at the time of writing

### System information

Windows 10

### Issue description

Godot will convert a typed array to an array, or to a packed array when assigning to properties. And also will convert packed arrays and typed arrays to untyped arrays when assigning to properties.

But Godot will not convert an untyped array to a typed array, nor a packed array to a typed array.

When setting them directly, we get a runtime error.

Even worse: if we use `set`, it will fail silently, which can - and for me did - result in some hard to debug situations.

Note: It is possible that https://github.com/godotengine/godot/pull/71336 might help, but I was unable to test it.

### Steps to reproduce

Create a typed array property, such as:

```
@export var typed_array:Array[String]:
	set(mod_value):
		typed_array = mod_value
		prints(mod_value, "to typed_array")
```

And try to set an untyped array or a packed array (of the appropriate underlying type) to it.

### Minimal reproduction project

[TypedArraySetterTest.zip](https://github.com/godotengine/godot/files/12936809/TypedArraySetterTest.zip)

Note: the lines that result in runtime error are commented.

However, the insidious `set` calls that fail silently are not.
Repository: stable-diffusion-webui
Issue: [Feature Request]: API - set prompt_styles
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 ?

Right now the API allows a **GET** _/sdapi/v1/prompt-styles_ so extensions can see what styles were saved in the Web UI. However, there's no **POST** equivalent, so extension users can't create new styles without returning to the Web UI.

It'd be nice if the API could support adding prompt-styles to the server.

### Proposed workflow

**POST** _/sdapi/v1/prompt-styles_ - Replace all the prompt-styles
**POST** _/sdapi/v1/create/prompt-style_ - Add a single prompt-style 

### Additional information

_No response_
Repository: flutter
Issue: [flutter_tools] SocketException: Write failed (OS Error: Broken pipe, errno = 32)
Labels: P2,team-tool,triaged-tool

on beta/3.16.0-0.2.pre
Command flutter run -d <APP_ID>

```
SocketException: Write failed (OS Error: Broken pipe, errno = 32), port = 0
at _NativeSocket.write(socket_patch.dart:1246)
at _RawSocket.write(socket_patch.dart:2004)
at _Socket._write(socket_patch.dart:2479)
at _SocketStreamConsumer.write(socket_patch.dart:2214)
at _SocketStreamConsumer.addStream.<anonymous closure>(socket_patch.dart:2168)
at _rootRunUnary(zone.dart:1407)
at _CustomZone.runUnary(zone.dart:1308)
at _CustomZone.runUnaryGuarded(zone.dart:1217)
at _BufferingStreamSubscription._sendData(stream_impl.dart:339)
at _BufferingStreamSubscription._add(stream_impl.dart:271)
at _SyncStreamControllerDispatch._sendData(stream_controller.dart:784)
at _StreamController._add(stream_controller.dart:658)
at _StreamController.add(stream_controller.dart:606)
at _StreamSinkImpl.add(io_sink.dart:154)
at _IOSinkImpl.write(io_sink.dart:287)
at _IOSinkImpl.writeln(io_sink.dart:307)
at _Socket.writeln(socket_patch.dart:2314)
at _StdSink.writeln(stdio.dart:342)
at IOSDeployDebugger.detach(ios_deploy.dart:619)
at IOSDeviceLogReader.dispose(devices.dart:1440)
at IOSDevice.dispose(devices.dart:991)
at HotRunner.cleanupAtFinish(run_hot.dart:1171)
at ResidentRunner.waitForAppToFinish(resident_runner.dart:1483)
at <asynchronous gap>(async)
at HotRunner.attach(run_hot.dart:353)
at <asynchronous gap>(async)
at RunCommand.runCommand(run.dart:745)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1350)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:212)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:348)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:294)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:112)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at main(executable.dart:90)
at <asynchronous gap>(async)
```

It looks like it is this code:

```dart
    try {
      // Detach lldb from the app process.
      _iosDeployProcess?.stdin.writeln('process detach');
    } on SocketException catch (error) {
      // Best effort, try to detach, but maybe the app already exited or already detached.
      _logger.printTrace('Could not detach from debugger: $error');
    }
```

https://github.com/flutter/flutter/blob/3.16.0-0.2.pre/packages/flutter_tools/lib/src/ios/ios_deploy.dart#L617-L623

