sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/text/unicode/norm: index out of range error (runtime panic)
Labels: NeedsInvestigation

go version go1.20.5 linux/arm64

I can confirm this runtime panic occurs on v0.9 and v0.10 of x/text.
```
panic: runtime error: index out of range [32] with length 32

goroutine 1 [running]:
golang.org/x/text/unicode/norm.(*reorderBuffer).insertOrdered(...)
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/composition.go:201
golang.org/x/text/unicode/norm.(*reorderBuffer).insertSingle(0x4000028280, {{0x11712b, 0x2}, {0x0, 0x0, 0x0}}, 0x0?, {0x0, 0x2, 0x0, ...})
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/composition.go:269 +0x160
golang.org/x/text/unicode/norm.(*reorderBuffer).insertCGJ(...)
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/composition.go:274
golang.org/x/text/unicode/norm.decomposeSegment(0x4000028280, 0x1, 0x1)
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/normalize.go:540 +0x3f0
golang.org/x/text/unicode/norm.doAppend(0x4000028280, {0x400014e000?, 0xfc2?, 0x2500?}, 0x0?)
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/normalize.go:235 +0x270
golang.org/x/text/unicode/norm.(*normWriter).Write(0x4000028280, {0x4022a80000?, 0x2939ecaf?, 0x29395ef2?})
        /root/tokenize/v3/vendor/golang.org/x/text/unicode/norm/readwriter.go:30 +0xf8
main.norm_UTF8_NFD({0x4022a80000, 0x293a1d4e, 0x339815bd})
        /root/tokenize/v3/getalltokens.go:126 +0x1a4
main.main()
        /root/tokenize/v3/getalltokens.go:994 +0x998
```

```
func norm_UTF8_NFD(input []byte) ([]byte, error) {
	normalized := bytes.NewBuffer(make([]byte, 0, len(input) + (len(input) / 3) + 4))
	normalizer := norm.NFD.Writer(normalized)
	_, err := normalizer.Write(input) // ------------- This is line 126 -------------
	if err != nil {
		return nil, err
	}
	err = normalizer.Close()
	if err != nil {
		return nil, err
	}
	return normalized.Bytes(), nil
}
```
If you want the exact input causing the error, it's 600MB of text. I can send it somewhere if it's required.
Repository: tensorflow
Issue: Add support for IO optimization
Labels: stat:awaiting tensorflower,type:feature,comp:apis

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Feature Request

### Have you reproduced the bug with TF nightly?

Yes

### Source

source

### Tensorflow Version

2.12

### Custom Code

Yes

### OS Platform and Distribution

Ubuntu

### 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 Behaviour?

Tensorflow's internal gcs filesystem's performance is really bad, a few optimizations we could so:
- Leverage multi-curl instead of easy-curl to avoid TCP connections created every single request;
- Explicitly use HTTP/2 instead of HTTP/1.1 for IO multiplexing;
- Leverage more compression algorithm, like LZ4, ZSTD, etc;
- Adopt zero-copy interface for input stream interface;
- Reduce unnecessary mem allocation in gcs filesystem.

### Standalone code to reproduce the issue

```shell
Left a few optimization suggestions.
```


### Relevant log output

_No response_</details>
Repository: next.js
Issue: NextPWA sw.js gives 404 only on production branch
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
d
```


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

_No response_

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

d

### To Reproduce

I have a running branch on accept here https://accept.thisisfashion.tv/sw.js


I have a running production branch here https://thisisfashion.tv/sw.js

When i check the build logs, the files get generated on both instances, But the files generated by NextPWA seem to be missign in the build output of production only. 

This only happens when the code is running on Vercel.... 

### Describe the Bug

Files generated to public folder are not included in build assets. 

### Expected Behavior

I expect the 2 builds to act the same as we test on accept, before pushing to production. 

In this case there seems to be different behaviour 

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

_No response_

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

_No response_
Repository: rust
Issue: GAT lifetime tricky
Labels: A-diagnostics,A-lifetimes,C-bug,A-GATs

