sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: XLA doesn't do the DCE as autocluster
Labels: stat:awaiting tensorflower,type:bug,comp:xla,TF2.14

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.15.0-dev20230914

### Custom code

Yes

### OS platform and distribution

_No response_

### 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 behavior?

XLA doesn't do the DCE as autocluster. In the example below, the second line `sliced2 = tf.slice(x1, [0, 1, 0, 0], [-1, -1, 4, -1])` is dead code, which is deleted when enabling `autocluster`. However, the XLA compiled model will still execute this line.

It is expected to delete this line since it is dead code.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import os

"""
Autocluster
"""

os.environ['TF_XLA_FLAGS'] = '--tf_xla_auto_jit=2 --tf_xla_cpu_global_jit'

class Model(tf.keras.Model):

  def __init__(self):
    super(Model, self).__init__()

  @tf.function
  def call(self, x1):
    sliced1 = tf.slice(x1, [0, 0, 1, 0], [-1, -1, 1, -1])
    sliced2 = tf.slice(x1, [0, 1, 0, 0], [-1, -1, 4, -1])
    return sliced1

# Initializing the model
x1_shape = (1, 3, 3, 2)
m = Model()

# Inputs to the model
x1 = tf.range(18)
x1 = tf.reshape(x1, x1_shape)

# Call model
output_tensor = m(x1)

"""
XLA
"""
os.environ['TF_XLA_FLAGS'] = ''

class Model(tf.keras.Model):

  def __init__(self):
    super(Model, self).__init__()

  @tf.function(jit_compile=True)
  def call(self, x1):
    sliced1 = tf.slice(x1, [0, 0, 1, 0], [-1, -1, 1, -1])
    sliced2 = tf.slice(x1, [0, 1, 0, 0], [-1, -1, 4, -1])
    return sliced1

# Initializing the model
x1_shape = (1, 3, 3, 2)
m = Model()

# Inputs to the model
x1 = tf.range(18)
x1 = tf.reshape(x1, x1_shape)

# Call model
output_tensor = m(x1)

"""
InvalidArgumentError: Exception encountered when calling layer 'model_5' (type Model).

Expected size[2] in [0, 3], but got 4
"""
```


### Relevant log output

_No response_
Repository: excalidraw
Issue: Belarusian translation
Labels: translation

Hi, can you add Belarusian language to your Crowdin project? I'd like to translate.
Repository: deno
Issue: [jupyter-kernel] First launch sometimes disconnects
Labels: bug,cli,deno jupyter

Sometimes this error shows up in the Jupyter server logs:

```
Client disconnected PeerIdentity([235, 15, 13, 54, 130, 225, 79, 207, 184, 127, 7, 210, 172, 86, 106, 113])
```

Which I think comes from zeromq.rs (see https://github.com/zeromq/zmq.rs/blob/7baeeffde9e4cb9741d1841cfdee5f00f354b578/src/pub.rs#L147). When this occurs the kernel just hangs there. Instead, we need to automatically reconnect. Normally, zeromq does that for you so this might just be a case of needing to catch an exception _somewhere_ and ensure we have a message reply.
Repository: deno
Issue: ReadableStream not transferable \w postMessage
Labels: bug,web,ext/web

Tried starting a Worker thread and transfer a RedableStream
but it is not transferable

minimal repro.

