sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: mssql ConnectionError
Labels: bug,node compat,node API

Hi, I'm trying to run this code with mssql:

```ts
import sql from "npm:mssql@10.0.1";

const sqlConfig = {
  server: "localhost",
  user: "sa",
  password: "",
  database: "my_db",
  options: {
    trustServerCertificate: true,
  },
};

const pool = await sql.connect(sqlConfig);
const result = await pool.request().execute("spGetPurchases");

console.dir(result);

```

But I get `Uncaught (in promise) ConnectionError: Failed to connect to localhost:1433 in 15000ms`

![image](https://github.com/denoland/deno/assets/7959437/0b985b64-7653-4c06-b3c0-5d934d066aa5)

I decided to do the same with Node v18.16.0 and worked perfectly:

```js
const sql = require("mssql");

const sqlConfig = {
  server: "localhost",
  user: "sa",
  password: "",
  database: "my_db",
  options: {
    trustServerCertificate: true,
  },
};

(async () => {
  const pool = await sql.connect(sqlConfig);
  const result2 = await pool.request().execute("spGetPurchases");

  console.dir(result2);
})();

```
![image](https://github.com/denoland/deno/assets/7959437/bb59e95f-6844-46d1-b6e2-77fe60b68c27)

The SQL Server is running inside a Docker container:

![image](https://github.com/denoland/deno/assets/7959437/5e4d5034-b748-4bff-8a5d-5ea6c23c663a)

I'm using Deno latest version as of today v1.37.0
Repository: stable-diffusion-webui
Issue: [Bug]: can't save prompt / no button
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?

![Screenshot from 2023-09-21 13-35-25](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/289994/34aa748c-1b2e-4d9b-9bc6-dbf163fa2fa8)



### Steps to reproduce the problem

how to get this button back?
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/289994/dcc7a186-28e5-499e-9177-da1170ad81a3)


### What should have happened?

should not be hidden

### Sysinfo

git branch  1.6 / master

vertical aligned screen / portrait mode

### What browsers do you use to access the UI ?

Google Chrome

### Console logs

```Shell
a
```


### Additional information

_No response_
Repository: kubernetes
Issue: apiserver cannot limit request
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

Does kube-apiserver have internal rate limiting measures, apart from Admission Control (APF) rate limiting which seems to control only the number of simultaneous requests being processed? Now, suppose a large number of requests are being sent to the kube-apiserver by pods accessing Kubernetes services, it can result in very high CPU load on the apiserver, subsequently causing timeouts and issues with processing regular requests as well as health probes.

### What did you expect to happen?

The apiserver can limit the quantity of requests, not only those that need processing but all external access, in order to prevent a surge in CPU usage due to high volumes of traffic, which could impact functionality.

### How can we reproduce it (as minimally and precisely as possible)?

you can set --max-mutating-requests-inflight=10 and  --max-requests-inflight=10, then send a lot of request by tools.the kube-apiserver's cpu very high and some request maybe not resoponded or overtime. 

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: deno
Issue: small deno jupyter cli prompt suggestions
Labels: suggestion,deno jupyter

![image](https://github.com/denoland/deno/assets/100129659/839ee945-968f-4f75-9e29-6b4df7ad047b)
instead of asking the user to run, maybe prompt for "install (y/n)" and continue
there is an "i " at the start of the line.
Repository: godot
Issue: ShapeCast.get_collision_normal() returns incorrect values
Labels: bug,topic:physics

### Godot version

3.6beta3

### System information

Windows 10 - Godot v3.6beta3

### Issue description

When shapecasting at a wall, the shapecast will more often than not return a wrong collision normal if the shapecast is casting diagonally. See the MRP.