```rust
pub trait Reborrow {
    type Output<'reborrow>
    where
        Self: 'reborrow;

    fn reborrow(&mut self) -> Self::Output<'_>;
}

impl<'a, T: ?Sized> Reborrow for Option<&'a mut T> {
    type Output<'reborrow> = Option<&'reborrow mut T> where Self:'reborrow;

    fn reborrow(&mut self) -> Self::Output<'_> {
        match self {
            None => None,
            Some(v) => Some(&mut *v),
        }
    }
}

struct GRef<'g>(&'g mut ());

impl<'g> Reborrow for GRef<'g> {
    type Output<'x> = GRef<'x> where Self: 'x;
    fn reborrow(&mut self) -> GRef<'_> {
        GRef(self.0)
    }
}

struct S;
fn foo(mut g: GRef<'_>, mut v: Option<&mut S>, f: fn(GRef<'_>, Option<&mut S>)) {
    for _ in 0..10 {
        (f)(g.reborrow(), v.reborrow())
    }
}

trait X {}

// doesn't compile
/*
fn bar1(mut g: GRef<'_>, mut v: Option<&mut dyn X>, f: fn(GRef<'_>, Option<&mut dyn X>)) {
    for _ in 0..10 {
        (f)(g.reborrow(), v.reborrow());
    }
}
*/

fn bar2(mut g: GRef<'_>, mut v: Option<&mut (dyn X + '_)>, f: fn(GRef<'_>, Option<&mut (dyn X + '_)>)) {
    for _ in 0..10 {
        (f)(g.reborrow(), v.reborrow());
    }
}
```
Playground: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=89dcd076cb05c4231056ed09d85bf881

Currently `bar1` function doesn't compile, i'm not very sure if it should or should not; if it shouldn't, the diagnostics could use more instructions to hint how to solve this issue. (Changing it into `bar2` is one possible solution.)
Repository: neovim
Issue: `nvim_exec2` docs suggest "output" key will always be present, which is not true
Labels: documentation,api

https://github.com/neovim/neovim/blob/8a7e3353eb5bffb10015254917361266b4b20511/runtime/doc/api.txt#L1617-L1619

When there is no output, the key is absent. The distinction of absent vs. present key w/ nil value may not be meaningful for Lua, but it matters for the remote API.
Repository: godot
Issue: Assetlib preview image does not load
Labels: bug,topic:assetlib,needs testing

### Godot version

4.0.3.stable.official

### System information

Windows 10 - Godot.4.0.3.stable- Forward Renderer- Nvidia Geforce GTX 1650 4GB

### Issue description

Despite having working internet, godot 4 assetlib images do not load:
![image](https://github.com/godotengine/godot/assets/102753608/b61a76f7-2014-4a0b-a886-487831463fea)
assets list

![image](https://github.com/godotengine/godot/assets/102753608/36cf66b0-2831-4013-8b33-e64db2cec69c)
asset preview

I expect to see all the images as usual when using assetlib

### Steps to reproduce

I don't really know. No one else has reported this before. This is a fresh install of windows 10 and first install of Godot 4.
If it helps, I get broken image icon and am unable to see images on github repos on my browser as well.

### Minimal reproduction project

N/A
Repository: godot
Issue: Shader with `sampler2d[n] where n is above 64 does not work on Max M2
Labels: bug,topic:shaders

### Godot version

`v4.0.3.stable.official [5222a99f5]`

### System information

Mac OS Ventura 13.4 (22F66)

### Issue description

Shader code like this; `uniform sampler2D[256] texs : source_color;` Does not seem to work on Mac OS platform. Meshes with that shader code are not drawn. 

However `uniform sampler2D[64] texs : source_color;` does work. I'm not sure what the exact cut-off limit is, also tried with `128` and that didn't work either... so it's somewhere between 64 - 128.
 
 This is a sample shader:
 
