sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: LLVM conflict with libosmesa6
Labels: stat:awaiting tensorflower,type:bug,comp:runtime,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

binary

### TensorFlow version

2.13.0

### Custom code

Yes

### OS platform and distribution

Debian Bullseye 11.7

### 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?

Tensorflow 2.13.0 binary causes some conflict with libOSMesa which uses LLVM-11. Tensorflow 2.7.1 didn't have this problem.

libosmesa6 (20.3.5-1) is installed through apt-get
https://packages.debian.org/bullseye/libosmesa6

![image](https://github.com/tensorflow/tensorflow/assets/4276548/d7a109e1-f545-4692-a9e9-3088dbb1ed87)





### Standalone code to reproduce the issue

```shell
#include <stdio.h>
#include <tensorflow/c/c_api.h>

#include <dlfcn.h>

int main() {
  printf("Hello from TensorFlow C library version %s\n", TF_Version());

  dlopen("libOSMesa.so.6", RTLD_NOW);

  return 0;
}
```


### Relevant log output

```shell
gcc hello_tf.c -ltensorflow -ldl -o hello_tf

./hello_tf
2023-08-25 13:50:27.935004: I tensorflow/core/util/port.cc:110] oneDNN custom operations are on. You may see slightly different numerical results due to floating-point round-off errors from different computation orders. To turn them off, set the environment variable `TF_ENABLE_ONEDNN_OPTS=0`.
Hello from TensorFlow C library version 2.13.0
: CommandLine Error: Option 'debug-counter' registered more than once!
LLVM ERROR: inconsistency in registered CommandLine options
Aborted
```
Repository: rust
Issue: Calling `std::thread::current()`  in global allocator results in non-obvious error
Labels: T-libs-api,C-bug,T-libs

Global allocator is a special piece of code because it runs before `main()`. Parts of standard library are not available at this time and it’s (as far as I know) not documented in safety contract of `GlobalAlloc`, or, for that matter, anywhere else.

It seems like some sort of a doc specifying which functions are “before-main-safe” (so can be used in `GlobalAlloc` and `#[ctor]`) would be really useful. On top of that, I think that identifying the current thread should be allowed in the global allocator.

I tried this code ([playground](https://play.rust-lang.org/?version=beta&mode=debug&edition=2021&gist=ab544271e11966ada2f77d2ce50a5739)):

```rust
use std::alloc::{GlobalAlloc, Layout, System};

struct MyGlobalAlloc;

unsafe impl GlobalAlloc for MyGlobalAlloc {
    unsafe fn alloc(&self, layout: Layout) -> *mut u8 {
        std::panic::catch_unwind(|| std::thread::current()).ok();
        System.alloc(layout)
    }
    unsafe fn dealloc(&self, ptr: *mut u8, layout: Layout) {
        System.dealloc(ptr, layout)
    }
}

#[global_allocator]
static _ALLOCATOR: MyGlobalAlloc = MyGlobalAlloc;

fn main() {}
```

I expected to see this happen: nothing at all, it should just work.

Instead, this happened: 

```
thread panicked while processing panic. aborting.
```

I’ve also seen:

```
fatal runtime error: assertion failed: thread_info.is_none()
```

but I can’t reliably reproduce it.

### Meta

`rustc --version --verbose`:
```
rustc 1.73.0-nightly (08d00b40a 2023-08-09)
binary: rustc
commit-hash: 08d00b40aef2017fe6dba3ff7d6476efa0c10888
commit-date: 2023-08-09
host: x86_64-unknown-linux-gnu
release: 1.73.0-nightly
LLVM version: 17.0.0
```

but it reproduces on stable, beta and nightly.

