sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Middle mouse dragging doesn't work on macOS via remote NoMachine
Labels: bug,platform:macos,usability,topic:input

### Tested versions

- Reproducible in 3.5.3.stable

### System information

Godot v4.3.dev (0712ce317) - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

_Linux machine: Godot v4.3.dev (c0b934f4f) - Fedora Linux 40 (Workstation Edition) - Wayland - Vulkan (Mobile) - integrated Intel(R) UHD Graphics 620 (WHL GT2) () - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)_

When using [NoMachine](https://www.nomachine.com/) and connected from a Linux machine to a macOS machine, middle mouse dragging doesn't work. It makes impossible then to pan or rotate the view in Godot.

I tested connecting from the macOS machine to the Linux machine and the middle mouse button works without any issues.

Left mouse dragging works without issues on the macOS machine (from my Linux machine).

Oddly enough, when using VNC, the middle mouse dragging works without any issues.

https://github.com/godotengine/godot/assets/270928/6c8d45a5-cbe8-4605-9410-37a2383038e2

In that video, using NoMachine as the remote access software, I'm showing that the dragging cursor is shown, but the drag motion is not applied. I show then that the middle mouse button works with Firefox. Finally, I show that the middle mouse button is recognized by Godot as an input event.

### Steps to reproduce

1. Connect from a Linux machine to a macOS machine using [NoMachine](https://www.nomachine.com/)
2. Open a Godot project
3. Try panning the 2D or 3D view.

### Minimal reproduction project (MRP)

n/a
Repository: puppeteer
Issue: [Bug]: Error: Attempted to use detached Frame 'xxx...xxx' after waking up from standby
Labels: bug,upstream,confirmed,P3

### Minimal, reproducible example

```TypeScript
//import puppeteer from 'puppeteer';

const puppeteer = require('puppeteer');

const wait = (ms) => new Promise(resolve => setTimeout(resolve, ms));

(async () => {
  // Launch the browser and open a new blank page
  const browser = await puppeteer.launch({headless: false, devtools: true});
  const page = await browser.newPage();

  page.on('console', msg => console.log('PAGE LOG:', msg.text()));

  // Set screen size
  await page.setViewport({width: 1080, height: 1024});

  while (true) {
    try {
      // Navigate the page to a URL
      debugger;
      await page.goto('https://developer.chrome.com/', {waitUntil: 'load', timeout: 40000});
    }
    catch (error) {
      console.error(error);
    }

    console.log("done");

    await wait(10000);
  }

  await browser.close();
})();
```


### Error string

Error: Attempted to use detached Frame '6AC522DD7C67F215C5B95D650D0E708B'.

### Bug behavior

- [ ] Flaky
- [ ] PDF

### Background

Procedure:

1. Start the script, let the page load completely, and then switch the PC into standby.
2. Wake up the PC.
3. The script repeatedly tries to load the page, but the following error appears steadily:

`Error: Attempted to use detached Frame '6AC522DD7C67F215C5B95D650D0E708B'.`

This is also the case, after the network connection has been restored.

In earlier puppeteer versions, this worked without any problem.

Currently used software versions:

- puppeteer version 22.8.0
- Chromium version 120.0.6099.224 (Official Build) built on Debian 11.8, running on Debian 11.9 (64-bit)
- Debian 11.9 (64-bit)

### Expectation

After standby the there should not show up an error, stating that the Frame is detached.

### Reality

In reality, the frame is detached and unusable.

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

22.8.0

### Node version

20.11.0

### Package manager

npm

### Package manager version

10.2.4

### Operating system

Linux
Repository: godot
Issue: Material3D appears in multi node edit inspector window but cannot be multi edited.
Labels: bug,topic:editor,topic:3d

### Tested versions

- Reproducible in: v4.3.dev5.official [c9c17d6ca]

### System information

Godot v4.3.dev5 - Linux Mint 20.1 (Ulyssa) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia; 535.171.04) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Then testing how the use of add_undo_redo_inspector_hook_callback() in Godot's source would be effected if the bug I reported with it not calling back on multiple simultaneous node editing was fixed how I'd like (#91816 ), I discovered that that its use in material_editor_plugin.cpp seemingly cannot exhibit this bug on account of multiple Material3D resource properties not being editable at the same time.