 ```glsl
 shader_type spatial;
render_mode unshaded;

uniform sampler2D[256] texs : source_color;

void fragment() {
	ALBEDO = texture(texs[int(TIME * 4.0f) % 256], UV).xyz;
}
```

Errors generated:
```
  vkCreateGraphicsPipelines failed with error -1000012000 for shader 'SceneForwardClusteredShaderRD:9'.
  servers/rendering/renderer_rd/pipeline_cache_rd.cpp:61 - Condition "pipeline.is_null()" is true. Returning: RID()
  This render pipeline requires (0) bytes of push constant data, supplied: (16)
  No render pipeline was set before attempting to draw.
```


### Steps to reproduce

Open sample project, it has the example shader. Run it, see that the mesh is not visible, as the shader is not rendered. Also see `godot.log` for generated errors. 


### Minimal reproduction project

Attached example project with issue:
[i_47725dba2_001.zip](https://github.com/godotengine/godot/files/11781669/i_47725dba2_001.zip)
Repository: rust
Issue: LLVM ERROR: `Too many bits for int64_t`
Labels: I-crash,A-LLVM,I-ICE,T-compiler,C-bug,requires-debug-assertions

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

```Rust
#![feature(repr128)]
#[derive(PartialEq, Debug)]
#[repr(i128)]
enum Test {
    A(Box<u64>) = 0,
    B(usize) = u64::MAX as i128 + 1,
}

fn main() {
    assert_ne!(Test::A(Box::new(2)), Test::B(0));
    // This previously caused a segfault.
    //
    // See https://github.com/rust-lang/rust/issues/70509#issuecomment-620654186
    // for a detailed explanation.
}
```


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
0c2c243342ec2a2427f0624fac5ac59f0ee6fbcd
```

### Error output

```
warning: the feature `repr128` is incomplete and may not be safe to use and/or cause compiler crashes
 --> 100612.rs:1:12
  |
1 | #![feature(repr128)]
  |            ^^^^^^^
  |
  = note: see issue #56071 <https://github.com/rust-lang/rust/issues/56071> for more information
  = note: `#[warn(incomplete_features)]` on by default
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary><strong>Backtrace</strong></summary>
<p>

```
rustc: /home/matthias/vcs/github/rust_debug_assertions/src/llvm-project/llvm/include/llvm/ADT/APInt.h:1519: int64_t llvm::APInt::getSExtValue() const: Assertion `getSignificantBits() <= 64 && "Too many bits for int64_t"' failed.
[2]    32637 IOT instruction  RUST_BACKTRACE=full ~/.rustup/toolchains/local-debug-assertions/bin/rustc
```

</p>
</details>
Repository: PowerToys
Issue: PT Run Shell: Use all extensions in PATHEXT when checking for valid paths in ExistsInPath
Labels: Idea-Enhancement,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

Currently, when checking if a file exists in the `PATH` variable ([ExistsInPath](https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Plugins/Microsoft.Plugin.Shell/Main.cs#L275) in the shell plugin) `path + fileName` & `path + fileName + .exe` are used to validate the path. Considering that there are more file extensions that can be omitted when invoking a file using the shell, for example `.cmd .bat .ps1 .msc` etc., instead of just checking the blank file name and `fileName + .exe`, the method should iterate over all extensions found in the environment variable [`PATHEXT`](https://renenyffenegger.ch/notes/Windows/development/environment-variables/PATHEXT) after checking for the blank name. 

### Scenario when this would be used?

Having a file in my PATH variable, either `hello.exe` or `hello.cmd`, both of wich accept a single argument and output "Hello, \<arg1\>!" to a MessageBox, invoking `>hello 22rw` with the shell plugin, when hello is expanded to hello.exe actually shows a MessageBox, because it is found by ExistsInPath, while invoking the same command with hello.cmd in path only shows an error, because ExistsInPath returns false and therefore "hello 22rw" is passed to [ShellCommand.SetProcessStartInfo](https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Wox.Plugin/Common/ShellCommand.cs#L75), where its treated as a filename. 

With the new path detection now implemented, [ExistsInPath](https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Plugins/Microsoft.Plugin.Shell/Main.cs#L275) would return true, resulting in "hello (.cmd)" being correctly interpreted as the filename & "22rw" as the argument for _SetProcessStartInfo_.

### Supporting information

[Article about the `PATHEXT` env variable.](https://renenyffenegger.ch/notes/Windows/development/environment-variables/PATHEXT)
Repository: create-react-app
Issue: Need Help with this error `npm install --no-audit --save @testing-library/jest-dom@^5.14.1 @testing-library/react@^13.0.0 @testing-library/user-event@^13.2.1 @types/jest@^27.0.1 @types/node@^16.7.13 @types/react@^18.0.0 @types/react-dom@^18.0.0 typescript@^4.4.2 web-vitals@^2.1.0` failed
Labels: needs triage

Hello i get this error when install project with this command `npx create-react-app client --template typescript` please need help
`npm install --no-audit --save @testing-library/jest-dom@^5.14.1 @testing-library/react@^13.0.0 @testing-library/user-event@^13.2.1 @types/jest@^27.0.1 @types/node@^16.7.13 @types/react@^18.0.0 @types/react-dom@^18.0.0 typescript@^4.4.2 web-vitals@^2.1.0` failed
Repository: deno
Issue: deno fmt doesn't force curly braces for else expressions
Labels: deno fmt,needs discussion

The following code currently passes `deno fmt` unchanged despite being formatted very misleadingly.