I’m not actually sure if this is a bug, but I think one of the following must be true:
1. Either global allocator should be able to call `std::thread::current().id()` without crashing the program,
2. or its inability to do so should be documented in docs for `GlobalAlloc`, `#[global_allocator]`, or `std::thread::current()`, preferably all of them.
Repository: next.js
Issue: use next/image in next-mdx-remote/rsc
Labels: bug,Image (next/image)

### Verify canary release

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

### Provide environment information

```bash
Windows 10
Next 13.4.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/dwissaaj/kisetsu.tech/tree/markdown

### To Reproduce

In docs we can see there is a warning for [ this feature](https://nextjs.org/docs/app/building-your-application/configuring/mdx#remote-mdx) . When I try use it with custom component it throw
```
 error Error: Failed to parse src "undefined" on `next/image`, if using relative image it must start with a leading slash "/" 
or be an absolute URL (http:// or https://)

    at Array.map (<anonymous>)
```

I believe it's due to markdown where url `![inside the markdown](https://example-image.com)` cannot parsed by MDX. Is there any possible solution about this? There is a few tried to solve this for example

```
# mdx-remote.js
import { MDXRemote } from 'next-mdx-remote/rsc'
import Image from "next/image";

const components = {
    img: () => (
        <Image src={src} alt={alt} width={400} height={400} />
    ),
}

export function CustomMDX(props) {
    return (
        <MDXRemote
            {...props}
            components={{ ...components, ...(props.components || {}) }}
        />
    )
}

# Or other custom component
import Image from "next/image";

export function useMDXComponents(components) {
    return {
        img: () => <Image src={`${img.src}`} alt={`${img.alt}`} width={400} height={400} />,
        ...components
    }
    // Allows customizing built-in components, e.g. to add styling.
    // return {
    //   h1: ({ children }) => <h1 style={{ fontSize: "100px" }}>{children}</h1>,
    //   ...components,
    // }

}

# page.tsx
 <CustomMDX source={data?.post?.content}   />
```

### Describe the Bug

`next/image` cannot be render by `next-mdx-remote/rsc`

### Expected Behavior

`html tag img` rendered using `next/image`

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

_No response_

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

_No response_
Repository: godot
Issue: SpotLight3D otuside fog volume is rendered as if it was in the volume looking through the volume, looking through the light shows as if the fog was in front of the light?
Labels: bug,topic:rendering,topic:3d

### Godot version

4.2 dev 3

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

When I look through the fog volume at spotlight 3D (especially with low angle set for the SpotLight3D and higher Energy) the light which is outside the volume spreads through the volume too, if I look at the volume through the light it also shows as if it was on/in the volume for some reason?

I don't think this should be happening especially with lights at low angles which don't really shine on the volume at all.

For comparison I checked the OmniLight3D and it doesn't really happen there, the omni behaves as you would expect.

Video: https://youtu.be/lcNQjdc9l58

![Clipboard - 24  srpen 2023 21 37](https://github.com/godotengine/godot/assets/33526847/692e1e83-703b-4ddd-babb-c684fe0fabb1)
![Clipboard - 24  srpen 2023 21 37-1](https://github.com/godotengine/godot/assets/33526847/d287b78d-0bc8-48e9-a246-4952892e3f8a)
![Clipboard - 24  srpen 2023 21 47](https://github.com/godotengine/godot/assets/33526847/d503adaa-d113-4df3-8011-371f60c35cf9)
![Clipboard - 24  srpen 2023 21 48](https://github.com/godotengine/godot/assets/33526847/3c57068a-9a2a-4ae7-9513-590f465edafd)


### Steps to reproduce

Either check the video or follow the steps below:

With MRP you can move the viewport camera around to observe the issue everything is already set up (checkthe steps 8. + 9. below), you can then also hide the spotlights and show the OmniLight3D to see the same issue doesn't really happen there.

1. Add SpotLight3D
2. Add WorldEnvironment
3. Enable Volumetric Fog
4. Set Density to 0 in the WorldEnvironment
5. Increase light Energy and give it some vibrant color to spot the issues easier (for example orange)
6. Move the SpotLight3D outside the fog volume
7. Set low Angle for example 3°
8. Look through the volume at the light and observe the light spread in the fog volume
9. Look at the volume through the light and again observe the ligh spreading in the volume

### Minimal reproduction project

[FogIssueMRP.zip](https://github.com/godotengine/godot/files/12439605/FogIssueMRP.zip)
Repository: storybook
Issue: [Documentation]: How to spy on Angular output 
Labels: documentation,needs triage

### Describe the problem

Angular `@Output` bindings don't get mocked automatically. Therefore, we have to tag the arg as an action in order to turn it into a spy. 

As reported here: https://discord.com/channels/486522875931656193/691505730125168682/1144553742335750164

Here's an example that demonstrates this:
https://github.com/chromaui/ng-storybook-workshop/blob/df7586787d5338a578f5c54145f0104686fd6774/src/app/admin/components/donut-form/donut-form.stories.ts

### Additional context

IMO spying on args is pretty buried at the moment. I would suggest turning it into a sub-section.
Repository: PowerToys
Issue: Allow letterboxing (black bars) in Image Resizer
Labels: Idea-Enhancement,Product-Image Resizer,Needs-Triage

### Description of the new feature / enhancement

This is a niche request.

Please allow an option to "fit" an image into a larger format by keeping the entire image as is with just the addition of black bars either above & below, or on each side. 

### Scenario when this would be used?

This would allow turning a square image into a widescreen image for desktop background purposes etc.

### Supporting information

_No response_
Repository: pytorch
Issue: aten.lift throws error in dynamo backends -> RuntimeError: !at::functionalization::impl::isFunctionalTensor(self)  INTERNAL ASSERT FAILED at "../aten/src/ATen/FunctionalizeFallbackKernel.cpp":167
Labels: triaged,module: functionalization

### 🐛 Describe the bug

Minimal Example: 
```python
import torch