### Steps to reproduce

- Create and set up a round ShapeCast
- Create and set up collision object of any kind
- Set the ShapeCast in such a way that it will detect the CollisionObject's walls, and the shapecast is "moving" diagonally.
- Print the collision normal
- You get a _very_ diagonal normal instead of a perfectly horizontal one

### Minimal reproduction project

[Collision Normal Bug.zip](https://github.com/godotengine/godot/files/12680495/Collision.Normal.Bug.zip)
Repository: PowerToys
Issue: FancyZones Editor preview and actual layout do not match
Labels: Issue-Bug,FancyZones-Editor,Priority-2

### Microsoft PowerToys version

0.73.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

FancyZones, FancyZones Editor

### Steps to reproduce

Edit Priority Grid to have 11 zones. Expect to be able to use the layout that is previewed.

![Screenshot (21)](https://github.com/microsoft/PowerToys/assets/6460384/c9a61382-c80f-4fe9-bed5-6841bf02f6ac)

![Screenshot 2023-09-21 083026](https://github.com/microsoft/PowerToys/assets/6460384/5ba53aae-816b-4ff0-b45d-a562fcf8e19d)


### ✔️ Expected Behavior

Layout preview would match layout in use. Panes 2/6 would be combined, instead of 11/12,

### ❌ Actual Behavior

I was expecting the layout to be as in the preview with pane 2/6 being larger, instead the 'priority zone' is in the lower left, as the last number (11/12).

### Other Software

_No response_
Repository: ant-design
Issue: tooltip组件placement写死之后autoAdjustOverflow就失效了。
Labels: Inactive,improvement

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/t2tshc?file=/demo.tsx)

### Steps to reproduce

把鼠标放到最后一列的文字上，tooltip弹窗被遮住，同时造成整个宽度被撑开。

### What is expected?

期望这个适合可以自动调整位置

### What is actually happening?

实际是被遮挡

| Environment | Info |
| --- | --- |
| antd | 5.9.2 |
| React | 18.1 |
| System | mac最新 |
| Browser | chrome最新 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Runtime loading GLTF models crashes in exported projects when using HANDLE_BINARY_EMBED_AS_BASISU
Labels: bug,topic:import,crash,topic:3d

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

When loading an arbitrary model at runtime in exported projects, Godot will crash when 
`GLTFState.handle_binary_image` is set to `GLTFState.HANDLE_BINARY_EMBED_AS_BASISU`.

When running in the editor, setting the flag will _not_ lead to a crash.

### Steps to reproduce

The code below will reproduce the crash in exported projects. When running in the editor, loading will work as expected with or without the flag.
```gdscript
var gltf := GLTFDocument.new()
var state := GLTFState.new()
# This causes crashes in godot 4.1.1 exported projects
# Commenting out the line below will avoid the crash
state.handle_binary_image = GLTFState.HANDLE_BINARY_EMBED_AS_BASISU

# Substitute in any gltf model here
gltf.append_from_file("./duck/duck.glb", state)

add_child(gltf.generate_scene(state))
```

### Minimal reproduction project

[repo with MRP](https://github.com/you-win/runtime-gltf-import-crash)

Zipped repo: [runtime-gltf-import-crash.zip](https://github.com/godotengine/godot/files/12681063/runtime-gltf-import-crash.zip)
Repository: deno
Issue: Control how many threads Deno initializes by default
Labels: cli,suggestion

I see that Deno, like Node creates a lot of threads by default, even when completely unnecessary. Here's a script:

```ts
// test.ts
setTimeout(() => {
  console.log("exit")
}, 60000)
```

It does not use `Gzip`, `Crypto` or whatever CPU bound tasks. It does not resolve `DNS`.

```
$ deno run test.ts
```

![Screenshot 2023-09-21 at 09 38 22](https://github.com/denoland/deno/assets/2128182/7e9d97dd-9d48-4fc5-9f94-fc76d3b8f5cf)

**Why so many threads for a hello-world script?** Might be more tolerable for a web server but Node (the same happens there) and Deno also position themselves as tools to write one-off scripts.

I'm not a System Programming expert, please correct me if I'm wrong...