I don't understand how this isn't being caught.
Repository: go
Issue: x/build: add LUCI plan9-amd64 builder
Labels: OS-Plan9,Builders,NeedsInvestigation,new-builder,arch-amd64

- Hostname: plan9-amd64
- Certificate Request: [plan9-amd64.csr.txt](https://github.com/golang/go/files/12951050/plan9-amd64.csr.txt)
Repository: flutter
Issue: [flutter_tools] NPE during building NativeAssets
Labels: P2,team-tool,triaged-tool

on command: flutter assemble -dTargetPlatform=ios ...
beta/3.16.0-0.2.pre

```
_TypeError: Null check operator used on a null value
at NativeAssets.build(native_assets.dart:92)
at <asynchronous gap>(async)
at _BuildInstance._invokeInternal(build_system.dart:853)
at <asynchronous gap>(async)
at Future.wait.<anonymous closure>(future.dart:523)
at <asynchronous gap>(async)
at _BuildInstance.invokeTarget(build_system.dart:791)
at <asynchronous gap>(async)
at Future.wait.<anonymous closure>(future.dart:523)
at <asynchronous gap>(async)
at _BuildInstance.invokeTarget(build_system.dart:791)
at <asynchronous gap>(async)
at FlutterBuildSystem.build(build_system.dart:620)
at <asynchronous gap>(async)
at AssembleCommand.runCommand(assemble.dart:315)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1350)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:212)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:348)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:294)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:112)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at main(executable.dart:90)
at <asynchronous gap>(async)
```
Repository: tauri
Issue: [bug] MacOS Universal apps prompt multiple times for same permission
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

When using the App (or DMG) build from the MacOS Universal App target, I'm prompted repeatedly for the same (microphone) permission.

On the single architecture versions,  you are prompted single once.

Also the single architecture versions don't prompt when the app is launched again, whereas the Universal App will (repeatedly) prompt every time.

I'm developing on M2 (either native or x86_64 through Rosetta) , but this also happens on x86_64.

See video for the error case.

[ Screen Recording 2023-10-17 at 21.47.25.mov…](https://github.com/tauri-apps/tauri/assets/8419367/c19fad89-e1d5-45b6-9505-f03fa97d0260)


### Reproduction

Minimal repo based on tauri build and VanillaJS:  https://github.com/chrisflatley/tauri-webrtc-permissions.

See README for more details, but assuming you have the both Apple targets installed in Rust:

```bash
npm i
npm run tauri:universal
```

Open built app, and click Connect. 

You will be prompted multiple times for microphone permission which if you click allow enough time you will be eventually given.

### Expected behavior

A single prompt should be made and next app launch should not prompt.

(Like the single architecture version)

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 14.0.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.73.0 (cc66ad468 2023-10-03)
    ✔ Cargo: 1.73.0 (9c4383fb5 2023-08-26)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.8.0
    - npm: 10.1.0

[-] Packages
    - tauri [RUST]: 1.5.2
    - tauri-build [RUST]: 1.5.0
    - wry [RUST]: 0.24.4
    - tao [RUST]: 0.16.4
    - tauri-cli [RUST]: 1.5.3
    - @tauri-apps/api [NPM]: not installed!
    - @tauri-apps/cli [NPM]: 1.5.3 (outdated, latest: 1.5.4)

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../src
    - devPath: ../src
```


### Stack trace

```text
NA
```


### Additional context

I'm happy to take a look, if someone has an idea (though I don't know anything about native mac dev!)
Repository: godot
Issue: App crash since 4.2-dev4
Labels: bug,platform:macos,needs testing,topic:dotnet,crash

### Godot version

4.2-dev4 (or 4.2-beta1)

### System information

macOS 13.4 - Godot v4.2-beta1 - Vulkan (Forward+)

### Issue description

There are two crashes:
```
libc++abi: terminating due to uncaught exception of type std::__1::system_error: mutex lock failed: Invalid argument
```

and

