sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: encoding/json: misleading error parsing invalid json with multibyte characters
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

Linux, amd64.

### What did you do?

[Here](https://go.dev/play/p/_ofopGGZZ0w) is a playground link.

```go
package main

import (
	"encoding/json"
	"fmt"
)

func main() {
	// This uses typographic quotes, not straight quotes.
	bad := `{ “hello”: “world” }`
	var j json.RawMessage
	err := json.Unmarshal([]byte(bad), &j)
	fmt.Printf("err: %v\n", err)
	// prints: err: invalid character 'â' looking for beginning of object key string
}
```

### What did you expect to see?

I'd expect the error message to identify the grapheme.

### What did you see instead?

The error message prints out `â`. This corresponds to the first byte of the multibyte sequence that composes the grapheme `“`.

Specifically

```ruby
"“".bytes.first == 226 # true
```

[which commonly corresponds to â](https://en.wikipedia.org/wiki/%C3%82#Character_mappings).

I'm sure this is all well-known, but I didn't see a crisp example of this in the issue log. I may have missed it. If so, I'm sorry.
Repository: rust
Issue: wfcheck: pre-normalization implied bounds are not used.
Labels: C-bug,T-types,A-implied-bounds

Here is an inconsistency in behavior between wfcheck and borrowck:
```rust
trait Trait { type Ty; }
impl<T> Trait for T { type Ty = (); }

// borrowck is able to assume `T: 'static`:
fn pass<T>(_: <&'static T as Trait>::Ty) { None::<&'static T>; }

// ... while wfcheck can't:
fn fail<T>(_: <&'static T as Trait>::Ty) where &'static T: Sized, {}
//~^ ERROR the parameter type `T` may not live long enough
```
#100989 Introduced this. I think the intent was to restrict implied bounds from impl headers only, not fn signatures. Cc @lcnr.

@rustbot label C-bug T-types A-implied-bounds
Repository: rust
Issue: Unstable fingerprints in `associated_item`
Labels: I-ICE,T-compiler,A-incr-comp,C-bug

### Code

I hit this while working on rustc on the current master branch when bootstrap built the stage1 tool `rust-analyzer-proc-macro-srv`.

### Meta

`rustc --version --verbose`:
```
rustc 1.68.0-dev
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-unknown-linux-gnu
release: 1.68.0-dev
LLVM version: 15.0.6
```

