sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Middleware route matchers exposed in browser runtime
Labels: bug,Runtime

### 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 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.18
      pnpm: 7.22.0
    Relevant packages:
      next: 13.2.5-canary.30
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


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

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://github.com/vercel/next.js/tree/canary/examples/middleware

### To Reproduce

1. Build the app with `next build`
2. Serve it with `next serve`.
3. Go to browser and load the website
4. Type `console.log(window. __MIDDLEWARE_MATCHERS)`

You will get an array of matches which show on which paths middleware runs. 

In development it is exposed as `__DEV_MIDDLEWARE_MATCHERS` which is even fine. 

### Describe the Bug

I think matchers config is server side code that you do not want exposed to the client. Not sure for what it is used, so my concern is - why is it even there?

Since `matcher` can contain custom regex, that could contain sensitive paths/keywords.. I think that kind of code that should not be that easily accessible (or not accessible at all) could leak or be used for unwanted behaviour. 

I would be curious to understand why is this needed 👀 

### Expected Behavior

`window.__MIDDLEWARE_MATCHERS` is not defined.

At very least this should be documented. 

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

_No response_

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

_No response_
Repository: godot
Issue: Scene collection tileset icons don't show correctly
Labels: topic:editor,needs testing,topic:2d

### Godot version

4.0.2 stable

### System information

Windows 10, Vulkan, RTX 3060

### Issue description

I created a tileset of scenes by dragging them into the scene collection, but the icons for them are not being correctly shown:
![image](https://user-images.githubusercontent.com/16231628/230222618-a65075b3-225d-41b0-9ea7-1fc98c33856f.png)


### Steps to reproduce

Created a tileset of scenes by dragging them into the scene collection.

### Minimal reproduction project

N/A
Repository: flutter
Issue: Flutter's vended NDK does not include libunwind.a for arm64?
Labels: platform-android,tool,engine,P2,team-android,triaged-android

```
eseidel@erics-mbp ndk % find . | grep unwind
./simpleperf/debug_unwind_reporter.py
./prebuilt/darwin-x86_64/share/gdb/python/gdb/unwinder.py
./prebuilt/darwin-x86_64/share/gdb/python/gdb/command/unwinders.py
./sources/cxx-stl/llvm-libc++abi/test/unwind_03.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_02.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_04.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_05.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_01.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_06.pass.cpp
./sources/cxx-stl/llvm-libc++/libs/armeabi-v7a/libunwind.a
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/11.0.5/include/unwind.h
./toolchains/llvm/prebuilt/darwin-x86_64/lib/python3.8/site-packages/lldb/diagnose/diagnose_unwind.py
./toolchains/llvm/prebuilt/darwin-x86_64/sysroot/usr/lib/arm-linux-androideabi/libunwind.a
./toolchains/renderscript/prebuilt/darwin-x86_64/clang-include/unwind.h
```

When I do the same in the NDK that comes with Android studio (25.2.9519653), I get:
```
eseidel@erics-mbp 25.2.9519653 % find . | grep unwind                                  
./simpleperf/doc/debug_dwarf_unwinding.md
./simpleperf/debug_unwind_reporter.py
./sources/cxx-stl/llvm-libc++abi/test/unwind_03.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_02.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_04.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_05.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_01.pass.cpp
./sources/cxx-stl/llvm-libc++abi/test/unwind_06.pass.cpp
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/14.0.7/include/unwind.h
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/14.0.7/lib/linux/i386/libunwind.a
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/14.0.7/lib/linux/arm/libunwind.a
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/14.0.7/lib/linux/aarch64/libunwind.a
./toolchains/llvm/prebuilt/darwin-x86_64/lib64/clang/14.0.7/lib/linux/x86_64/libunwind.a
./toolchains/llvm/prebuilt/darwin-x86_64/lib/python3.9/site-packages/lldb/diagnose/diagnose_unwind.py
```

Is this expected?  It makes it so that when I try to build my modified Flutter engine using the same NDK the rest of the engine builds with it fails to build for arm64.  Maybe I need to change my gclient config in some way to pull down the arm64 side of the NDK?

I figure @chinmaygarde might know?
Repository: pytorch
Issue: README could use link to governance
Labels: high priority,module: docs,triaged

### 📚 The doc issue

README.md does not have link to governance https://github.com/pytorch/pytorch/blob/master/docs/source/community/governance.rst

~~indicate different governance structure, different maintainers, etc..~~

~~### Suggest a potential alternative/fix~~

### Suggest updating the readme to point to the governance documentation ~~.. modify the current readme contents to be a thank you for Emeritus efforts section.~~

updated issue to reflect the readme maintainer list is now in sync .. and could benefit from a link to governance structure docs

cc @ezyang @gchanan @zou3519 @svekars @carljparker
Repository: godot
Issue: Preprocess on GPU Particles not working correctly after await
Labels: bug,topic:rendering,confirmed,topic:particles

### Godot version

4.0.2.stable

### System information

Windows 11

### Issue description

If you await and then switch to a scene with GPU particles that are supposed to preprocess, they don't preprocess correctly.