To my understanding those threads don't use too much of a CPU (being unactive). But they still take up RAM completely unnecessary. 

I expected Deno to be better than Node here (with explicit CLI flags to enable FS / Network access). But those flags, unfortunately, do not affect how many threads are spawn. No Network = No Dns = -4 threads required. What is wrong in my reasoning?
Repository: next.js
Issue: `fetch` result is cached between dev mode runs
Labels: bug

### Link to the code that reproduces this issue

https://github.com/joulev/debug/tree/nextjs-fetch-result-cached-between-dev-mode-runs

### To Reproduce

1. `next dev`
2. A random string *x* should be printed

    ```
     ✓ Compiled /page in 967ms (395 modules)
    8079aa87a04126b2
    ```

4. Ctrl+C
5. `next dev` again
6. A random string *y* should be printed

    ```
     ✓ Compiled /page in 798ms (395 modules)
    8079aa87a04126b2
    ```

8. Ctrl+C
9. `rm -rf .next`
10. `next dev` again
11. A random string *z* should be printed

    ```
     ✓ Compiled /page in 955ms (395 modules)
    6a876542c70550cd
    ```

### Current vs. Expected behavior

Current behaviour: *x* = *y* ≠ *z*
Expected behaviour: *x* ≠ *y* ≠ *z*

because dev mode should only perform request memorisation and shouldn't cache result across different page renders or dev mode runs. At least that's how dev mode has been working for me.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Thu Aug 17 21:23:02 PDT 2023; root:xnu-10002.1.11~3/RELEASE_ARM64_T8112
Binaries:
  Node: 20.3.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.6.12
Relevant Packages:
  next: 13.5.2
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

* `export const dynamic = "force-dynamic"`: the bug is **not** reproduced
* `export const revalidate = 0`: the bug is **not** reproduced
* `export const runtime = "edge"`: the bug is reproduced (although supposedly the edge runtime makes the route dynamic at the moment)
* Using `cookies()` inside the page: the bug is reproduced (although the page should become dynamic implicitly)

---

This behaviour is similar to `unstable_cache`: the following also persists the result cross dev runs:

```tsx
import { unstable_cache } from "next/cache";

const getValue = unstable_cache(async () => new Date().toString());

export default async function Page() {
  const value = await getValue();
  return <div>{value}</div>;
}
```
Repository: TypeScript
Issue: Disallow newline after `as` after function instantiation
Labels: Possible Improvement

### 🔎 Search Terms

as newline ASI function type parameters spec difference

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/CYUwxgNghgTiAEAzArgOzAFwJYHtVJxwB4AVAPgAoBKALnhIChRJYFUoBbEAZwAcowCAGLwA3vBAAPXjhgZ4GAJ68EAcxAYMIGPAC88KKkXwAvk3DQ48CBoPc6hxQwY35kvQRzwi8AEzwyOwYhADp1TW0GIA

### 💻 Code

```ts
let x = foo < 2 > as
F.getter
```


### 🙁 Actual behavior

It is parsed as
```ts
let x = foo<2> as F.getter;
```


### 🙂 Expected behavior

It should be parsed as
```ts
let x = (foo < 2) > as;
F.getter;
```

### Additional information about the issue

The linked code is valid JavaScript code, and it would be great if tsc could parse as such.

I know that TS is not in general a syntactic superset of JavaScript, but both Babel and SWC already parse this example (when in TS mode) according to JS semantics. We could change our parsers, but it would be better if this ambiguity could be solved in tsc.

cc @kdy1
Repository: pytorch
Issue: Wrong vector shift results on PowerPC
Labels: triaged,module: vectorization,module: POWER

### 🐛 Describe the bug

This is basically https://github.com/pytorch/pytorch/issues/70904 which is still present for PPC after https://github.com/pytorch/pytorch/pull/98511 added vector operations.