def foo(x):
    return torch.ops.aten.lift(x)

opt = torch.compile(foo, backend="inductor")
opt(torch.randn(10))
```

Using any backend (other than vanilla `eager` mode) in Dynamo seems to trigger this assertion error. The offending assertion is [here](https://github.com/pytorch/pytorch/blob/3a3cf0e09d475df9237c95ebd14debf650e0c038/aten/src/ATen/FunctionalizeFallbackKernel.cpp#L176) and the `isFunctionalTensor` check is [here](https://github.com/pytorch/pytorch/blob/3a3cf0e09d475df9237c95ebd14debf650e0c038/aten/src/ATen/FunctionalTensorWrapper.cpp#L575). It seems that the tensor is not functionalized properly? I'm a newbie to dynamo so I'm not sure exactly what the issue is but this seems to affect all the dynamo backends - even though backends like `inductor` actually attempt to [lower](https://github.com/pytorch/pytorch/blob/3a3cf0e09d475df9237c95ebd14debf650e0c038/torch/_inductor/lowering.py#L647) this op into a no-op first.

Dynamo newbie so I'm not sure if this even an intended use case, but would like to know what the issue is here.

cc @bdhirsh @ezyang @voznesenskym @penguinwu @anijain2305 @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @brucekimrokcmu @stellaraccident




### Versions

```
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.0 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: version 3.26.4
Libc version: N/A

Python version: 3.10.12 (main, Jul  5 2023, 15:02:25) [Clang 14.0.6 ] (64-bit runtime)
Python platform: macOS-13.0-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M2 Max

Versions of relevant libraries:
[pip3] numpy==1.24.3
[pip3] torch==2.0.1
[pip3] torchaudio==2.0.2
[pip3] torchdata==0.6.1
[pip3] torchtext==0.15.2
[pip3] torchvision==0.15.2
[conda] cpuonly                   2.0                           0    pytorch-nightly
[conda] numpy                     1.24.3                   pypi_0    pypi
[conda] pytorch-mutex             1.0                         cpu    pytorch-nightly
[conda] torch                     2.0.1                    pypi_0    pypi
[conda] torchaudio                2.0.2                    pypi_0    pypi
[conda] torchdata                 0.6.1                    pypi_0    pypi
[conda] torchtext                 0.15.2                   pypi_0    pypi
[conda] torchvision               0.15.2                   pypi_0    pypi

```
Repository: stable-diffusion-webui
Issue: [Feature Request]: Distributed execution for multiple users.
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 ability to run webUI  executors on multiple machines while keeping UI on only one.

### Proposed workflow

No actual changes to UI itself
UI will post a message to queue and executor will report about progress/results/errors back to the UI.
In this way, when user will try send generation request, any available executor will process it. No need for multiple instances of actual ui. 

### Additional information

I currently have several computers (not always available, don't have their own IP addresses) with GPUs and 1 server. I want to use these machines to run SD so me and my friends can create images/textures. Currently we agree on who uses which machine (each has its own WebUI), which doesn't always make sense. It will be nice if these machines will be able to connect to some message broker (like RabbitMQ) and execute tasks while webui itself will send generation requests to this queue.
Repository: angular
Issue: canDeactivateGuard example in documentation replaces previous url if back button pressed and user cancels navigation
Labels: area: router,P4,area: docs

### Which @angular/* package(s) are the source of the bug?

router

### Is this a regression?

No

### Description

In trying to use the approach documented at https://angular.io/guide/router-tutorial-toh#candeactivate-handling-unsaved-changes , I noticed that the unsaved changes guard implementation has unexpected behaviour in the following use case:

Steps to reproduce (tested on Firefox):

1. Download and run the code available at  https://angular.io/generated/zips/router/router.zip
2. Go to http://localhost:4200/crisis-center
3. Click the first crisis, which takes you to http://localhost:4200/crisis-center/1
4. Make a change to the crisis name, but do not save
5. Click the browser back button
6. Notice, the url changes to http://localhost:4200/crisis-center , and the dialog to confirm pops up
7. Click "cancel". 

Result:
The history looks like this (active route is at position 0):
[http://localhost:4200/crisis-center/1, http://localhost:4200/crisis-center/1]

Expected Result:
The history should look like this (active route should be at position 1):
[http://localhost:4200/crisis-center, http://localhost:4200/crisis-center/1]

### Please provide a link to a minimal reproduction of the bug

https://angular.io/generated/zips/router/router.zip

### Please provide the exception or error you saw

