sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Git - After Rebase, recommend Push (Force)
Labels: bug,git

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
After rebasing a branch onto its parent, Git `status` reports that the local and remote branches have "diverged" and recommends pulling. This is inappropriate advice at this point in the "rebase onto" workflow. If followed, it can be quite a headache to repair. I still look up the `reflog` commands every time.

```
$ git status
On branch rebase-example
Your branch and 'origin/rebase-example' have diverged,
and have 2 and 9 different commits each, respectively.
  (use "git pull" to merge the remote branch into yours)

nothing to commit, working tree clean
```

Visual Studio Code follows suit, shows diverged histories, and recommends Sync. This is worse than Git's behavior because this will mangle the remote branch, too!

<img width="512" alt="image" src="https://github.com/microsoft/vscode/assets/217842/14cad4f9-3595-4cdc-beab-eeec7f52d928">

There's a warning if you click Sync, but I dismissed this years ago during a routine Sync.

<img width="512" alt="image" src="https://github.com/microsoft/vscode/assets/217842/5f6214f8-cafd-4dd1-bbe9-bc45b9f964c7">

There's a Git (Extension) pop-up that detects attempts to pull after "rebase onto", but it doesn't say why pull might be a bad idea nor does it offer the correct action Push (Force). I'd argue that highlighting "Always Pull" as the preferred choice is also a bug.

<img width="512" alt="image" src="https://github.com/microsoft/vscode/assets/217842/687ab2d0-ffb4-443d-aea1-1871bb7769ed">

Even if I click "Don't Pull", an error dialog encouraging me to pull is shown! (Does this mean that VS Code skips the pull, but tries the push as part of the Sync after all... even though we clicked Don't Pull?)

<img width="512" alt="image" src="https://github.com/microsoft/vscode/assets/217842/ee097019-369a-46e3-9717-7120513690a9">

The only correct action after an intentional and successful "rebase onto" is a Push (Force). It would be awesome to see that action in the blue button on the Source Control panel.
Repository: opencv
Issue: MSER type result are differents according to vector shape
Labels: bug,category: python bindings

### System Information

OpenCV version: 4.8.0
OS: Debian 11
Python version: 3.9.2

### Detailed description

Hello,
I tested this [implementation](https://github.com/koljascasino/pyzbar-rotated) of MSER few days ago.
In a python use of mser algorithm, I got this issue :
<img width="677" alt="Capture d’écran 2023-09-14 à 22 41 42" src="https://github.com/opencv/opencv/assets/79604981/0de13e18-4db8-41c5-8aab-49e9de1f4509">


Here is the test code : 
<img width="616" alt="image" src="https://github.com/opencv/opencv/assets/79604981/935df781-4994-4cb2-a1d9-a8208c8f10a1">


According to the [documentation](https://docs.opencv.org/3.4/d3/d28/classcv_1_1MSER.html#a49d72a1346413106516a7fc6d95c09bb) , the output of mser.detectRegions() is an array of shape (number_of_point_sets, number_of_points, 2) with dtype object. Each point set having a dtype int32. However when all point sets have the same length, the output dtype of mser.detectRegions() is object, and each point set have dtype object, not int32. For my case it caused problem for cv2.minAreaRect(coords).

Below is an illustration of the output when I print blobs and coords shape & dtype (commented lines in the code) :

common results : 
<img width="103" alt="image" src="https://github.com/opencv/opencv/assets/79604981/091567b1-6bae-468c-b3a1-be621ace3df0">

when point sets have the same length : 
<img width="133" alt="image" src="https://github.com/opencv/opencv/assets/79604981/d150b125-6f9b-464e-be38-85b56befc6b3">

Possible to deal with this issue by adding `if coords.dtype != np.int32: coords = np.array(coords, dtype=np.int32)`

### Steps to reproduce

Difficult ?
Try to get an image which give you a list of point sets with each point set having the same length

### 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
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: flutter
Issue: [flutter_markdown] Add a way to change the default `MarkdownStyleSheet` down the widget tree
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_markdown,triaged-ecosystem

### 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

Sometimes it's helpful to change the theme for the entire subtree, like you can do with the `Theme`, `DefaultTextStyle` or `IconTheme` widgets. It would be helpful to have the opportunity to do the same for the styles of `MarkdownBody` (changing `MarkdownStyleSheet`).