```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.beta1.mono.official (b1371806ad3907c009458ea939bd4b810f9deb21)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] sigsegv_handler(int, __siginfo*, void*)
[2] 2   libsystem_platform.dylib            0x000000018ad36a24 _sigtramp + 56
[3] 3   ???                                 0xffff8001012540ac 0x0 + 18446603340535382188
[4] Object* ClassDB::creator<mono_bind::GodotSharp>()
[5] 5   ???                                 0x0000000120ebbd0c 0x0 + 4847287564
[6] 6   ???                                 0x0000000120ebbc04 0x0 + 4847287300
[7] 7   ???                                 0x0000000120ebb8f0 0x0 + 4847286512
[8] 8   ???                                 0x0000000120efb990 0x0 + 4847548816
[9] 9   ???                                 0x0000000120efb3d0 0x0 + 4847547344
[10] 10  ???                                 0x00000001218fb930 0x0 + 4858034480
[11] 11  ???                                 0x000000012192b670 0x0 + 4858230384
[12] 12  ???                                 0x00000001219282ac 0x0 + 4858217132
[13] 13  ???                                 0x0000000120f02540 0x0 + 4847576384
[14] 14  ???                                 0x0000000120efdf38 0x0 + 4847558456
[15] 15  ???                                 0x00000001218e3238 0x0 + 4857934392
[16] 16  ???                                 0x00000001218ff6ac 0x0 + 4858050220
[17] 17  ???                                 0x00000001218fedc0 0x0 + 4858047936
[18] 18  ???                                 0x0000000121927b8c 0x0 + 4858215308
[19] 19  ???                                 0x0000000120efc368 0x0 + 4847551336
[20] Object* ClassDB::creator<MobileVRInterface>()
[21] MultiplayerAPI::is_server()
[22] SoftBody3D::get_physics_rid() const
[23] CallableCustomExtension::default_compare_less(CallableCustom const*, CallableCustom const*)
[24] SceneTree::get_root() const
[25] Node::get_index(bool) const
[26] Node::get_index(bool) const
[27] RendererCompositorRD::_create_current()
[28] void rx::mtl::GetMatrixUniformMetal<unsigned int>(unsigned int, unsigned int*, unsigned int const*, bool)
[29] RendererCompositorRD::_create_current()
[30] 30  dyld                                0x000000018a9aff28 start + 2236
-- END OF BACKTRACE --
```

The first can be reproduced using the repo I've shared, the second is coming from my production project, so I thought it might be useful to have both here.

### Steps to reproduce

Clone the project and run it. Once the small shell hits a moving area 2D, the app crashes.

### Minimal reproduction project

https://github.com/roman-boltunov/godot-42-beta-crash-test
Repository: godot
Issue: `RichTextLabel::_find_click_in_line` is needlessly O(N^2)
Labels: bug,topic:gui,performance

### Godot version

4.2.beta1 a574c0296b

### System information

Godot v4.2.beta (a574c0296) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

`_find_click_in_line` is doing a conventional C-style for loop from 0 to `TextParagraph::get_line_count()` .
```cpp
	for (int line = 0; line < l.text_buf->get_line_count(); line++) {
```
However, `get_line_count` calls `TextParagraph::_shape_lines`:
```cpp
int TextParagraph::get_line_count() const {
	_THREAD_SAFE_METHOD_