### Steps to reproduce

1. Create a scene that has GPU particles that preprocess (larger preprocess times make this more obvious).
2. Use a box shape for emissions
3. Create another scene that awaits for 1 second, and then changes to the particle scene

### Minimal reproduction project

I've included a minimum example of the issue. Simply run the game and you'll see that the preprocess for the particles doesn't work correctly.

[PreprocessBugMin.zip](https://github.com/godotengine/godot/files/11163592/PreprocessBugMin.zip)
Repository: node
Issue: Scripts are sent in a non-existent `executionContextId`
Labels: c++,inspector

### Version

19.8.1

### Platform

Darwin MacBook-Pro-2.guest.corp.microsoft.com 22.4.0 Darwin Kernel Version 22.4.0: Mon Mar  6 21:00:17 PST 2023; root:xnu-8796.101.5~3/RELEASE_X86_64 x86_64

### Subsystem

inspector

### What steps will reproduce the bug?

Run the following script:

```js
const { Session } = require('node:inspector');

const session = new Session();
const executionContexts = new Map();
session.on('Runtime.executionContextCreated', call => {
  console.log(call);
  executionContexts.set(call.params.context.id, call.params.context);
});
session.on('Debugger.scriptParsed', call => {
  console.log(call);
  if (!executionContexts.has(call.params.executionContextId)) {
    console.error(`Got script in execution context ${call.params.executionContextId}, but have only ${[...executionContexts.keys()].join()}`);
    process.exit(1);
  }
});

session.connect();

session.post('Runtime.enable', () => {
  console.log('Runtime enabled')

  session.post('Debugger.enable', () => {
    console.log('Debugger enabled')
  });
});
```

### How often does it reproduce? Is there a required condition?

100% of the time

### What is the expected behavior? Why is that the expected behavior?

The script should run successfully. All execution contexts should come in `Runtime.executionContextCreated` events before `Runtime.enable` returns.

### What do you see instead?

```
{
  method: 'Runtime.executionContextCreated',
  params: {
    context: {
      id: 1,
      origin: '',
      name: '/Users/connor/.asdf/installs/nodejs/19.8.1/bin/node[90017]',
      uniqueId: '-8333824095165494686.-3638729329792817601',
      auxData: [Object]
    }
  }
}
Runtime enabled
{
  method: 'Debugger.scriptParsed',
  params: {
    scriptId: '6',
    url: 'node:internal/per_context/primordials',
    startLine: 0,
    startColumn: 0,
    endLine: 737,
    endColumn: 0,
    executionContextId: 0,
    hash: 'bc07b5754e60d05f0e36aee626f46b4561cc1d342c7c84e1655eca736753f7f8',
    isLiveEdit: false,
    sourceMapURL: '',
    hasSourceURL: false,
    isModule: false,
    length: 21457,
    stackTrace: { callFrames: [Array] },
    scriptLanguage: 'JavaScript',
    embedderName: 'node:internal/per_context/primordials'
  }
}
Got script in execution context 0, but have only 1
```

### Additional information

Later scripts _are_ in the execution context ID of 1, but earlier ones are in the non-existent 0 context.

Originally came up in vscode-js-debug as a result of adding more intended correctness around how execution contexts are handled https://github.com/microsoft/vscode-js-debug/issues/1643
Repository: flutter
Issue: musl support for flutter
Labels: c: new feature,tool,engine,platform-linux,c: proposal,a: desktop,P3,team-linux,triaged-linux

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## Use case

<!--
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     on pub.dev/flutter that already solves this?
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- using flutter on linux systems running musl for development
- building flutter applications to run on musl systems

## Proposal

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     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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I've already got Flutter Desktop running successfully on Alpine Linux, this issue is about upstreaming my work from here: https://gitlab.alpinelinux.org/alpine/aports/-/merge_requests/44347