Basically: Shifting a vector with out-of-bounds values results in undefined behavior and sporadic wrong results.
E.g. test_non_contig_bitwise_right_shift_cpu_int32 fails because of right shifts with too-large values and test_shift_limits_cpu_int16 fails due to left shifts with negative values. The latter is very much understandable given that #98511 uses a `reinterpret_cast` to the unsigned vector type

Reproduced with `python run_test.py -i test_binary_ufuncs` which fails

- test_contig_vs_every_other_bitwise_right_shift_cpu_int16
- test_contig_vs_every_other_bitwise_right_shift_cpu_int32
- test_contig_vs_every_other_bitwise_right_shift_cpu_int64
- test_non_contig_bitwise_right_shift_cpu_int16
- test_non_contig_bitwise_right_shift_cpu_int32
- test_non_contig_bitwise_right_shift_cpu_int64
- test_shift_limits_cpu_int16
- test_shift_limits_cpu_int32
- test_shift_limits_cpu_int64

### Versions

Using PyTorch 2.0.1 with the above PRs applied as patches.
Repository: godot
Issue: Script Editor Folding: Unfolding parent sections does not respect folded child sections
Labels: discussion,topic:editor,usability,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Ubuntu 22.04.3 LTS 22.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.86.05) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

**Problem:**
In the script editor, when you fold section (line 6) and then fold a higher section (line 4), upon unfolding line 4, all the code is unfolded.
![Screenshot from 2023-09-21 10-17-51](https://github.com/godotengine/godot/assets/392218/cbdd1d7a-6ae2-42b4-8aa1-10fbc7d6bd6e)

**Expected:**
Folded sub-sections should remain folded when unfolding parents.

I hope I'm just missing a setting, but I did have a look and found nothing.

### Steps to reproduce

Write a script like this in the editor:
```
extends Node

func a():
	pass
	if true:
		pass
		if false:
			pass
```
Play with the folding toggles.

### Minimal reproduction project

I think this is simple enough.
Repository: transformers
Issue: Streaming and assisted decoding strategy for pipeline OR clearer understanding of pipelines to manually apply tasks
Labels: Feature request

### Feature request

Currently looking to get a number of non-pipeline functions with pipelines
- Decoder strategies
- Assisted decoding
- Streaming output
etc

**Alternately**, if I can adopt the non-pipeline transformer approach with tokenizer act more pipeline'ish, that'd also be good. Specifically, what are the underlying changes that happen when selecting a task for pipeline? Eg. if I select 'text-generation' as a pipeline, what's that actually doing (so can apply the same thing to the non-pipeline approach)

If for example pipeline_task = "text-generation", does this autoconfigure the model and tokenizer config, like sampling, temperature, beams, top-k, top-p, max_new_tokens?... What does the pipeline task actually do to the underlying model? If I knew this, I wouldn't need the above features for pipelines.

### Motivation

I want to have all the features from all the approaches available from the one approach

### Your contribution

Nothing yet
Repository: opencv
Issue: Possible to install conflicting versions of opencv alongside each other
Labels: question (invalid tracker),category: build/install

### System Information

OpenCV version: 4.7.0.72 and 4.8.0.76
Operating System: Ubuntu 22.04 and Windows 10
Python version

### Detailed description

It is possible to install opencv-python==4.8.0.76 and opencv-contrib-python-headless==4.7.0.72 alongside each other without pip complaining. Pip should recognise that they are the same library and not allow both packages to be installed.

This causes issues when a project, for example, installs opencv-contrib-python-headless at a specific version and a third party dependency specificies a different version of opencv-python, resulting in two different versions of opencv being installed.

