sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: setting guicursor removes differentiation between Ctrl-I and Tab
Labels: bug,environment,tui,has:repro

### Problem

I have these imaps:

```
inoremap <c-i> ctrl_i 
inoremap <Tab> tab 
```

Expected behavior: in insert mode, typing c-i and tab will print out "ctrl_i" and "tab" respectively.

With this custom vimrc, <c-i> prints out "tab" instead of "ctrl_i". That is incorrect.

```
set termguicolors

highlight Cursor guibg=#5f87af ctermbg=67
highlight iCursor guibg=#ffffaf ctermbg=229
set guicursor=n-v-c:block-Cursor/lCursor,i-ci-ve:ver100-iCursor

inoremap <C-I> ctrl_i 
inoremap <Tab> tab 
```

NOTE: I didn't compile neovim from scratch to see if the issue reproduces on latest. Should I do that? I didn't compile from scratch because this seems like a big repo, long compilation.

### Steps to reproduce

I'm on nvim 0.9.1

```
# nvim -v
NVIM v0.9.1
Build type: Release
LuaJIT 2.1.0-beta3

   system vimrc file: "$VIM/sysinit.vim"
  fall-back for $VIM: "/opt/homebrew/Cellar/neovim/0.9.1/share/nvim"

Run :checkhealth for more info
```

See the custom rc I used. `nvim -u custom.vim`

### Expected behavior

Expected behavior: in insert mode, typing c-i and tab will print out "ctrl_i" and "tab" respectively.

With this custom vimrc, <c-i> prints out "tab". That is incorrect.

### Neovim version (nvim -v)

0.9.1

### Vim (not Nvim) behaves the same?

not relevant?

### Operating system/version

Ventura 13.0

### Terminal name/version

iterm2 Build 3.4.20

### $TERM environment variable

xterm-256color

### Installation

brew install
Repository: rust
Issue: Random linker failure involving alloc symbols on stable 1.72.0 to currently nightly
Labels: T-compiler,C-bug,S-needs-repro

I have a toy program to fuzz Rust's compilation errors. I noticed that on nightly it randomly fails with linker issues. I then went and tested it on stable 1.72.0 and the same thing happens. This error seems to be almost completely random, and the fuzzer has to generate a few thousand rustc compilations to find it.

It is unclear to me what is happening and if there are existing issues open for this. I can provide the fuzzer code if needed.

### Meta

`rustc --version --verbose`:
```
rustc 1.72.0 (5680fa18f 2023-08-23)
binary: rustc
commit-hash: 5680fa18feaa87f3ff04063800aec256c3d4b4be
commit-date: 2023-08-23
host: x86_64-unknown-linux-gnu
release: 1.72.0
LLVM version: 16.0.5

```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```

```

</p>
</details>
Repository: pytorch
Issue: `upsample_bilinear2d_backward_out_cuda` is nondeterministic
Labels: triaged,module: determinism,actionable

### 🐛 Describe the bug

torch.use_deterministic_algorithms(True)
nn.Upsample(scale_factor=scale_factor, mode='bilinear')

RuntimeError: upsample_bilinear2d_backward_out_cuda does not have a deterministic implementation, but you set 'torch.use_deterministic_algorithms(True)'. You can turn off determinism just for this operation, or you can use the 'warn_only=True' option, if that's acceptable for your application.

### Versions

nn.Upsample(scale_factor=scale_factor, mode='bilinear')

cc @mruberry @kurtamohler
Repository: PowerToys
Issue: Not following link when peek
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

When peeking a *.lnk file whose target is, for instance, a batch file (*.bat), the Peek won't show content of the target file[^1] , but a an icon with file info only[^2] .

[^1]:![图片1](https://github.com/microsoft/PowerToys/assets/33617378/59a8aafc-d28a-44cd-8178-a456dd9e2290)
[^2]:![图片2](https://github.com/microsoft/PowerToys/assets/33617378/bef073f9-028c-4569-a7fa-6fd8011527ad)


### Scenario when this would be used?

To peek the target file of a link

### Supporting information

_No response_
Repository: tensorflow
Issue: Null pointer exception in constant folding of grappler.
Labels: stat:awaiting tensorflower,type:bug,comp:grappler,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.13.0

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Segmentation fault.


### Standalone code to reproduce the issue


[NPE.zip](https://github.com/tensorflow/tensorflow/files/12444694/NPE.zip)

Run the poc.py in the zip.
In constant folding, after `FoldNode`, fold nodes will be updated with the new name at 【1】. But later, the old node name will still be referenced in `MergeConcat` (【2】) with `GetNode`(【3】), leading to an NPE.