As for what I would expect this to do, While I think it would be nice to make editing multiple unique sub resources of the same type like Marerial3D work with multi node editing, I recognize would be more of A feature request if that was the desired solution.
I only ran into this because I was testing for another bug that I'm invested in and even then I had some trouble figuring out what was and wasn't being edited.
I recommend that the property inspector hide any properties or resources that will not be multi edited when multiple nodes are selected, with perhaps the exception that if the resources references are the same there would be no need on account of them all sharing edits to that resource anyway.

https://github.com/godotengine/godot/blob/bdc0316217940a8ccc80ce536547d42e6477adf4/editor/plugins/material_editor_plugin.cpp#L306

### Steps to reproduce

1: Start an empty project.
2: Add 2 mesh instances to the scene tree and give them each A unique Material3D.
3: Select both mesh instances in the scene tree and try editing any of either of the Materials.
4: Only the first selected mesh instance's Material3D will be changed.

https://github.com/godotengine/godot/assets/85406370/e73b81f9-e41a-4fff-9e45-b0693b671adb

### Minimal reproduction project (MRP)

N/A
Repository: angular
Issue: [NgOptimizedImage] Revert Assertions Against Blob and Data URL's or Document the Rationale
Labels: area: common,common: image directive

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

Commit https://github.com/angular/angular/commit/801daf82d119a39f21d26812b28c8551c58d841b added assertions against using blob: and data: URL's. for NgOptimizedImage.

I cannot find any reasoning provided in either the documentation for the NgOptimizedImage directive [1] [2] nor in the source changes. The documentation makes it seem like 'ngSrc' is a drop-in-replacement for the `src` attribute with no warning or indication that there are significant regressions in functionality when using it as such. Note: IDE's such as JetBrains Webstorm actively lint against using `src` and suggest replacing it with `ngSrc` in Angular projects.

Removing these assertions shows expected behavior without any issues. So why was this introduced? Maybe there is a great reason for these changes... the commit description provides 0 insight and the error message asking users to simply stop using it is not a fantastic UX.

[1]: https://angular.io/api/common/NgOptimizedImage
[2]: https://angular.io/guide/image-directive

### Proposed solution

Revert the commit and allow those inputs. Happy to do a PR but would like confirmation that there isn't some special reasons for this constraint first.

### Alternatives considered

Add documentation to:
1) The directive documentation outlining there are clear caveats and regressions going from ngSrc to src.
2) The source logic indicating _why_ these assertions are needed (a simple one liner like `// These types conflict with Foo logic, so we prevent them from being used` helps posterity tremendously).
Repository: next.js
Issue: allow importing "server-only" modules in `next.config.js`
Labels: bug,Module Resolution

### Link to the code that reproduces this issue

https://github.com/stefanprobst/issue-next-config-server-import

### To Reproduce

1. clone https://github.com/stefanprobst/issue-next-config-server-import and run `pnpm install`
2. `pnpm run dev`
3. see error message:

```
 ⨯ Failed to load next.config.js, see more info here https://nextjs.org/docs/messages/next-config-error

> Build error occurred
Error: This module cannot be imported from a Client Component module. It should only be used from a Server Component.
```

### Current vs. Expected behavior

i am trying to import a module which has `import "server-only";` into `next.config.js` and get the following error:

```
 ⨯ Failed to load next.config.js, see more info here https://nextjs.org/docs/messages/next-config-error

> Build error occurred
Error: This module cannot be imported from a Client Component module. It should only be used from a Server Component.
```

i had assumed that `next.config.js` would not be read client side.

i also checked whether `next.config.js` is actually read client-side by adding [the following code](https://github.com/stefanprobst/issue-next-config-server-import/blob/next-config-client-throw/next.config.js) in `next.config.js` (and everything still worked, so i guess importing from `server-only` modules should be ok):

```ts
if (typeof document !== "undefined") {
  throw new Error("Reading next.config.js on the client.");
}
```

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #202403151937 SMP PREEMPT_DYNAMIC Fri Mar 15 19:52:22 UTC 2024
  Available memory (MB): 31401
  Available CPU cores: 16
Binaries:
  Node: 20.12.2
  npm: 10.5.0
  Yarn: 1.22.19
  pnpm: 9.0.6
Relevant Packages:
  next: 14.3.0-canary.57 // Latest available version is detected (14.3.0-canary.57).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Module Resolution