```true
No errors, just the unexpected behaviour.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
_                      _                 ____ _     ___
    / \   _ __   __ _ _   _| | __ _ _ __     / ___| |   |_ _|
   / △ \ | '_ \ / _` | | | | |/ _` | '__|   | |   | |    | |
  / ___ \| | | | (_| | |_| | | (_| | |      | |___| |___ | |
 /_/   \_\_| |_|\__, |\__,_|_|\__,_|_|       \____|_____|___|
                |___/
    

Angular CLI: 16.2.0
Node: 16.19.0
Package Manager: npm 8.19.3
OS: darwin x64

Angular: 16.2.2
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1602.0
@angular-devkit/build-angular   16.2.0
@angular-devkit/core            16.2.0
@angular-devkit/schematics      16.2.0
@angular/cli                    16.2.0
@schematics/angular             16.2.0
rxjs                            7.8.1
typescript                      4.9.5
zone.js                         0.13.1
```


### Anything else?

_No response_
Repository: go
Issue: go/doc: Package.Parser should collect up interface methods
Labels: Documentation,NeedsDecision

Currently, the methods of a interface are not linkable because `Package.Parser` does not collect them up.

Thus, if you put a declaration like `[Reader.Read]` within the `io` package, the `pkgsite` is not able to link to the `Read` method.

It is unclear how to best fix this. Ideally interface methods appear in `Type.Methods`, but historically they have not.
Adding them in there could break tools that are not expecting their appearance.
Repository: godot
Issue: Filter mode change in tile preview
Labels: bug,topic:editor,topic:2d

### Godot version

4.1.1

### System information

Windows 10 - Godot v4.1.1 - Forward+

### Issue description

When using a material on a tile (even just the default material with no shader attatched), the tile preview changes from a point filter to a linear filter. This does not match when is actually shown in-game or in the main scene window.

### Steps to reproduce

Change the default texture filter to nearest (point) in project settings.
Create a new tile set.
Add any image as an atlas and create some tiles (just to get a tile in the tile set editor).
Go to select and select a tile.
Click on rendering then materaial then new material (can be either canvas item material or shader material).
The preview (as shown below) chages to a linear filter.
However, the in-game appearance (and in the scene window) is a point filter.

(This screenshot has an alternative tile and normal tile as comparison, bot this works with base tiles and alternative tiles.)
![Screenshot 2023-08-25 214645](https://github.com/godotengine/godot/assets/85790952/b2e64b17-efa9-4a2d-ae37-a42fc45e37de)


### Minimal reproduction project

(This is probably not required but I'll do it anyway.)
[minimal - Copy.zip](https://github.com/godotengine/godot/files/12443454/minimal.-.Copy.zip)
Repository: flutter
Issue: [Impeller] Have consistent ToString methods for common objects.
Labels: good first issue,P3,c: tech-debt,e: impeller,team-engine,triaged-engine

Today, some common structs and objects have a `ToString` (like `Vector3` and `Vector4`) method to be used in a debugger or for logging to the console. Others have an `operator<<` (like Matrix) instead.

Objects that would be useful to stringify should have a method to do so. We should just settle on a common pattern.

I suggest using the the `operator<<` pattern instead since the ostream can be common and there would be no need to use string streams.
Repository: rust
Issue: `extern crate` not in the root module is just a weird use and should be linted against.
Labels: A-lints,T-lang,T-compiler,C-feature-request

Outside of the root module, edition2018+ (path reform) `extern crate` still behaves like edition2015 `extern crate` — that is, it doesn't make the name available as `::cratename`, only importing it as `self::cratename` as with any other `use`. Replacing `$vis extern crate $krate $(as $name)?;` with `$vis use ::$krate $(as $name)?;` is much less confusing and is perfectly semantics-preserving except for sysroot crates (crates available to `extern crate` but not in the extern prelude by default, e.g. `alloc`) and `extern crate self` (which is equivalent to `$vis use crate $(as $name)?;` instead).

Even the case where the `extern crate` is pulling in a sysroot crate not already pulled into the `::cratename` namespace would be more clearly written with an `extern crate` in the root module and a `use` in the nonroot namespace.

Example: [[playground]](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=30170b82d248853076b645ddfb9e0647)