```C++
//tensorflow/core/grappler/optimizers/constant_folding.cc
Status ConstantFolding::FoldNode(NodeDef* node, GraphDef* output_graph,
                                 bool* result_too_large) {
    ...
    else if (port < static_cast<int>(const_nodes.size()) &&
               !const_nodes[port].name().empty()) {
          //【1】
          node_map_->UpdateInput(output->name(), NodeName(output->input(i)),
                                   const_nodes[port].name());
          *output->mutable_input(i) = const_nodes[port].name();
 } 

bool ConstantFolding::MergeConcat(bool use_shape_info,
                                  GraphProperties* properties,
                                  GraphDef* optimized_graph, NodeDef* node) {
   ……
   for (int i = 0; i < num_regular_inputs - 1; ++i) {
       //【2】
       const NodeDef* input_node = node_map_->GetNode(node->input(i));
       if (!IsReallyConstant(*input_node)) {……}
}

//tensorflow/core/grappler/utils.h
NodeDefT* GetNode(const string& name) const {
    const string node_name = NodeName(name);
    auto it = nodes_.find(node_name);
    if (it == nodes_.end()) {
      VLOG(1) << "Node could not be found: " << name;
      return nullptr; //【3】
    }
    return it->second;
 }
```


### Relevant log output

_No response_
Repository: rust
Issue: Child::kill will not terminate children on Linux
Labels: A-docs,T-libs,A-process

### Location

https://doc.rust-lang.org/std/process/struct.Child.html#method.kill

### Summary

Documentation for `Child::kill` in standard library should include a note that the signal won't be sent to any children of the process, only to the process itself (at least on Linux).

This can be confusing because people might expect that `Child::kill` will terminate the process completely, including it's children.

I think the proper way to kill the process _and_ it's children is to send the signal to the process group

https://linux.die.net/man/2/killpg
https://linux.die.net/man/2/kill

Edit: Standard library includes [Command::process_group](https://doc.rust-lang.org/std/os/unix/process/trait.CommandExt.html#tymethod.process_group) method. `.process_group(0)` will set child's process group to it's PID. After spawning the command, it will be possible to call `kill(-pid, SIGKILL)`, which will terminate the child and all it's children
Repository: stable-diffusion-webui
Issue: [Bug]: 
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

![00051-669796823](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/142275381/ccb1c699-8bba-4b57-95db-44b707ad8d26)

**This image was created with webui version 1.2.1**


![00052-55899118](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/142275381/db501a43-5998-42a8-ae26-2b3ce0c5fd57)

**This image was created with the latest version of webui**

**The two images were created with the same prompt, negative prompt, but the results are completely different depending on the webui version, what is the reason?**




### Version or Commit where the problem happens

1.6.0

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Microsoft Edge
Repository: rust
Issue: `Vec::push` should load a passed-by-pointer argument *after* `reserve_for_push`
Labels: I-slow,T-compiler,T-libs

( Inspired by @erikdesjardins 's example in https://github.com/rust-lang/rust/issues/115212#issuecomment-1693816804 )

When pushing a `[u8; 16]` (which is passed indirectly)
```rust
pub fn push(vec: &mut Vec<[u8; 16]>, data: [u8; 16]) {
    vec.push(data);
}
```
On nightly today we load `data` to an xmm register, then spill it to stack to call `reserve_for_push`, then load it again <https://godbolt.org/z/4jTK4r3Ko>
```nasm
example::push:
        push    rbx
        sub     rsp, 16
        mov     rbx, rdi
        movups  xmm0, xmmword ptr [rsi]
        mov     rsi, qword ptr [rdi + 16]
        cmp     rsi, qword ptr [rdi + 8]
        jne     .LBB2_2
        mov     rdi, rbx
        movaps  xmmword ptr [rsp], xmm0    ;    <-- LOOK
        call    alloc::raw_vec::RawVec<T,A>::reserve_for_push
        movaps  xmm0, xmmword ptr [rsp]    ;    <-- LOOK
        mov     rsi, qword ptr [rbx + 16]
.LBB2_2:
        mov     rax, qword ptr [rbx]
        mov     rcx, rsi
        shl     rcx, 4
        movups  xmmword ptr [rax + rcx], xmm0
        inc     rsi
        mov     qword ptr [rbx + 16], rsi
        add     rsp, 16
        pop     rbx
        ret
```

We should make the stack adjustment unnecessary here -- ideally by loading it after the `reserve_for_push`, but other things like tweaking calling conventions could help too.
Repository: go
Issue: proposal: net/http: add option to limit header count in Server
Labels: Proposal

Proposal
-------------
Right now `net/http` has `Server.MaxHeaderBytes` to limit request header size. Proposing an additional `Server.MaxHeaderCount` to limit total number of headers.

Rationale
--------------
Granted that `Server` already has quite a number of tunable fields, none address the issue of DOS attacks that send a boatload of headers. Even when limiting total header size to 64k, an attacker can still send ~13k headers in a single request. This puts visible pressure on the GC as the number of malicious requests scale up.

Implementing this is trivial with [existing code](https://cs.opensource.google/go/go/+/master:src/net/textproto/reader.go;l=481).

Any hint of a workaround would be appreciated too.
Repository: stable-diffusion-webui
Issue: [Bug]: it seems a limit of resolution of images in Inpaint of img2img, while using the UI in the ipad.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

when uploading an img to inpaint in img2img and using browsers of ipad to visit the WEB-UI, no matter safari, chrome or edge, i found that the image with low resolution can be uploaded and inpaint successfuly, but a image with a high resolution like 4000x2000 will just be black in the interface for painting mask. but if i upload the same img to the img2img of the img2img, this issue won't happen. and on pc, there is no such issue.
![9327d9df345cad00181d2cfb15410ac](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/125190672/ae8d6103-3785-499c-8e8d-eb8911360361)


### Steps to reproduce the problem

1. use the browser of ipad to visit webui
2. enter the inpaint function
3. upload a img of high resolution (like 4000x2000) 
![9327d9df345cad00181d2cfb15410ac](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/125190672/3b4c15a7-5b02-4276-b41a-c89603c44cd5)


### What should have happened?

there should be a normal img in that interface

### Version or Commit where the problem happens

v1.4.0

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

iOS

### What device are you running WebUI on?

Other GPUs

### Cross attention optimization

xformers

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
the logs seems regular
```