```ts
if (line.startsWith("# ")) {
  // foo
} else line.includes("=");
{
  // bar
}
```

If you only skim the above code, it's very easy to accidentally read it as `} else if ... { // bar }`.

`deno fmt` currently already transforms:

```ts
if (foo)
  bar();
```

into

```ts
if (foo) {
  bar();
}
```

so I think it would only make sense for `deno fmt` to also automatically wrap else expressions in curly braces to help prevent such misleading code, which at best is confusing and at worst could be used for malicious obfuscation.
Repository: flutter
Issue: RangeSlider supporting start > end
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

My application is playing a lot of time ranges,a nd I would wish to use RangeSlider for that purpose. The planned use case is to use time values min=0,  max=24, with 15min step intervals. The concern is with expressing night time ranges, such as 22:00 - 06:00, e.g. start > end.

### Proposal

The intended use is to set a property on constructor that permits such behavior, and visualize such range (end > start) by flipping the areas where active and inactive color are painted e.g.
  when start < end -> paint active area as [start, end]
  when end > start -> paint active area as [min, end], [start, max]

I had a quick look at RangeSlider source code, and it seems there are assertions in constructor for preventing this, as well as onChange handler blocking the setting of such values. It most likely would require some of the inner classes being reworked, so I doubt this could be done without forking the code.

I have not contributed anything to Flutter yet, but if you see such a change is acceptible, I am willing to give a try. If a better explanation is needed to understand the case, please let me know.
Repository: stable-diffusion-webui
Issue: [Bug]: won't produce picteres anymore
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?

Since today I only get pictures filled with 1 color

### Steps to reproduce the problem

1. Go to text2img, and use any model
2. Press generate with any prompt
3. get 1 color

### What should have happened?

there should have been a picture

### Commit where the problem happens

commit: 22bcc7be  •  checkpoint: fc2511737a

### What Python version are you running on ?

Python 3.9.x (below, no recommended)

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (GTX 16 below)

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

Mozilla Firefox

### Command Line Arguments

```Shell
no
```


### List of extensions

none, all disabled

### Console logs

```Shell
To create a public link, set `share=True` in `launch()`.
Startup time: 9.3s (import torch: 1.4s, import gradio: 1.1s, import ldm: 0.5s, other imports: 1.0s, load SD checkpoint: 4.3s, create ui: 0.8s).
100%|████████████████████████████████████████████████████████████████████████████████████| 5/5 [00:10<00:00,  2.12s/it]
Total progress: 100%|████████████████████████████████████████████████████████████████████| 5/5 [00:15<00:00,  3.15s/it]
```


### Additional information

_No response_
Repository: PowerToys
Issue: Mouse without borders - change temporary clipboard path to some system's temporary folder
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

Now all copied files from mouse without borders appear on the desktop. Change it to some temp folder, so I don't need to remove these files to clean up desktop

### Scenario when this would be used?

someone wants to have a clean desktop needs to remove these files

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Missing Python even tho i downloaded it and added to path
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

It's saying that I don't have python installed but I do and I have added it to path

### Steps to reproduce the problem

Launch webui-user.bat


### What should have happened?

Launched the web after installation after opening webui-user.bat

### Commit where the problem happens

webui-user.bat

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

CPU

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

Google Chrome

### Command Line Arguments