```rust
fn test() {
    extern crate alloc;
    
    ::alloc::vec![0]; // error failed to resolve
    alloc::vec![0]; // okay
}
```

This behavior is odd and unnecessary enough (just use `use`) that it might be worth considering making `extern crate` an error when not at the crate root in future editions. The only reason to keep it IMHO is the different errors between `extern crate notacrate;` and `use ::notacrate;`, where the former might be preferable for macro "peer dependencies" expecting the user to have some crate dependency available.
Repository: flutter
Issue: Why do the iOS PlatformView scenario tests need software rendering?
Labels: P2,team-engine,triaged-engine

https://github.com/flutter/engine/blob/53595c937df156b932850807869f539c15042919/testing/scenario_app/ios/Scenarios/ScenariosUITests/GoldenPlatformViewTests.m#L33

It seems to be required for Skia.

When software rendering is turned off and we use Impeller instead, the tests hang and time out.
Repository: godot
Issue: Density textures attached to global FogVolumes align to camera instead of world-space
Labels: bug,discussion,topic:rendering,documentation,topic:3d

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable (bd6af8e0e) - Freedesktop SDK 22.08 (Flatpak runtime) - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia) - AMD Ryzen 5 1600X Six-Core Processor (12 Threads)

### Issue description

When using a FogVolume with its shape set to 'global' in a 3D scene, if a density texture (for instance, a NoiseTexture3D) is used, the density of the fog follows the viewport camera position, manifesting in an effect similar to a 'dirty lens'. This differs from the behaviour of other FogVolume shapes, where the density of the fog should align with the position and rotation of its node, and breaks the intended effect of modulating the density. See example video below, taken from attached minimal repro:

[Kooha-2023-08-26-01-16-51.webm](https://github.com/godotengine/godot/assets/24281932/c2ca52b6-acad-4cd9-85f6-198eec79802e)


### Steps to reproduce

1. Create 3D scene
2. Add objects for reference
3. Add WorldEnvironment
4. Optionally, add a DirectionalLight3D
5. Enable volumetric fog and set density to 0
6. Add FogVolume to scene
7. Set shape to Global
8. Create FogMaterial and assign density texture
9. Pan camera around in editor window to observe effect

### Minimal reproduction project

[FogVolNoiseTest.zip](https://github.com/godotengine/godot/files/12444201/FogVolNoiseTest.zip)
Repository: flutter
Issue: [flutter_tools] Optimize archive extraction on Windows
Labels: P2,team-tool,triaged-tool

Today, the tool uses package:archive to extract zip archives on Windows, since historically we could not rely on an unzipping utility being installed. However, this is both slow and sometimes results in out of memory crashes by the tool.

In addition, we have pinned the package as it has introduced new dependencies we dont' want to take on: https://github.com/flutter/flutter/issues/115660.

We should figure out another solution to extracting zip archives on Windows, that is both efficient and will work for all of our supported Windows users.