*This list of issues is incomplete. You can help by expanding it.*

- engine issues:
	- [x] no execinfo: ~~https://github.com/flutter/engine/pull/40958~~ https://github.com/flutter/engine/pull/40980
	- [ ] libcxx needs `_LIBCPP_HAS_MUSL_LIBC` defined - how to detect targetting musl? - https://github.com/flutter/buildroot/pull/707
	- [x] dart source needs to be rolled to include musl fixes (already in main branch)
	- [ ] no official dart builds available for musl (workarounds: https://pkgs.alpinelinux.org/packages?name=dart-sdk, https://github.com/dart-musl/dart)
	- [ ] other dependencies needing small patches (might be solved by rolling?):
		- [ ] fontconfig
		- [ ] swiftshader
	- [ ] downloaded clang doesn't work on musl, workarounds needed to use host clang - https://github.com/flutter/buildroot/pull/707
	- [ ] no ci tests for musl
	- [ ] no musl builds of engine, blocked by everything above
- tool issues:
	- [ ] downloads gnu builds of engine, dart
	- [ ] desktop cross builds hardcode `aarch64-linux-gnu` target
Repository: stable-diffusion-webui
Issue: [Feature Request]: Enhance prompt autocomplete for Models/LoRA/etc
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 ?

Proposal to improve optional auto-population of prompts beyond currently implemented support.

Currently implemented support:

- Selecting a LoRA adds basic "\<lora:filename:1\>" to prompt.
- Selecting custom styles adds further information to prompts.

These are helpful, but it is still necessary to keep a notebook 
of preferred default settings and Trigger tags for numerous models, 
LoRA, etc.

Suggested improvements:

- Custom styles expanded to optionally include/apply settings for Sampler, CFG Scale, Clip Skip, Steps, Resolution.

- Option to automatically load preferred starter prompt and settings from a text file stored alongside the model/LoRA which has the same name in much the same way that a VAE of the same name is loaded, or a PNG of the same name is used as a preview if they exist.


### Proposed workflow

If one desires more comprehensive autocompletion for a model/LoRA:

INITIAL PREPARATION

1. Create a text file of matching name in the Model/Lora folder.

2. Text file optionally contains default +/-Prompt, basic settings (such as Sampler, CFG Scale, Steps, Resolution, Style).

WORKFLOW

3. Select models/LoRA as normal.

4. Selecting a Model will automatically load the specified prompt/settings *ONLY IF* the prompt is currently empty.

5. Selecting a LoRA will automatically append specified "\<lora:filename:weight\>, trigger_word, trigger_word, etc"

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: Semi Randomizer for Denoising Strength [Feature Request]: 
Labels: enhancement,extension-request

### 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 ?

The option to somewhat Randomize how strong the Denoising strength will be.


### Proposed workflow

1. One would first go to the Denoising Slider
2. Next to it would be an Checkmark "Randomize"
3. After checking it, next to the usual Field for an Denoising strenght appears a second Field. Those two are to determine the range in which the Denoising Strength will be randomized. One Field for the Maximum, one for the Minimum. 
5. Filing them with numbers will set two Points on the slider.
6. Now whenever an pic is generated it will randomly pick an number between those two to decide the used Denoising strength (For example between 0.2 and 0.35).


### Additional information

This feature would be most usefull for Mass generation to get an greater variety, or when one isn't fully sure which Denoising strengths would be most appropriate.
It maybe could look something like this:
![Denoising Randomizer](https://user-images.githubusercontent.com/129313943/230238813-f59da61a-f2b0-41df-8351-3d296acf268e.png)
Furthermore, I think one could probably apply the same Concept to the CFG scale as well.
Repository: flutter
Issue: [app_extension_safe] Make macOS embedder extension safe 
Labels: engine,platform-mac,P2,team-macos,triaged-macos

NSApplication.sharedApplication is extension safe, so there is no need to eliminate the sharedApplication code from macOS embedder. For FlutterMacOS framework to work with extensions, we only need to add the fapplication-extension safe flag while building the framework.

When extension is running, the main bundle is different with running an app, so the FlutterDartProject.mm needs to be updated to search for `FLTAssetsPath` at the correct path.

Part of https://github.com/flutter/flutter/issues/124287
Repository: pytorch
Issue: tacotron2 slow compile
Labels: triaged,bug,oncall: pt2,module: inductor

Repro:
```
python benchmarks/dynamo/torchbench.py --accuracy --inference --amp --backend inductor --disable-cudagraphs --device cuda --only tacotron2
```

ctrl+c gives this stack information, which looks like a problem in the fuser heuristic,
```
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 636, in __init__
    self.fuse_nodes()
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 817, in fuse_nodes
    self.fuse_nodes_once()
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 833, in fuse_nodes_once
    if self.can_fuse(node1, node2) and not self.will_fusion_create_cycle(
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 907, in will_fusion_create_cycle
    return any(check(self.name_to_fused_node[n]) for n in combined_predecessors)
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 907, in <genexpr>
    return any(check(self.name_to_fused_node[n]) for n in combined_predecessors)
  File "/fsx/users/binbao/conda/envs/release/lib/python3.10/site-packages/torch/_inductor/scheduler.py", line 896, in check
    return bool(combined_names & node.recursive_predecessors) or any(
KeyboardInterrupt
```

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @amjames @wconstab @soumith @ngimel @Xia-Weiwen
Repository: stable-diffusion-webui
Issue: [Feature Request]: A way to easy disable embendings
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 ?