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

also see this discussion: https://github.com/vercel/next.js/discussions/65605#discussioncomment-9393115
Repository: neovim
Issue: Incorrect documentation of optional feature example (conceal) in usr_02.txt
Labels: bug,documentation

### Problem

The documentation page of user-manual `usr_02.txt` says:
```
24) Optional features always start with "+".  To find out about the
       conceal feature use: >
	:help +conceal
```

However, this given example does not work at all and produces an error message
```
E149: Sorry, no help for +conceal
```


### Steps to reproduce

`nvim --clean`.
`:help +conceal`

### Expected behavior

Unsure if the optional features help feature (and documentation) is present in neovim?

### Neovim version (nvim -v)

NVIM v0.10.0-dev-3107+g8c7a8be27

### Vim (not Nvim) behaves the same?

no, vim 9.1.0200

### Operating system/version

Linux Ubuntu 22.04

### Terminal name/version

wezterm 20240203-110809-5046fc22

### $TERM environment variable

xterm-256color

### Installation

bob (package manager) nightly
Repository: pytorch
Issue: Torch distribution blocking ports and failing to connect
Labels: oncall: distributed,triaged,module: c10d,module: elastic

### 🐛 Describe the bug

i am stuck in what seems to be a PyTorch bug. i isolated it down, and the following is an example code of the hiccup:

```
if not torch.distributed.is_initialized():
**this line of code hangs and causes the following error.**  ----->   torch.distributed.init_process_group(backend='gloo', init_method='tcp://localhost:18355', rank = torch.cuda.device_count(), world_size = 8) 
        if not model_parallel_is_initialized():
            if model_parallel_size is None:
                model_parallel_size = int(os.environ.get("WORLD_SIZE", 8))
            initialize_model_parallel(model_parallel_size)
```
and when i use the command:
```torchrun --nproc_per_node 8 example_chat_completion.py --ckpt_dir Meta-Llama-3-70B-Instruct/ --tokenizer_path Meta-Llama-3-70B-Instruct/tokenizer.model --max_seq_len 512 --max_batch_size 6``` 

i get the error:
```[W socket.cpp:697] [c10d] The client socket has failed to connect to [kubernetes.docker.internal]:18355 (system error: 10049 - The requested address is not valid in its context.).```


I have cuda 12.1 and PyTorch latest installed. I am on windows, so hence the backend change to gloo. I have tried it on my other machines with the same issue. i disconnected the internet, and still pesists. Eventually, i tried it on a friends machine that lives in the nearby and he also faced the same issue. 



### Versions

Collect_env:
```
Collecting environment information...
PyTorch version: 2.3.0+cu121
Is debug build: False
CUDA used to build PyTorch: 12.1
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Enterprise
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.4 (tags/v3.11.4:d2340ef, Jun  7 2023, 05:45:37) [MSC v.1934 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22631-SP0
Is CUDA available: True
CUDA runtime version: 12.4.131
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA RTX A3000 Laptop GPU
Nvidia driver version: 551.78
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=2496
DeviceID=CPU0
Family=198
L2CacheSize=10240
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=2496
Name=11th Gen Intel(R) Core(TM) i7-11850H @ 2.50GHz
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.26.4
[pip3] torch==2.3.0+cu121
[pip3] torchaudio==2.3.0+cu121
[pip3] torchvision==0.18.0+cu121
```

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @chauhang @d4l3k @dzhulgakov
Repository: stable-diffusion-webui
Issue: [BUG] Scroll function not working in Lora browser on iOS
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

The scroll function on the Lora tab is not working on iOS Ipad. The scroll bar is also missing. please see video below 
## iOS - Firefox 125.3 (41348)
https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/61471128/16af06d4-16a6-48e7-8e8e-1aab48481a30


## iOS - Safari
https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/61471128/4f589bf1-ccd9-42c6-8927-51157748dfc1

# Android phone vs iOS Ipad
https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/61471128/7fca94a9-0106-4ffa-b170-6bba10af6a51




### Steps to reproduce the problem

1. Open the Lora tab and try to scroll down on iOS

### What should have happened?

Be able to scroll on the touchscreen

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

Mozilla Firefox, Apple Safari, iOS

### Sysinfo

[sysinfo-2024-05-11-19-57.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/15284150/sysinfo-2024-05-11-19-57.json)