```js
var rs = new ReadableStream()
var mc = new MessageChannel()
mc.port1.postMessage(rs, [rs])
```
Repository: flutter
Issue: Provide debug logs for `Intent`s 
Labels: framework,c: proposal,P3,team-framework,triaged-framework

### 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

Flutter has some default shortcuts in `WidgetsApp`. It's difficult to debug whether a key event is being handled by shortcuts in `WidgetsApp`, as Flutter doesn't provide any debug information when a key event generates an `Intent`. 

With `debugFocusChanges`, Flutter logs when a `Shortcuts` handles a key event, but we don't know which intent was generated. 


### Proposal

Add another `debug...` flag to output debug information when an `Intent` was generated.
Repository: terminal
Issue: emojis don't blink
Labels: Area-Rendering,Issue-Bug,Product-Terminal

### Windows Terminal version

_No response_

### Windows build number

_No response_

### Other Software

_No response_

### Steps to reproduce

Use ansi codes to set blinking on

Print some ASCII characters around an emoji character

### Expected Behavior

All characters will blink

### Actual Behavior

The ASCII (unicode?) characters blink, but the emoji characters do not.

**ADDITIONAL COMMENTS:**

At the very least, the background around it could be blunk. 

I did this: I simulated blinking emoji via a gentle blinking of the black background around the emoji. 

I set a slightly-above-black custom RGB foreground character and then using both reverse and blink at once -- which caused the foreground to become the background and be the part that blunk.  Perhaps that is a bug too, but I liked that it was still possible to simulate a blinking emoji.

But such trickery shoudln't really be needed, in my opinion?
Repository: three.js
Issue: Incorrect normal map with material.side = THREE.DoubleSide + flatShading = true
Labels: Regression

### Description

Normal maps are displayed incorrectly when `material.side = THREE.DoubleSide` + flatShading = true

Broken with #25693 (confirmed with git bisect).

Related bug: #25701

### Reproduction steps

1. Create a double-sided material having a normal map and flat shading set to true
2. Extrusions on one side should appear as indentations on the other side


r156
Repository: godot
Issue: tileset's texture region size is set to 1 and crashes
Labels: bug,crash,topic:2d

### Godot version

4.1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

tileset's texture region size is set to 1 and crashes

### Steps to reproduce

tileset's texture region size is set to 1 and crashes

### Minimal reproduction project

tileset's texture region size is set to 1 and crashes
Repository: rust
Issue: Error in obtaining time on ‘arm-unknown-linux-musleabihf’ platform
Labels: O-Arm,O-musl,T-libs,A-time,O-AArch64,C-gub


```rust

fn main() {
    let now = std::time::SystemTime::now();
    println!("now={:?}",now);
}

```
![image](https://github.com/rust-lang/rust/assets/49143209/c9b09fdc-2dff-4799-89d3-3ed63078584f)


`rustc --version --verbose`:
```
rustc 1.72.0-nightly (f4b80cacf 2023-06-30)
binary: rustc
commit-hash: f4b80cacf93ca216c75f6ae12f4b9dec19eba42f
commit-date: 2023-06-30
host: x86_64-unknown-linux-gnu
release: 1.72.0-nightly
LLVM version: 16.0.5
```
build
```
cargo build --target arm-unknown-linux-musleabihf
[target.arm-unknown-linux-musleabihf]
linker = "arm-linux-musleabihf-gcc" # https://musl.cc/arm-linux-musleabihf-cross.tgz

```
os
```

uname -a
================================================================
Linux LTBK 3.2.40 #15284 Sat May 19 04:36:51 CST 2018 armv7l GNU/Linux synology_armada370_213j

cat /proc/cpuinfo
================================================================
Processor	: Marvell PJ4Bv7 Processor rev 1 (v7l)
BogoMIPS	: 1196.85
Features	: swp half thumb fastmult vfp edsp vfpv3 vfpv3d16 tls 
CPU implementer	: 0x56
CPU architecture: 7
CPU variant	: 0x1
CPU part	: 0x581
CPU revision	: 1