### Proposal

```dart
DefaultMarkdownStyleSheet(
  style: MarkdownStyleSheet(
    p: TextStyle(color: Colors.orange)
  )
  child: Card(
    child: MarkdownBody(
      data: "My text" // this text is orange
    ),
  ),
);
Repository: deno
Issue: perf: react 18.3 really slow in Deno compared to 18.2
Labels: perf,needs investigation

Given this benchmark: https://github.com/oven-sh/bun/blob/main/bench/react-hello-world/react-hello-world.deno.jsx

Do the following change:
```diff
-import { renderToReadableStream } from "https://esm.run/react-dom/server";
-import * as React from "https://esm.run/react";
+import { renderToReadableStream } from "https://esm.run/react-dom@next/server";
+import * as React from "https://esm.run/react@next";
```

and see the comparison. The performance seems to be really bad. Originally reported by @190n.

![image](https://github.com/denoland/deno/assets/11367844/1a8cb748-e32e-4225-9b26-d3080f1d3359)

Any ideas @littledivy?
Repository: rust
Issue: Bad path suggestion (duplicating `crate` keyword)
Labels: A-diagnostics,C-bug

Funny case where it adds `crate` another time to the resulting suggestion. I'll reserve this bug resolution for myself I think. :)

```
error[E0433]: failed to resolve: unresolved import
   --> src/unix/apple/system.rs:330:29
    |
330 |         self.users = crate::apple::users::get_users_list();
    |                             ^^^^^ unresolved import
    |
help: a similar path exists
    |
330 |         self.users = crate::crate::unix::apple::users::get_users_list();
    |                             ~~~~~~~~~~~~~~~~~~
```
Repository: flutter
Issue: [Android] Refactor indirect references to supported Android dependency versions
Labels: platform-android,tool,P2,team-android,triaged-android

In [`gradle_utils.dart`](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/android/gradle_utils.dart), we have defined many constants specifying the versions of the Android dependencies that Flutter supports. These are used in the Flutter project templates, in Flutter tooling, and in tests.

However, many of the references to these supported versions are indirect (e.g. we may set `_maxKnownAndSupportedGradleVersion = '8.0.2'` but write tests in reference to 8.0.2 versus `_maxKnownAndSupportedGradleVersion`). This issue is to serve as reminder to replace these indirect references with direct ones in the hope that we can lower the amount of effort it will take to support new versions of Android dependencies. See https://github.com/flutter/flutter/pull/131444/files#r1304835861 for context.
Repository: flutter
Issue: Expose collapsedTitleTextStyle and expandedTitleTextStyle of SliverAppBar.medium and SliverAppBar.large
Labels: framework,f: material design,c: proposal,P3,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

It would really help to have direct access to the textstyle the `SliverAppBar` uses for both different configurations.

Right now, a workaround with a `LayoutBuilder` is needed, which actually broke since `3.13` (cf. #134779).

I see that the values already exist in the internal code of the `SliverAppBar`, it just needs to be exposed in the constructors.

### Proposal

In `SliverAppBar.medium()` and `SliverAppBar.large()` constructors:
- Add `collapsedTitleTextStyle` and `expandedTitleTextStyle` parameters
- Deprecate `titleTextStyle` parameter

### Workaround

The current working workaround is to change the `TextStyles` directly in the `Theme` wrapping around the title.
`textTheme.titleLarge` for the collapsed style, `textTheme.headlineMedium` for the expanded style
Repository: flutter
Issue: Make sure there are no memory leaks in Flutter Framework.
Labels: P1

This issue is linked in [announcement for breaking change](https://github.com/flutter/website/pull/9397) to track fixes for missed disposables.

Bigger issue: https://github.com/flutter/devtools/issues/3951 

- [ ] Not-disposed:
    - [x] First set of fixes for classes, instrumented for leak tracking: https://github.com/dart-lang/leak_tracker/issues/134
    - [x] Second phase: https://github.com/flutter/flutter/issues/137311
    - [ ] Third phase: https://github.com/flutter/flutter/issues/141198
- [ ] Not-GCed
Repository: go
Issue: proposal: x/sys/unix: add RawAccept4
Labels: Proposal

This is a proposal to add `RawAccept4` function to x/sys/unix for Linux. The implementation may look like this:

```go
func RawAccept4(fd int, rsa *RawSockaddrAny, addrlen *uint32, flags int) (int, error) {
	return accept4(fd, rsa, (*_Socklen)(addrlen), flags)
}
```

### Background

I did a small change to `(*SockaddrALG).sockaddr` ([CL 527836](https://go-review.googlesource.com/c/sys/+/527836/)) and wasn't quite sure it doesn't break anything. So I wrote a test case for AF_ALG functionality ([CL 527837](https://go-review.googlesource.com/c/sys/+/527837/)) to make sure it's still working, but found out that it's not possible to use `unix.Accept` with AF_ALG socket, as it sets the second and the third `accept4` syscall arguments to non-nil values, and with AF_ALG those needs to be set to nil.

### Alternatives

1. Use `unix.SYSCALL(unix.ACCEPT4, ...`.
2. Add `AcceptWithoutAddr` (https://go-review.googlesource.com/c/sys/+/527837/comment/4d5963aa_e794dbd3/). The implementation can look like this:

```go
func AcceptWithoutAddr(fd int) (int, error) {
	return accept4(fd, 0, 0, 0)
}
```
Repository: godot
Issue: Editor crashes very often in Forward+ and Mobile due to FPS Monitor Vulkan overlay
Labels: bug,topic:rendering,confirmed,topic:thirdparty,crash

### Godot version

4.2.dev.custom_build [b467afe65] (no edits)

### System information

Godot v4.2.dev (b467afe65) - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3734) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

I'm trying out Godot for the first time, so I went with Godot 4 Latest, and it just keeps on crashing again and again at different times doing different things.
It does that on both Mobile and Forward+, but it doesn't on compatibility.
It happens infrequently. I do need to click something or do something for it to crash, meaning that if I leave the software open without doing anything it won't crash by itself, it needs input, but that input has come on multiple different UIs and things, I can't pinpoint one exactly. I could just reopen it and keep going but I'd need to do that very, very often. Like, I can't do anything productive, it crashes way too often.

What I mean by crash: The editor just fully closes, no error or anything.
It does freeze, but for less than a second then just closes.

It happens on both brand new and populated projects.
I've tried using the console, nothing comes up. Same thing with --verbose.

But, with the help of QbieShay on Discord, we've figured out by building the source and following the stacktrace that it was a Vulkan issue.
From there, I enabled Vulkan Validation (https://docs.godotengine.org/en/stable/contributing/development/debugging/vulkan/vulkan_validation_layers.html).
After that, it stopped crashing but instead gave me errors in the console output:
[message.txt](https://github.com/godotengine/godot/files/12614019/message.txt)

Also with the help of QbieShay, building the source with debug symbols allowed us to figure out that the error is thrown from this line : https://github.com/godotengine/godot/blob/787259441abb7aa92a382ccf48591a70136f25f0/drivers/vulkan/vulkan_context.cpp#L1788

If you need any more information or logs/outputs, don't hesitate.


### Steps to reproduce

There are many ways to make it crash, it happens during a lot of interaction with the UI, but here's one I found that is consistent:
- Open or Create a project (happens consistently on both cases)
- Select a node in the scene
- In the Inspector, click the Add Metadata button
- Choose any element in the Type listbox
The app crashes at this point

### Minimal reproduction project

N/A
Repository: next.js
Issue: Hydration and Render times increased in v13
Labels: bug,Navigation

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/julesyoungberg/nextjs-13-performance-reproduction

### To Reproduce

The reproduction repo contains branches with different versions of next installed:
- `next-12.3.0`
- `next-13.3.0`
- `next-canary`

To reproduce, repeat the following steps for each branch:

1. install deps (`npm ci`)
2. build next (`npm run build`)
3. run server (`npm run start`)
4. navigate to http://localhost:3000 in chrome
5. open the performance tab in dev tools
6. start profiling and reload the page, then click one of the links
7. view the timings event logs
8. search for "next.js"
9. take note of the values for `Next.js-hydration` and `Next.js-render`


### Current vs. Expected behavior

I repeated the test 10 times for each branch. I would expect hydration and render time in Next 13 to be on par or better than in Next 12. However, I get slower times using 13.3.0 and 13.4.20-canary.28.

| Next.js version | Average hydration time | Average render time |
| --- | --- | --- |
| 12.3.0 | 19.63ms | 14.83ms |
| 13.3.0  | 20.99ms | 23.49ms |
| 13.4.20-canary.29 | 20.37ms | 25.11ms |

While these increases are small, on a larger app we have seen p75 hydration times go from 180ms to 270ms, and p75 render times go from 180ms to 300ms.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
    Binaries:
      Node: 16.20.0
      npm: 8.19.4
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.20-canary.29
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) are affected? (Select all that apply)

Routing (next/router, next/navigation, next/link)

### Additional context

We migrated several large apps from Next 12.3.0 to Next 13.3.0 that use the pages directory with `getInitialProps`. In addition to the increased hydration and render times, our server memory usage and origin response times have also increased since the migration.
Repository: godot
Issue: Scenes corrupted when switching to "Import As" Animation Library. 
Labels: discussion,topic:editor,topic:import

### Godot version

Version: v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Win 11 - Forward+ 

### Issue description


This is my first Godot project, coming from Unity, so please bear with me.

Tested with multiple .glb files 


Models are exported form Blender 3.3.10 but also tested 3.3.4 and had same issue.

### Steps to reproduce

On the Import Panel,
Import As: Animation Library
Reimport
-editor closes and reopens-
"Scene corrupted"
Scene is no long accessible/usable.
![image](https://github.com/godotengine/godot/assets/59494766/935fcb41-5350-448e-a29b-848eb55d182e)


### Minimal reproduction project

Jump to \Project\Models\Characters
[Depart(Godot).zip](https://github.com/godotengine/godot/files/12614108/Depart.Godot.zip)
Repository: flutter
Issue: remove requirement for trailing slash on asset folders in pubspec.yaml
Labels: tool,c: proposal,P3,team-tool,triaged-tool

### 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

The pubspec.yaml spec (or at least the code) requires an asset directory to include a trailing slash:

```
flutter:
  assets:
    - assets/
```
As per https://github.com/flutter/flutter/issues/134527 this caused an issue when I tried to depend on the a_dialog package. 
The a_dialog had the following INCORRECT definition

```
flutter:
  assets:
    - assets
```
Note the missing slash.

The requirement appears to provide no material benefit as no OS allows a directory and filename to have the same name and it is a simple one-line test to determine if the path is a directory or a file.

Removing this requirement would remove, an easy-to-make mistake, from causing unnecessary build errors as detailed in the noted issue.







### Proposal

remove the requirement for a trailing slash on asset directories listed in the pubspec.yaml.

We should still allow a trailing slash to ensure that we don't break existing builds.

After the change both of the following should be valid:

```
flutter:
  assets:
    - assets/
```

```
flutter:
  assets:
    - assets
```

Whilst this may be a relatively minor fix it provides long-term benefits and I suspect that this issue is causing problems on a daily basis across the community, it just never gets reported.

e.g. if you try to build the a_dialog example application you get:

```
Launching lib/main.dart on Linux in debug mode...
ERROR: No file or variants found for asset: packages/a_dialog/assets.
ERROR: This asset was included from package a_dialog.
ERROR: Target debug_bundle_linux-x64_assets failed: Exception: Failed to bundle asset files.
Building Linux application...                                           
Exception: Build process failed

```

The cause of this problem is non-obvious and this fix would completely resolve the issue.

FYI: the above error is also rather unhelpful - it should include an absolute path, not a virtual path ( packages/a_dialog/assets.)
Repository: pytorch
Issue: DISABLED test_nondeterministic_alert_kthvalue_cuda_float64 (__main__.TestTorchDeviceTypeCUDA)
Labels: module: tests,triaged,module: flaky-tests,skipped,oncall: pt2,module: inductor

Platforms: inductor

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_nondeterministic_alert_kthvalue_cuda_float64&suite=TestTorchDeviceTypeCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/16805573167).

Over the past 3 hours, it has been determined flaky in 12 workflow(s) with 12 failures and 12 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_nondeterministic_alert_kthvalue_cuda_float64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_torch.py`

cc @mruberry @ZainRizvi @clee2000 @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @wconstab
Repository: go
Issue: proposal: x/crypto/ssh/knownhosts: create from io.Reader
Labels: Proposal,Proposal-Crypto

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

`knownhosts.New` accept file on local disk only now, which is not flexible for parsing knowhosts inside memory or load from other media.

Proposal  for new API

```
func NewFromReader(r io.Reader) (ssh.HostKeyCallback, error)
```

to load knowhosts from ` io.Reader`
Repository: go
Issue: proposal: x/crypto/ssh: expose missing none authmethod
Labels: Proposal,Proposal-Crypto

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

no api to generate none AuthMethod
expose none to public
Repository: vscode
Issue: Editor is broken when opening files with >120M lines
Labels: feature-request,editor-core

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.83-Insiders
- OS Version: macOS

Steps to Reproduce:

1. Create a dummy file with >120 million lines, each line can just contain one or two characters
2. Open the file on a system with free memory > 12GB
3. Once the file is opened, the editor renders the first viewport successfully, however we can't scroll the editor and the scrollbar is also broken 🐛 

Turns out in both base and editor we are using `| 0` extensively (for example, [scrollable](https://github.com/microsoft/vscode/blob/main/src/vs/base/common/scrollable.ts#L66-L71)) instead of `Math.floor`, the maximum number the editor code supports is `2,147,483,647`. Thus when we open a file with 120 million lines on macOS, each line's line height is 18px with default font settings, the render height becomes `120,000,000*18=2,160,000,000`, and unfortunately `2,160,000,000 | 0 = 0` as it exceeds the max value of int32.

Replacing `| 0` with `Math.floor` in the code base can fix this problem but I'm not sure if it will unveil other problems. There is also performance penalty of using float instead of integer32.