### Additional information

_No response_
Repository: electron
Issue: [Feature Request]: change text direction
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

On Windows, users can switch text direction from Right-to-left to Left-to-right and vice verse using RCtrl+RShift or LCtrl+LShift. But for Linux this feature is either not implemented or doesn't have a shortcut. 

### Proposed Solution

Add a shortcut to switch text direction in input boxes.

### Alternatives Considered

None.

### Additional Information

This is important feature to support Bidi languages.

In Chromium, there is a context menu option for text input boxes "Writing Direction".
Repository: deno
Issue: "Error: read UNKNOWN" error when using TLS to connect to database using mysql2
Labels: bug,node compat

When using Deno 1.36.3 I get this `Uncaught (in promise) Error: read UNKNOWN` error when running the script below:

```javascript
error: Uncaught (in promise) Error: read UNKNOWN
    at createConnection (file:///home/u/node-vs-deno-db-drivers/node_modules/.deno/mysql2@3.6.0/node_modules/mysql2/promise.js:253:31)
    at file:///home/u/node-vs-deno-db-drivers/mysql2.ts:12:28
    at file:///home/u/node-vs-deno-db-drivers/mysql2.ts:21:1
```

When using Deno 1.36.1 (which precedes https://github.com/denoland/deno/pull/20120) I get an `Uncaught Error: tlssock._start is not a function` error when running the script:

```javascript
error: Uncaught Error: tlssock._start is not a function
    at createConnection (file:///home/u/node-vs-deno-db-drivers/node_modules/.deno/mysql2@3.6.0/node_modules/mysql2/promise.js:253:31)
    at file:///home/u/node-vs-deno-db-drivers/mysql2.ts:12:28
    at file:///home/u/node-vs-deno-db-drivers/mysql2.ts:21:1
```

Given that the stack trace indicates the `Error: read UNKNOWN` error is being thrown from the same place as the `Uncaught Error: tlssock._start is not a function` error was, I'm thinking it may be a TLS-related issue in Deno.