Hardware	: Marvell Armada-370
Revision	: 0000
Serial		: 0000000000000000
```
Repository: terminal
Issue: [Terminal Preview - Tab Color] : Screen reader is not announcing the already selected color when navigating using keyboard.
Labels: Issue-Bug,Area-Accessibility,Product-Terminal,HCL-E+D,A11yWCAG,HCL-WindowsTerminal,A11yCO,A11ySev3,Disability-All

### Windows Terminal version

1.19.2481.0

### Windows build number

23529.1000

### Other Software

**Test Environment:** 
OS: Windows 11 Version Dev (OS Build 23529.1000)
App: Windows Terminal Preview

### Steps to reproduce

**Repro Steps: **

1.Open Windows Terminal.
2.Open Settings page using 'Ctr+,'
3. Set shortcut for 'Set tab color'.
4. Now navigate back to the Window terminal page and Open color pop-up using shortcut.
5. Navigate over the color using Narrator and observe the issue.

**User Experience: **
When a screen reader does not provide complete information, it is difficult for people using assistive technology (like screen readers) to understand the functionality of the control. Having complete information about the control will help users to use the control as per their required task. 
 
**MAS Reference:**
https://www.w3.org/WAI/WCAG21/Understanding/info-and-relationships

Attachment :

[Screen reader is not announcing the already selected color when navigating using keyboard.zip](https://github.com/microsoft/terminal/files/12644551/Screen.reader.is.not.announcing.the.already.selected.color.when.navigating.using.keyboard.zip)

### Expected Behavior

Screen reader should announce the already selected color information when navigating using keyboard.

### Actual Behavior

Screen reader is not announcing the already selected color when navigating using keyboard.
Repository: godot
Issue: Consistent crash in Forward+ mode on Intel Iris GPU
Labels: bug,platform:windows,topic:rendering,topic:editor,topic:thirdparty,crash

### Godot version

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

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 30.0.101.3118) - 12th Gen Intel(R) Core(TM) i7-1255U (12 Threads)

### Issue description

The editor freezes and then crashes when resizing UI panels.

This only happens in Forward+ mode on this machine, but happens every time (100% reproducible).


### Steps to reproduce

**Repro steps:**

1. Download the official `instancing_starter.zip` from https://docs.godotengine.org/en/stable/getting_started/step_by_step/instancing.html  (although a brand new empty project will do as well)

2. Make sure renderer is set to Forward+

3. Attempt to resize the Scene UI panel by dragging its right edge border

![image](https://github.com/godotengine/godot/assets/3272252/820ada98-cd0b-4c1e-9e44-4f669269a160)

4. The editor freezes completely, and eventually Windows asks if you want to close it.

**Some additional info:**

1. When running with `--verbose` the following errors show up in the console:

```
EditorSettings: Save OK!
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2360)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2360)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2360)
```

2. Workaround: switching to _Compatibility_ mode makes it work again, but at the cost of not using Forward+ features


### Minimal reproduction project

Any project will do, including an empty one, or the official `instancing_starter`.
Repository: storybook
Issue: [Bug]: autodoc arrayOf(shape()) displays object[] instead of object definition
Labels: bug,needs triage

### Describe the bug

Currently, when using autodoc along to Component with propTypes with `arrayOf(shape())`, instead of displaying the shape of the object, it displays a simple `object[]` in the simple view and `[object]` in the large one.

If I remove the `shape()` and pass directly the object to `arrayOf`, it works on StoryBook, but not on runtime as React triggers a:
`Warning: Failed propType: Property xx of component Xx has invalid PropType notation inside arrayOf.`

### To Reproduce

Try a code like that:

```js
const Test = ({ data  }) => {
  return (
    <div>
        I'm a test
    </div>
  )
}

Test.propTypes = {
  data: PropTypes.arrayOf(PropTypes.shape({
    name: PropTypes.string.isRequired,
    code: PropTypes.arrayOf(PropTypes.string).isRequired,
  })).isRequired,
}
```

And here the story file:
```js
import Test from ".";

export default {
  title: 'Components/Test',
  component: Test,
  decorators: [
    (Story) => (
      <div style={{ width: '100%', maxWidth: '80vw' }}>
        <Story />
      </div>
    ),
  ],
  parameters: {
    layout: 'padded',
  },
  tags: ['autodocs'],
};

export const Default = {
  args: {
    data: [
      {
        name: 'Test',
        code: [
          'Some Test',
          'Some Test',
        ]
      },
    ],
  },
};
```

<img width="1005" alt="image" src="https://github.com/storybookjs/storybook/assets/5469433/b22f798e-aeb3-4bf5-9f9c-177b5e2379c4">

After removing the `shape()`:
<img width="1010" alt="image" src="https://github.com/storybookjs/storybook/assets/5469433/a4ebeeae-ab58-4fa0-9c48-46e285db8b3b">



### System

```bash
Environment Info:

  System:
    OS: macOS 13.5.2
    CPU: (8) arm64 Apple M2
  Binaries:
    Node: 18.14.2 - ~/.nvm/versions/node/v18.14.2/bin/node
    Yarn: 3.6.0 - ~/.nvm/versions/node/v18.14.2/bin/yarn
    npm: 9.5.0 - ~/.nvm/versions/node/v18.14.2/bin/npm
  Browsers:
    Chrome: 116.0.5845.187
    Safari: 16.6
  npmPackages:
    @storybook/addon-essentials: ^7.4.2 => 7.4.2 
    @storybook/addon-interactions: ^7.4.2 => 7.4.2 
    @storybook/addon-links: ^7.4.2 => 7.4.2 
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8 
    @storybook/blocks: ^7.4.2 => 7.4.2 
    @storybook/nextjs: ^7.4.2 => 7.4.2 
    @storybook/react: ^7.4.2 => 7.4.2 
    @storybook/testing-library: ^0.2.1 => 0.2.1
```


### Additional context

_No response_
Repository: godot
Issue: Environment difference between directly starting a scene and loading scene
Labels: bug,topic:rendering,topic:3d

### Godot version

Godot_v4.1.1-stable_mono_win64

### System information

Win11 forward+

### Issue description

With the same scene with some environment setting, the background color is different between:
A: directly start with the scene
B: load into the scene in runtime from another scene

A
![2](https://github.com/godotengine/godot/assets/705499/75713023-5483-4f24-9a39-0634d8f039e9)

B
![1](https://github.com/godotengine/godot/assets/705499/423c9861-8807-49b0-9a66-c0e536b3e149)


### Steps to reproduce

1 Use provided project
2 Open game.tscn and directly start from this scene
3 Notice the background color (blue)
4 Start the project, click "start game" to load game.tscn 
5 Notice the background color (black)

### Minimal reproduction project

[GDTetris.zip](https://github.com/godotengine/godot/files/12644910/GDTetris.zip)
Repository: vscode
Issue: allow opening previous projects from terminal like `code -p linux` instead of passing the full path 
Labels: feature-request,workbench-cli

<!-- ⚠️⚠️ 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. -->

allow opening a previous-opened project from a terminal opened in any directory instead of passing the full path for simplification

like this: `code -p linux`

instead of `code /home/data/github/repos/linux`


`-p` is short for `--previous` 
the reference being the project is previously opened - if not, output `no previous project named <linux>`

the equivalent GUI process would be: open `vscode`  -> `File` -> `Open Recent` -> choose the project

why? 

It's much faster and avoids 1 of 3 things:
  - navigating to the project directory and running `code .`
  - writing the full path in the terminal
  - opening vscode and loading the last opened project with all its settings and going through `File` -> `Open Recent` -> choose the project
Repository: vscode
Issue: Make ctrl+up/down work for the find and replace widget too
Labels: editor-find,under-discussion

<!-- ⚠️⚠️ 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. -->

[The release notes for August 2023 in the "Improved navigation consistency across the workbench" section](https://code.visualstudio.com/updates/v1_82#_improved-navigation-consistency-across-the-workbench) state:

> Last iteration, we made the experience when navigating between an input control (for example, **search** or filter input) and its results consistent across components like the Extensions view, the Keyboard Shortcuts editor, and more using `Ctrl+Down` and `Ctrl+Up`.

I've tried out the feature in the Search View and I quite like it. It would be nice to have for the find widget as well when doing replacements there.

I know that I can just use `ctrl+f` and `ctrl+h` to select the search input and the replace input, but it would be nice for self-consistency purposes for something that works in several similar places to work in this place as well.
Repository: deno
Issue: `content-encoding` is removed from response
Labels: bug,web,ext/fetch