	const_cast<TextParagraph *>(this)->_shape_lines();
	return (int)lines_rid.size();
}
```
and `_shape_lines` does a loop over every line:
```cpp
	for (const RID &line_rid : lines_rid) {
		if (!TS->shaped_text_is_ready(line_rid)) {
			lines_dirty = true;
			break;
		}
	}
```

In my instance, the line count appears to be 11384.
![image](https://github.com/godotengine/godot/assets/39946030/d8ad0b04-6709-4635-a438-7e58fea405cf)

I accidentally printed out the result of `mesh.surface_get_arrays()`. I certainly don't see 11384 lines on screen. but regardless, this should not be slow: it's only because it's looping 11384 times and performing a mutex lock and TextServerAdvanced call for each line, for each line.

The fix is to cache `get_line_count()` in rich_text_label.cpp:1524, immediately before the for loop begins.


### Steps to reproduce

1. run the project with output to /dev/null, as in `godot -w -e &>/dev/null`
2. allow it to import the mesh, The `print(arr)` statement at `test_post_import.gd` line 266 will execute and the import will finish.
3. open the Output panel and godot will appear to hang or run really slowly.

### Minimal reproduction project

[big_log_message_hang.zip](https://github.com/godotengine/godot/files/12961688/big_log_message_hang.zip)
Repository: material-ui
Issue: [docs] Thank you for the support of Ukraine
Labels: support: docs-feedback

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/

### Kind of issue

Other

### Issue description

This is just a post of appreciation!
I am from Ukraine, and I use Material UI in my projects a lot. Thank you for such a great tool.

The war is still going on. It is hard to defend against such a big country as Russia, but we do our best.
I just opened the MUI documentation again, and it was a heart-touching moment to see the banner supporting my country still there.

Thanks to  the MUI team and all the contributors who support us!

### Context 🔦

_No response_
Repository: flutter
Issue: Expose `OverlayPortal`'s declarative API
Labels: c: new feature,framework,P3,team-framework,triaged-framework

Currently `OverlayPortal`'s declarative API is hidden behind the imperative `OverlayPortalController.open()` and `OverlayPortalController.close()` API. We couldn't find a declarative API that we could all agree on to describe the z-order of an `Overlay`'s render children. Under the hood, the `OverlayPortalController.open()` method uses the current time as the z-order value, such that the last controller to call `open` gets to show its overlay child at the top. 

One example where the declarative API becomes desirable is for implementing the menu system. All open menus should dismiss when the containing window changes size. Window resizing is propagated in the widget tree via `MediaQuery` changes, but `OverlayPortalController.open()` and `OverlayPortalController.close()` can't be called during widget tree rebuild because they both call `setState`.
Repository: neovim
Issue: Snippet API roadmap
Labels: enhancement,lsp,snippet

The following is a draft (nothing is set in stone) of the implemented and upcoming features for snippets:

- [X] Use LPEG for snippet parsing: https://github.com/neovim/neovim/pull/25352
- [x] Basic snippet expansion: Keeping track of placeholders, moving between them, `TM_x` variable replacement: https://github.com/neovim/neovim/pull/25301
- [x] Choice placeholders, in which the user can select from a given set of options to insert: https://github.com/neovim/neovim/pull/25795
- [ ] Variable transformations via regexes.
- [ ] Nested snippet sessions (e.g. #28858)
- [x] Nested placeholders: https://github.com/neovim/neovim/pull/25352
- [ ] `vim.snippet.get()` for exposing information (ID, position, tabstops) about the active snippet(s) to external libraries.
Repository: rust
Issue: Reading from and writing to the Windows console should be lossy
Labels: O-windows,T-libs-api,A-io

The Windows console works with text whereas our `Read` and `Write` traits deal with arbitrary bytes.  We currently use the Unicode Windows APIs and assume the bytes are in fact UTF-8. If they're not then we return an error. Similarly we expect that the input from the console will be actual Unicode text (I'd be surprised if it ever wasn't but I guess it's possible) and again we error if it's not. See [here](https://github.com/rust-lang/rust/blob/ca89f732ec0f910fc92111a45dd7e6829baa9d4b/library/std/src/sys/windows/stdio.rs#L116), [here ](https://github.com/rust-lang/rust/blob/ca89f732ec0f910fc92111a45dd7e6829baa9d4b/library/std/src/sys/windows/stdio.rs#L162) and [here](https://github.com/rust-lang/rust/blob/ca89f732ec0f910fc92111a45dd7e6829baa9d4b/library/std/src/sys/windows/stdio.rs#L407).

Seeing as the console is a text interface, rather than a binary one, why not lossily replace any invalid Unicode to the replacement character?