I've tested the script below with Node `v18.17.1` and it runs fine.

### How to reproduce

Create `mysql2.ts`:

```javascript
// Swap the commenting on these two lines if you're testing this on Node.js vs Deno
import { createConnection } from "npm:mysql2@^3.6.0/promise"; // For Deno
// import { createConnection } from "mysql2/promise"; // For Node.js

import { readFileSync } from "node:fs";
const cert = readFileSync("/etc/ssl/certs/ca-certificates.crt"); // I'm using Ubuntu - this certificate path may be different for your OS
const planetscaleMysqlUrl = "SOME_MYSQL_URL_HERE";

(async () => {
  const connection = await createConnection({
    uri: planetscaleMysqlUrl,
    ssl: { ca: cert },
  });

  const result = await connection.execute("SELECT 1");
  console.log(result);

  connection.end();
})();
```

#### In Deno

Run the script above using Deno 1.36.3: `deno run -A mysql2.ts`

#### In Node.js

Using `v18.17.1`:

1. `npm init -y`
2. Add `"type": "module"` to package.json
3. `npm install mysql2@3.6.0`
4. Copy or rename the file to `.js` (it's easier): `cp mysql2.ts mysql2.js`
5. Swap the import comments on lines 2 and 3 of `mysql2.js`
6. `node mysql2.js`
Repository: vscode
Issue: Terminal title on Windows may not change when switched shortly after creating
Labels: bug,windows,terminal-tabs

Repro:

1. Open git repo folder
2. Open terminal
3. Quickly type `git log` enter, 🐛 the terminal title should change to `git` shortly after
Repository: go
Issue: proposal: slices: function for count specific value on slice
Labels: Proposal

The slices package has no functions for counting a specific value for now.
I think it's good the definition of function is like this:
```go
func Counts[S []E, E comparable](s S, e E) int
```
An example of the Counts function is like this: 
```go
names := []string{"Alex", "Gopher", "Bob", "Alice", "Gopher"}
slices.Counts(names, "Gopher") // 2
slices.Counts(names, "Alex") // 1
slices.Counts(names, "James") // 0
```
Repository: godot
Issue: Clip + Draw combined with shadow produce weird rendering errors
Labels: bug,topic:rendering,topic:2d

### Godot version

v4.2.dev3.official [013e8e3af]

### System information

Godot v4.2.dev3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.21029.1006) - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (6 Threads)

### Issue description

I dont know whats happening internally, but the shadow of panels with clip + draw enabled seem to show previous frames, similar to the "artifacts" TAA has

https://github.com/godotengine/godot/assets/102416174/c41ca7c6-b33b-4365-9e7b-e1d4a50de812

No anti aliasing is applied to 2D or screen space

### Steps to reproduce

Create a Panel with a shadow and enable clip+draw

### Minimal reproduction project

N/A (should be easy to reproduce)
Repository: transformers
Issue: Support for context-free-grammars (CFG) to constrain model output
Labels: Feature request

### Feature request

It would be nice to constrain the model output with a CFG directly when calling `model.generate`.

This is already done by llama.cpp [grammars](https://github.com/ggerganov/llama.cpp#constrained-output-with-grammars)

An example is in this [repo](https://github.com/r2d4/rellm). 

```
prompt = "ReLLM, the best way to get structured data out of LLMs, is an acronym for "
pattern = regex.compile(r'Re[a-z]+ L[a-z]+ L[a-z]+ M[a-z]+')
output = complete_re(model=model, 
                     prompt=prompt,
                     pattern=pattern)
```
```
> Realized Logistic Logistics Model
```


Is such a parameter on the roadmap for transformers? 

### Motivation

This can be super useful to make model output parseable within architectures that process the output of an LLM using classical methods. E.g. it can be used to make a model generate valid JSON in every case. 