A way to easy disable embeddings like lora when using SD 2.x. 
Otherwise, i get messages like " RuntimeError: Sizes of tensors must match except in dimension 0. Expected size 1024 but got size 768 for tensor number 1 in the list. "

This is where i get the idea:
https://www.reddit.com/r/StableDiffusion/comments/zgu249/runtimeerror_sizes_of_tensors_must_match_except/

### Proposed workflow

1. Go to .... txt2img.
2. Press .... disable embeddings.
3. A checkbox under the Generate button.


### Additional information

_No response_
Repository: PowerToys
Issue: Paste as Surrounded With Feature
Labels: Needs-Triage

### Description of the new feature / enhancement

With the advent of AI like ChatGPT, being able to copy code and paste it with some canned or custom tokens would be super helpful. 

Examples:

Surrounding with the ``` to demark code.
Surrounding with the " to demark a quotation in conversation.


I like the paste as Plain Text feature, just wish I had a paste as Plain Text wrapped in ``` my pasted text ``` or " my pasted text ".

### Scenario when this would be used?

When interacting with AI like ChatGPT it would be nice to be able to copy and then paste within the correct tokens to help the AI identify what is a code block (''') or what is being quoted. (")

### Supporting information

_No response_
Repository: PowerToys
Issue: Add <kbd>Shift</kbd><kbd>Tab</kbd> key for moving to previous result in PowerToys Run
Labels: Needs-Triage,Run-Results (Indexer)

### Description of the new feature / enhancement

In PowerToys Run, we can use <kbd>Tab</kbd> to move to the next result or next context item now. However, <kbd>Shift</kbd><kbd>Tab</kbd> doesn't get it's correspond job done. This key should go to the previous result or previous context item.

### Scenario when this would be used?

When users prefer not to move their hands between alphabets area and arrow keys area. For those who use a full-sized keyboard, the distance is going to frustrate them a lot.

### Supporting information

In #22964 , an improvement was made to allow users to operate <kbd>Tab</kbd> in their desire. Include that functionality in this new feature as well will be really nice!
Repository: pytorch
Issue: Bring CudaPluggableAllocator to feature parity with the Native Allocator
Labels: module: internals,module: cuda,triaged,module: CUDACachingAllocator

### 🚀 The feature, motivation and pitch

I have tried a few times to add Unified Memory support to Pytorch, so as to leverage as many resources of my computer as possible while running training and inference alike, but to no avail; so I abandoned my fork somewhat. After I hear about the pluggable Allocator mechanism, I tried it and [RAPIDS rmm](https://github.com/AUTOMATIC1111/stable-diffusion-webui)  with [stable diffusion WebUI](https://github.com/AUTOMATIC1111/stable-diffusion-webui)  , but it gave errors such as "CudaPluggableAllocator does not yet support CacheInfo", and thus prohibiting my ability to run operations requiring more than 5.5GB of memory efficiently; thus, I would like to request that CudaPluggableAllocator get all features which the native allocator has. 

### Alternatives

Implement Cuda and ROCm Unified Memory support, and provide users an easy way to use it, like how one can switch between the native allocator and Cudamallocasync with an environment variable.

### Additional context

_No response_

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @ngimel
Repository: godot
Issue: 3D Environment sky will have wrong brightness when setting background_energy_multiplier
Labels: bug,topic:rendering,topic:editor,needs testing,topic:3d

### Godot version

4.0.2

### System information

Windows10, Vulkan, amd6700xt

### Issue description

I don't think it's a hdr problem or something similar, more like a editor problem.
Please read the step below for more info.
![image](https://user-images.githubusercontent.com/75767374/230276403-043702b4-d547-4b95-8ba1-3ed1183b328d.png)


### Steps to reproduce

You should set some property in editor by yourself, because the problem will disappear when reload the project.
1. Try to set different value to **energy_multiplier** property in sky's **sky_material**
2. Run the game, the brightness looks normal
3. Close the game, then set **energy_multiplier** property back to default
4. Instead we set the **background_energy_multiplier** property in **environment**
5. Run the game, the brightness looks not right
6. This problem will disappear when save and close the project and restart it

### Minimal reproduction project

[bugs2.zip](https://github.com/godotengine/godot/files/11166565/bugs2.zip)