```js
fetch('https://httpbin.org/gzip').then(async r => {
  const json = await r.json()
  console.log('accept-encoding', new Headers(json.headers).get('accept-encoding'))
  console.log('response', r.headers.get('content-encoding'))
})
```
expected `content-encoding` to be `gzip`
Repository: stable-diffusion-webui
Issue: about the classifier-free guidance sampling code[Feature Request]: 
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 ?

about the CFG code : 
```
def model_fn(x, t_continuous):
        """
        The noise predicition model function that is used for DPM-Solver.
        """
        if t_continuous.reshape((-1,)).shape[0] == 1:
            t_continuous = t_continuous.expand((x.shape[0]))
        if guidance_type == "uncond":
            return noise_pred_fn(x, t_continuous)
        elif guidance_type == "classifier":
            assert classifier_fn is not None
            t_input = get_model_input_time(t_continuous)
            cond_grad = cond_grad_fn(x, t_input)
            sigma_t = noise_schedule.marginal_std(t_continuous)
            noise = noise_pred_fn(x, t_continuous)
            return noise - guidance_scale * expand_dims(sigma_t, dims=cond_grad.dim()) * cond_grad
        elif guidance_type == "classifier-free":
            if guidance_scale == 1. or unconditional_condition is None:
                return noise_pred_fn(x, t_continuous, cond=condition)
            else:
                x_in = torch.cat([x] * 2)
                t_in = torch.cat([t_continuous] * 2)
                c_in = torch.cat([unconditional_condition, condition])
                noise_uncond, noise = noise_pred_fn(x_in, t_in, cond=c_in).chunk(2)
                return noise_uncond + guidance_scale * (noise - noise_uncond)

    assert model_type in ["noise", "x_start", "v"]
    assert guidance_type in ["uncond", "classifier", "classifier-free"]
    return model_fn
```
```
 noise_uncond, noise = noise_pred_fn(x_in, t_in, cond=c_in).chunk(2)
return noise_uncond + guidance_scale * (noise - noise_uncond)
```
it is not  same as the paper CLASSIFIER-FREE DIFFUSION GUIDANCE.pdf 
from my point it should be 
```
noise_uncond, noise = noise_pred_fn(x_in, t_in, cond=c_in).chunk(2)
return noise + guidance_scale * (noise - noise_uncond)
```
can some one tell me why?

### Proposed workflow

no

### Additional information

![image](https://github.com/CompVis/stable-diffusion/assets/23551774/478c97eb-3ba5-4e51-a9f8-ca49b37c92c1)
![image](https://github.com/CompVis/stable-diffusion/assets/23551774/db48e7a9-1809-4946-a9fb-f24944f7ac76)
from the paper : 
CLASSIFIER-FREE DIFFUSION GUIDANCE.pdf
Repository: godot
Issue: HTTPRequest: call on_cancel will be blocked in thread mode 
Labels: bug,topic:network

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1650 Ti (NVIDIA; 30.0.15.1272) - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 Threads)

### Issue description

When using HTTPRequest on `use threads` mode, the `cancel_request` will block for a random time to wait for the http req thread to exit. **but http req thread maybe is blocked in `connect`, `read` or `write` as it's at blocking mode**, so `cancel_request` have to wait it in `thread.join()`.
![image](https://github.com/godotengine/godot/assets/70065298/cd27c131-c684-47f4-af07-8db8c0e29d30)

I don't think it's inappropriate have any block at main thread, cause all the thing waiting for it.
I write a example program, timer is about 0.15s, the unit is in us. test found it maybe cause several milliseconds to tens of milliseconds.
if comment the `cancel_request`(put it under the print), it's about tens of us.
![image](https://github.com/godotengine/godot/assets/70065298/3bbdbb59-ebe8-4fd6-a2e1-108250955705)
![image](https://github.com/godotengine/godot/assets/70065298/b018cfb8-3888-4e36-b65a-9e24a6e63de0)



### Steps to reproduce

just create a node with a HTTPRequest and a timer as children, set HTTPRequest to `Use Threads`, set timer to a apropriate time to let `block connect, read, or write` counter the `thread.join of cancel_request()` . 
copy the under codes, run it.

### Minimal reproduction project

``` gdscript
func _ready():
	$HTTPRequest.request("https://www.baidu.com");
	$Timer.connect("timeout", on_timer)	
	$Timer.start();

func on_timer():
	var beforeCancel = Time.get_ticks_usec()
	print("before cancel " + str(beforeCancel));
	$HTTPRequest.cancel_request();
	print("after cancel  " + str(Time.get_ticks_usec() - beforeCancel));
	$HTTPRequest.request("https://www.baidu.com");
	$Timer.start();
```