```Shell
Couldn't launch python

exit code: 9009

stderr:
Python was not found; run without arguments to install from the Microsoft Store, or disable this shortcut from Settings > Manage App Execution Aliases.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### List of extensions

Non

### Console logs

```Shell
Couldn't launch python

exit code: 9009

stderr:
Python was not found; run without arguments to install from the Microsoft Store, or disable this shortcut from Settings > Manage App Execution Aliases.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### Additional information

_No response_
Repository: godot
Issue: animation_finished signal from AnimationPlayer is being called on every instance of the scene instead of the current one
Labels: bug,topic:core,confirmed,topic:animation

### Godot version

v4.1.beta2.mono.official [a2575cba4]

### System information

Godot v4.1.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

I want to run some code when one Enemy finished playing some animation so I listen for `animation_finished` signal. Problem is that `animation_finished` signal is being called on every instance of Enemy instead of that one instance which finished playing animation.
If I have 50 Enemies and 1 of them finished playing some animation, then `animation_finished` signal is being called on all 50 enemies instead of just that 1.
Is this intended behavior?

### Steps to reproduce

1. Run MRP.
2. Click Space on your keyboard.

One cube will start playing animation. When it's finished, `animation_finished` signal is called on both cubes, but expected behavior is it should be called on one cube whose animation finished playing.

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/11782500/MRP.zip)
Repository: rust
Issue: E0207 if a type parameter occurs in an implementing type or associated type, if it also occurs in a regular type argument
Labels: A-diagnostics,T-compiler

### Code

```Rust
trait SomeTrait<A> {
    
}

trait AnotherTrait<B> {
    type Assoc;
}

impl<A, B, C> SomeTrait<A> for C where C: AnotherTrait<B, Assoc=B> {}
```


### Current output

```Shell
error[E0207]: the type parameter `B` is not constrained by the impl trait, self type, or predicates
 --> src/lib.rs:9:9
  |
9 | impl<A, B, C> SomeTrait<A> for C where C: AnotherTrait<B, Assoc=B> {}
  |         ^ unconstrained type parameter

For more information about this error, try `rustc --explain E0207`.
```


### Desired output

```Shell
Either nothing, or explain why the parameter is still "unconstrained" or otherwise can't occur as a type argument, when it only occurs in an implementing type or associated type
```


### Rationale and extra context

This may actually be a bug and not a diagnostic issue, if the above code should be accepted by the rust compiler.

Regardless, the information at https://doc.rust-lang.org/error_codes/E0207.html contradicts the above error, because `B` is in the implementing type or associated type bound.

### Other cases

Also rejected if `B` is in the implementing type:

```rust
trait SomeTrait<A> {
    
}

trait AnotherTrait<B> {
    type Assoc;
}

struct Struct<B>(std::marker::PhantomData<B>);

impl<A, B, C> SomeTrait<A> for C where Struct<B>: AnotherTrait<B> {}
```

Rejected if the type parameter occurs inside of another type which is an argument to `AnotherTrait`:

```rust
trait SomeTrait<A> {
    
}

trait AnotherTrait<B> {
    type Assoc;
}

struct Struct<B>(std::marker::PhantomData<B>);

impl<A, B, C> SomeTrait<A> for C where C: AnotherTrait<Struct<B>, Assoc=B> {}
```

*Accepted* if `B` in the implemented trait:

```rust
trait SomeTrait<A, B> {
    
}

trait AnotherTrait<B> {
    type Assoc;
}

impl<A, B, C> SomeTrait<A, B> for C where C: AnotherTrait<B, Assoc=B> {}
```

Accepted (notice `AnotherTrait`'s argument is `A` instead of `B`):

```rust
trait SomeTrait<A> {
    
}

trait AnotherTrait<B> {
    type Assoc;
}

impl<A, B, C> SomeTrait<A> for C where C: AnotherTrait<A, Assoc=B> {}
```

### Anything else?

[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=1d155c4350075a67a5b654b75f42dd4f)