### Your contribution

Happy to build this with CFGs if it helps! 😄
Repository: vscode
Issue: Extension Contributed Menu Item: resourceFilename does not work as expected
Labels: bug,file-explorer

Sometimes the context menu entry is there, sometimes not:

![Image](https://github.com/microsoft/vscode/assets/2931520/fbfeaf75-ecde-4623-8194-ba7aac3b8357)


My contributes config is:
```
		"menus": {
			"explorer/context": [
				{
					"command": "merge-editor-dev-companion.open-folder-in-merge-editor-current",
					"when": "explorerResourceIsFolder && resourceFilename =~ /merge-conflict/"
				},
				{
					"command": "merge-editor-dev-companion.reproduce-conflict-in-playground",
					"when": "explorerResourceIsFolder && resourceFilename =~ /merge-conflict/"
				}
			]
		},
```

(I got this from https://code.visualstudio.com/api/references/when-clause-contexts#in-and-not-in-conditional-operators)
Repository: godot
Issue: Saving an editor layout in 4.x breaks 3.x's layouts
Labels: discussion,topic:editor

### Godot version

4.1.1, 3.5.2

### System information

linux

### Issue description

Godot 3 outputs: `ERROR: ConfigFile parse error at /home/miel/.config/godot/editor_layouts.cfg:22: Unexpected identifier: 'Rect2i'` when I try to save a custom layout. It also shows an error dialog in the editor: 
![image](https://github.com/godotengine/godot/assets/71937306/d6e0b4ef-033d-4b7c-84c7-68498cae82d5)
and the layout isn't saved.

### Steps to reproduce

Make a layout in 4.1 and try making one in 3.x afterwards.

### Minimal reproduction project

unrelated to projects
Repository: flutter
Issue: Expose the Axis of `MultiChildRenderObjectWidget`'s to Their Children
Labels: c: new feature,framework,c: proposal,P2,team-framework,triaged-framework

### 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

There are situations where a child widget will want to know the axis of the nearest enclosing axis-aligned widget (`Row`, `Column`, `Scrollable`, etc.).

The example most relevant to me is in my [flutter_gutter](https://pub.dev/packages/flutter_gutter) package. It has a `Gap` widget that is just a `SizedBox` with a non-zero height if the nearest relevant enclosing widget is vertically aligned and non-zero width if the nearest is horizontally aligned. The way it does this is super hacky:
It visits ancestor widgets and checks them against a list of known axis-aligned widget types: `Row`, `Column`, `Scrollable`, etc.
The biggest downside is that `Gap` will not notice the axis of widgets not explicitly included in my checks, either because I forgot to add them or because they're in an external package (ie `BoxyRow`/`BoxyColumn`).

### Proposal

Have all axis-aligned widgets expose their axis in a consistent manner. Not entirely sure on the appropriate implementation, but here are two possible approaches:
1. Create `abstract class AxisAligned { Axis get axis; }` and have the relevant widgets implement this class and override the getter appropriately. Child widgets can crawl their ancestors:
```dart
Axis? getAxis(BuildContext context) {
    Axis? axis;
    context.visitAncestorElements((element) {
      final Widget widget = element.widget;
      if (widget is AxisAligned) {
        axis = widget.axis;
        return false;
      }
      return true;
    });
    return axis;
}
```
1a. Same as above, but `abstract class AxisAlignedMultiChildRenderObject extends MultiChildRenderObject...`
2. Create an inherited widget called `AxisScope` equivalent to `_ScrollableScope` (in this case `_ScrollableScope` would probably get refactored to be a sub class of `AxisScope`) that exposes Axis via an inherited Widget and have all the relevant widgets embed the scope in their widget trees:
```dart
Axis? getAxis(BuildContext context) {
    // `maybeOf` is just a convenience wrapper around `dependOnInheritedWidget...`
    return AxisScope.maybeOf(context).axis;
}
```

While the Flutter team of course isn't responsible for external packages, this would at least set a consistent standard and API within the `Flutter/flutter` repo. Then external packages could update to use this API so that my package and others could use it and know that all Flutter and participating external packages would be properly supported.
Repository: PowerToys
Issue: Use multiple keyboards with different keyboard layouts
Labels: Needs-Triage

### Description of the new feature / enhancement

Ability to change keyboard layout automatically based on keyboard being used.
Let's imagine your laptop keyboard is QWERTY US and you are also using another connecter keyboard with different layout.

Other people are looking for such feature, ref:
https://superuser.com/questions/177305/using-multiple-keyboards-with-different-keyboard-layouts-in-windows
https://superuser.com/questions/661570/change-keyboard-layout-automatically-based-on-keyboard-being-used-win


### Scenario when this would be used?

Anytime!

### Supporting information

_No response_