### Console logs

```Shell
Python 3.10.6 | packaged by conda-forge | (main, Oct 24 2022, 16:02:16) [MSC v.1916 64 bit (AMD64)]
Version: v1.9.3
Commit hash: 1c0a0c4c26f78c32095ebc7f8af82f5c04fca8c0
Launching Web UI with arguments: --autolaunch --api --port 7900 --listen --theme dark
no module 'xformers'. Processing without...
no module 'xformers'. Processing without...
No module 'xformers'. Proceeding without it.
Loading weights [6ce0161689] from E:\ai-projects\delete-this\image-generation\stable-diffusion-webui\models\Stable-diffusion\v1-5-pruned-emaonly.safetensors
Creating model from config: E:\ai-projects\delete-this\image-generation\stable-diffusion-webui\configs\v1-inference.yaml
Running on local URL:  http://0.0.0.0:7900
C:\Users\REDACTED\miniconda3\envs\sdwebui2\lib\site-packages\huggingface_hub\file_download.py:1132: FutureWarning: `resume_download` is deprecated and will be removed in version 1.0.0. Downloads always resume when possible. If you want to force a new download, use `force_download=True`.
  warnings.warn(

To create a public link, set `share=True` in `launch()`.
Startup time: 19.5s (prepare environment: 3.1s, import torch: 5.2s, import gradio: 1.4s, setup paths: 1.7s, initialize shared: 0.3s, other imports: 1.1s, load scripts: 1.3s, create ui: 0.5s, gradio launch: 4.4s, add APIs: 0.4s).
Applying attention optimization: Doggettx... done.
Model loaded in 8.3s (load weights from disk: 0.7s, create model: 0.8s, apply weights to model: 6.4s, calculate empty prompt: 0.3s).
```


### Additional information

problem only occurs on iOS device
Repository: godot
Issue: Effects don't apply to inlined objects (images and tables) with BBCode
Labels: discussion,topic:gui

### Tested versions

- Reproducible in: v4.2.2.stable.official [15073afe3].

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

When using BBCode effects (e.g. pulse), neither images nor tables (inline objects) get affected by these tags.

### Steps to reproduce

1. Create a `RichTextLabel` and toggle `bbcode_enabled`
2. Insert an image by using the `[img]` tag
3. Apply an effect (e.g. `[pulse]`)
4. Watch as the image doesn't get affected by the effect

### Minimal reproduction project (MRP)

[BBCode Images Bug.zip](https://github.com/godotengine/godot/files/15284246/BBCode.Images.Bug.zip)
Repository: godot
Issue: GraphEdit get_children() always returns internal child '_connection_layer'
Labels: bug,regression,topic:gui

### Tested versions

- Reproducible in: 4.3.dev6
- Not reproducible in: 4.3.dev5

### System information

Godot v4.3.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.5176) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

The get_children() method for GraphEdit node always returns an internal node named '_connection_layer' regardless of the include_internal parameter.

### Steps to reproduce

1. Create a GraphEdit node.
2. Attach a tool script with a _ready() method that prints out the node's children.
3. Notice that the output upon loading the scene in the editor contains the child '_connection_layer'.

### Minimal reproduction project (MRP)

[issuerepro_mrp.zip](https://github.com/godotengine/godot/files/15284578/issuerepro_mrp.zip)
Repository: rust
Issue: `-C target_cpu=cortex-a72` (and `-target-cpu=native` on Raspberry Pi) wrongly enables crypto features that are optional on Cortex-A72
Labels: A-LLVM,P-high,T-compiler,I-unsound,C-bug,O-AArch64,A-target-feature,llvm-fixed-upstream,A-targets,I-miscompile

Building with `RUSTFLAGS="-C target_cpu=cortex-a72"` statically enables the `target_feature="aes"`, `target_feature="crc"`, `target_feature="pmuv3"`, and `target_feature="sha2"`. However, at least the crypto features AES, CRC, and SHA2 are optional on this CPU. The definition for this target is wrong. See the upstream LLVM bug: https://github.com/llvm/llvm-project/issues/90365.