### Steps to reproduce

```bash
pip install opencv-python==4.7.0.72
pip install opencv-contrib-python-headless==4.8.0.76
pip freeze
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [x] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: Crash due to TextureRect and RichTextLabel causing a size-fitting infinite loop with certain Containers
Labels: bug,confirmed,crash,topic:gui

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3667) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

While experimenting with Control nodes as a new user, I encountered a crash that occurs if a Margin or Panel Container has a TextureRect with Expand Mode set to "Fit Width" and a RichTextLabel with "Fit Content" turned on as child nodes.

I am not 100% sure, but my guess is that if enough text is entered into the RichTextLabel, it will try to wrap the text around and consequently increase the Container's height. The TextureRect increases in height to fill the new Container's height, but also increases width due to its expansion settings. The RichTextLabel fills to the Container's resulting new width and, while fitting the content, ends up decreasing its height. At this point, the interaction between the two nodes is enough to cause an infinite loop, causing the editor to crash.

The following is the error generated in the logs, which seems indicative of an infinite loop:
``` 
USER ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory/limits/message_queue/max_size_mb' in project settings.
   at: push_callablep (core/object/message_queue.cpp:96)
```

Further testing suggests that the loop relies on specific conditions that allows this size-fitting behavior to occur. It doesn't seem to happen for other Containers such as Box Containers, where child and parent size are not equally related as in Margin or Panel Containers. It also doesn't happen if fitting or filling behaviors are set in a way that logically leaves the loop incomplete (ex. it runs perfectly fine if TextureRect's Expand Mode is set to "Fit Height" instead).

### Steps to reproduce

1. Create a MarginContainer or PanelContainer.
2. Add a TextureRect with Expand Mode set to "Fit Width" as a child to the container, and assign a texture to it (the default icon.svg is enough for this)
3. Add a RichTextLabel with "Fit Content" checked/turned on as a child to the container.
4. Start writing text into the RichTextLabel until it causes the Container to expand. This should trigger the loop, causing the editor to hang and eventually crash.

### Minimal reproduction project

N/A.
Repository: godot
Issue: Dark sky has visible dithering artifacts
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1

### System information

Windows 10, amd rx 480 gpu

### Issue description

When set to dark colors, ProceduralSky has visible dithering artifacts.

![image](https://github.com/godotengine/godot/assets/585488/80eda126-f236-4177-82d6-d0270934c8e6)

These dithering artifacts are visible even at default exposure. They become even more visible when autoexposure is enabled.

![Godot_v4 1 1-stable_mono_win64_2023-09-21_04-55-25](https://github.com/godotengine/godot/assets/585488/a47ed84c-e627-4a75-bf3b-24e5eceffa28)


### Steps to reproduce

Add a WorldEnvironment with a ProceduralSky, set it to use dark sky colors, zoom in or reduce the render resolution to make the dithering more visible.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: 1024x1024 SDXL use more than 12 GB VRAM during VAE part of inference - uses Shared VRAM makes it super slow
Labels: bug-report

VAE is being loaded onto shared VRAM - even half fp16 VAE is loaded onto shared VRAM - not using refiner only base SDXL 1.0 - 1024x1024

Here 0 GB VRAM usage when auto1111 is closed

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/19240467/180ef095-8781-411d-acc8-5adb1f55090f)

Started with below arguments fresh install

```
@echo off
set PYTHON=
set GIT=
set VENV_DIR=
set XFORMERS_PACKAGE=xformers==0.0.21
set CUDA_VISIBLE_DEVICES=1
set COMMANDLINE_ARGS=--xformers --no-half-vae
call webui.bat
```


VAE decoding part uses shared VRAM which makes it super super slow

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/19240467/9220b2ee-eb61-44ec-92b8-c7f31047e9c4)


I don't think so this is expected

here settings

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/19240467/3b08ef63-7889-44ae-84ac-4b9455c7675d)


Using latest master branch
Repository: vscode
Issue: Put density related options under the same namespace: tabs, notebooks
Labels: debt,notebook

We should consider to begin a new settings namespace for moving settings that are related to compactness of the workbench. Another candidate for this is: `notebook.compactView`. 

One idea would be `window.density` and then properties within to configure per component. But as a user you can set `window.density: compact` to toggle them all.

Related: https://github.com/microsoft/vscode/issues/168671

//cc @rebornix @Tyriar @daviddossett