The main consequence is that crypto libraries that use `cfg(target_feature = ...)` feature detection for these hardware instructions are getting miscompiled, causing the programs to, at best, crash with an illegal instruction exception. This particular affects Raspberry Pi users compiling with `RUSTLFAGS=-target-cpu=native`. From https://github.com/briansmith/ring/issues/1858#issuecomment-2093675988:

> ```
> $ rustc --print cfg --target=aarch64-unknown-linux-gnu -C target_cpu=cortex-a72 | grep feature
> target_feature="aes"
> target_feature="crc"
> target_feature="neon"
> target_feature="pmuv3"
> target_feature="sha2"
> ```
>
> Without `-C target_cpu=cortex-a72` we get the correct feature flags:
>
> ```
> $ rustc --print cfg --target=aarch64-unknown-linux-gnu | grep feature
> target_feature="neon"
> ```

I verified this is an issue on Rust 1.61 stable, 1.78 stable, and rustc 1.80.0-nightly (6e1d94708 2024-05-10).

Although some crypto libraries may work around this issue, these workarounds have negative consequences. In the case of *ring*'s workaround, the result of the workaround is bloat and worse performance on all AArch64 CPUs that actually are guaranteed to have the crypto extensions (except on Fuchsia, Windows, and macOS).
Repository: godot
Issue: No symbols in path's on files_dropped
Labels: topic:editor,needs testing

### Tested versions

4.2.2-stable

### System information

Arch Linux

### Issue description

When dragging and dropping files into Godot which come from a folder with a symbol such as '+', the path inside of Godot is missing the symbol giving an invalid path because of this.
![BUG_PATH](https://github.com/godotengine/godot/assets/56970759/37c30723-f0b8-43f4-a953-cd4381a3dead)
![BUG_FOLDER](https://github.com/godotengine/godot/assets/56970759/0f51bb18-1074-4f0b-aa1d-db882bc8b8f1)

Tried with Dolphin, Thunar, and PCManFM.


### Steps to reproduce

Make a folder with a symbol in its name such as '+' and print the value of the path.
```
func _on_files_dropped(a_files: PackedStringArray) -> void:
	print(a_files)
```

### Minimal reproduction project (MRP)

[bug_symbol.zip](https://github.com/godotengine/godot/files/15284711/bug_symbol.zip)
Repository: godot
Issue: Custom module source files are not included in generated Visual Studio project
Labels: bug,topic:buildsystem

### Tested versions

Reproducible in: 4.3.dev6 and latest master as of reporting: bdc0316217940a8ccc80ce536547d42e6477adf4

Not Reproducible in: 4.2.2


### System information

Windows 11, Visual Studio 2022, SCons 4.7.0

### Issue description

When configuring/building godot with the below command, source files from `custom_modules` directories are not included in the generated Visual Studio project.

`scons p=windows vsproj=yes custom_modules=../modules`

`mymodule` is still compiled and linked as expected during the build, it just does not appear in the project.

### Steps to reproduce

1. Create a minimal custom module directory outside of your godot source directory, the following layout works:
```
├─ godot
│  └─ <godot repo here>
└─ modules
   └─ mymodule
      ├─ config.py
      ├─ mymodule.cpp
      ├─ register_types.h
      └─ SCsub
```
config.py:
```
def can_build(env, platform):
    return True
def configure(env):
    pass
```

mymodule.cpp: empty

register_types.h:
```
#pragma once
#include "modules/register_module_types.h"
void initialize_mymodule_module(ModuleInitializationLevel p_level) {}
void uninitialize_mymodule_module(ModuleInitializationLevel p_level) {}
```

SCsub:
```
Import('env')
env.add_source_files(env.modules_sources, "./mymodule.cpp")
```

2. Create the visual studio project by running `scons p=windows vsproj=yes custom_modules=../modules`
3. Observe that with the latest master `mymodule.cpp` is not part of the VS project, but with 4.2.2 it is.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Replace uses of #[allow(static_mut_refs)] with SyncUnsafeCell
Labels: C-cleanup,T-compiler

https://github.com/rust-lang/rust/pull/124895 is adding a number of FIXME comments on `#[allow(static_mut_refs)]` in the compiler. This issue tracks fixing them.

See https://github.com/rust-lang/rust/pull/124895#issuecomment-2106084818

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