### Error output

```
error: internal compiler error: encountered incremental compilation error with associated_item(parser[51a1]::lexed_str::{impl#0}::new)
  |
  = help: This is a known issue with the compiler. Run `cargo clean -p parser` or `cargo clean` to allow your project to compile
  = note: Please follow the instructions below to create a bug report with the provided information
  = note: See <https://github.com/rust-lang/rust/issues/84970> for more information

thread 'rustc' panicked at 'Found unstable fingerprints for associated_item(parser[51a1]::lexed_str::{impl#0}::new): AssocItem { def_id: DefId(0:21 ~ parser[51a1]::lexed_str::{impl#0}::new), name: "never_type_fallback", kind: Fn, container: ImplContainer, trait_item_def_id: None, fn_has_self_parameter: false }', compiler/rustc_query_system/src/query/plumbing.rs:684:9

query stack during panic:
#0 [associated_item] computing associated item data for `lexed_str::<impl at crates/parser/src/lexed_str.rs:30:1: 30:22>::new`
#1 [should_inherit_track_caller] computing should_inherit_track_caller of `lexed_str::<impl at crates/parser/src/lexed_str.rs:30:1: 30:22>::new`
#2 [codegen_fn_attrs] computing codegen attributes of `lexed_str::<impl at crates/parser/src/lexed_str.rs:30:1: 30:22>::new`
#3 [collect_mod_item_types] collecting item types in module `lexed_str`
#4 [analysis] running analysis passes on this crate
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: Call Outpainting mk2 script from API
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 ?

It will be great if we can call Outpainting mk2 script from API :) 

For example, I am the author of painthua and a number of our users would like to use it.

### Proposed workflow

Expose Outpainting mk2 script to API so everyone can use it.

### Additional information

_No response_
Repository: godot
Issue: Stopping on breakpoints in two projects simultaeneously causes second reaqched breakpont to not register
Labels: bug,topic:editor,needs testing

### Godot version

3.5 stable (presumably 3.5.2 and 4.0, but not tested)

### System information

Windows 10

### Issue description

When you do as in "Steps to reproduce" you end up with the first project working as expected, but the second project you get a warning message that says: "Remote debugger failed listening on port: 6007 Retrying on new port: 6008" and you get no breakpoint-screen. You just get a freeze that you can't do anything about.

I would have expected either an breakpoint screen, I get a run without the breakpoint on the second project and a warning that breakpoints are disabled due to double projects being run or an error message that godot couldn't find a port on which to debug, and that I either run without debug or not run at all...

### Steps to reproduce

1. Set a breakpoint in a project
2. Run said project until breakpoint
3. Open different project with different instance of godot editor
4. Add breakpoint in any _ready-method.
5. Watch weird behaviour.

### Minimal reproduction project

N/a
Repository: realworld
Issue: [Bug]: Line breaks not showing correctly
Labels: bug

### Relevant scope

Frontend specs

### Description

As you can see in this article for example: https://demo.realworld.io/#/article/Try-to-transmit-the-HTTP-card-maybe-it-will-override-the-multi-byte-hard-drive!-120863
Line breaks are shown as "\n" instead of an HTML line break: `<br />`
<img width="1141" alt="Screenshot 2022-12-20 at 9 09 48 AM" src="https://user-images.githubusercontent.com/100528712/208699409-370a0787-e7f0-43f7-8ab9-0ea249aa2998.png">
Repository: stable-diffusion-webui
Issue: [Feature Request]: Prompt editing per-batch
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 ?

I'd like to be able to set a large batch going where the prompt would be altered some way on a per-batch basis. At the moment I can do something like:

`[cat|dog]` and it will alternate between `cat` and `dog` on each iteration. I'd like to be able to do something like:

`{cat|dog}` and it will stay on `cat` for the whole first batch, then switch to `dog` for the second batch, and so on. This would really be useful when you'd like to leave it going for a while, but would like it to work on a few slightly different prompts.

### Proposed workflow

Just a case of deciding the syntax for it to go in the prompt.

`{cat|dog|horse|etc}` is the first thing that springs to mind but I'm not fussy.

### Additional information

_No response_
Repository: Web-Dev-For-Beginners
Issue: Permission to Stream
Labels: no-issue-activity

Dear Review Committee,

I am writing to apply for live streaming permission and a grant to support the development and presentation of a series of educational videos on web development for beginners. The content for these videos can be found at the following link: https://github.com/microsoft/Web-Dev-For-Beginners.

The Web-Dev-For-Beginners repository is an amazing, open-source resource for individuals who are interested in learning web development that I discovered while writing a Caltech masterclass. As you know, it covers a wide range of topics, including HTML, CSS, JavaScript, and responsive design, and is aimed at helping learners build a solid foundation in web development.

I believe that this content would be particularly valuable for students and professionals who are looking to break into the field of web development or expand their skillset, as well as educators who are looking to incorporate web development into their curriculum. The live streaming format would allow me to engage with our audience in real time, answering questions and providing additional resources as needed.

I plan to host the live streams on the popular streaming platform Twitch and make them available for viewing at no cost. I will provide closed captions in order to ensure that the live streams are accessible to as wide an audience as possible, .

I am confident that this project has the potential to make a significant impact on the web development community. I would be grateful for permission to proceed as well as any grant your organization would be so gracious to provide for it's production. 

Thank you for considering my application.

Sincerely,
[Chris Boydstun](https://www.linkedin.com/in/chris-boydstun-4a990615/)
Repository: godot
Issue: Use of ProjectSettings is inconsistent across the engine
Labels: discussion,topic:core

### Godot version

3.5

### System information

Windows 10

### Issue description

The use of the project settings are inconsistent across the engine, some settings can be changed on the fly, while others have no effect changing. 

For example the "rendering/quality/voxel_cone_tracing/high_quality" seem to have a immediate effect on the engine behaviour according to [the tps demo](https://github.com/godotengine/tps-demo/blob/master/level/level.gd) line 13. While the "display/window/size/resizable" seem to have no effect on the window being resizable. I can set the parameter to false without error and even read it back from project settings and get false, while still being able to resize the window just fine. Why can I set it if it has no bearing on the execution? 

It could of course be set through the OS class, but That's really beside the point. When I can change a setting, from a user's perspective I would assume that the project behaves according to that new setting value if the documentation doesn't say otherwise. Or at least get a flag back that tells me whether the setting has no effect until I save the settings and then rerun the project or if the engine will alter it's behavior. Now it feels like the method "set_setting" really has a misleading title and description since it in some cases alter the engine behaviour and sometimes seem to be completely irrelevant to anything other than to save a copy of the settings. (Which you can't then read back in to set settings since that has no effect...)

### Steps to reproduce

After having a look at the link provided above, you may want to paste the following code into a script to understand how weird it feels:

```print(ProjectSettings.get_setting("display/window/size/resizable"))
	ProjectSettings["display/window/size/resizable"] = false
	#ProjectSettings.set_setting("display/window/size/resizable", false)
	print(ProjectSettings.get_setting("display/window/size/resizable"))
```

### Minimal reproduction project

N/a
Repository: pytorch
Issue: not able to import pipelines as torch.distributed is missing
Labels: oncall: distributed,pipeline parallelism

### 🐛 Describe the bug

RuntimeError: Failed to import transformers.pipelines because of the following error (look up to see its traceback): No module named 'torch.distributed'

This is the error while im trying to import pipeline from transformer. My tensorflow is upraded to latesr version 2.11.0 and i am running this on windows 11 on visual code using python 3.10

Detailed Error if this helps:

File c:\Users\varun\AppData\Local\Programs\Python\Python310\lib\site-packages\transformers\utils\import_utils.py:1093, in _LazyModule._get_module(self, module_name)
   1092 try:
-> 1093     return importlib.import_module("." + module_name, self.__name__)
   1094 except Exception as e:

File c:\Users\varun\AppData\Local\Programs\Python\Python310\lib\importlib\__init__.py:126, in import_module(name, package)
    125         level += 1
--> 126 return _bootstrap._gcd_import(name[level:], package, level)

File <frozen importlib._bootstrap>:1050, in _gcd_import(name, package, level)

File <frozen importlib._bootstrap>:1027, in _find_and_load(name, import_)

File <frozen importlib._bootstrap>:1006, in _find_and_load_unlocked(name, import_)

File <frozen importlib._bootstrap>:688, in _load_unlocked(spec)

File <frozen importlib._bootstrap_external>:883, in exec_module(self, module)

File <frozen importlib._bootstrap>:241, in _call_with_frames_removed(f, *args, **kwds)

File c:\Users\varun\AppData\Local\Programs\Python\Python310\lib\site-packages\transformers\pipelines\__init__.py:48
     40 from ..utils import (
...
   1097         f" traceback):\n{e}"
   1098     ) from e

### Versions

4.4.0

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: storybook
Issue: [Bug]: type.summary doesn't seem to be able to parse "<" and ">" characters
Labels: bug,needs triage

### Describe the bug

Following works:

`type: { summary: 'string | undefined' }`

Results in:

<img width="157" alt="image" src="https://user-images.githubusercontent.com/10507098/208723439-a070d72d-46ff-411b-a163-75df6ba4505d.png">

Following doesn't work:

`type: { summary: 'undefined | React.RefObject<HTMLInputElement>' }`

Results in: 
 
<img width="276" alt="image" src="https://user-images.githubusercontent.com/10507098/208723013-afd59dc9-62d4-49ce-9e1c-f15e8174f9eb.png">

This works however:

`type: { summary: 'undefined | React.RefObjectHTMLInputElement' }`

Results in:

<img width="253" alt="image" src="https://user-images.githubusercontent.com/10507098/208724162-4b3bf31a-98e1-4b0f-a3fb-c64d61fac43c.png">

As you can see, it doesn't seem to be able to parse left and right arrows. This is regarding the argTypes object btw.


### To Reproduce

_No response_

### System

    "@storybook/addon-a11y": "^6.4.19",
    "@storybook/addon-actions": "^6.3.12",
    "@storybook/addon-essentials": "^6.3.12",
    "@storybook/addon-links": "^6.3.12",
    "@storybook/addon-storysource": "^6.4.19",
    "@storybook/react": "6.4.20",

### Additional context

_No response_
Repository: pytorch
Issue: onednn(mkldnn) backend support for quantized operators
Labels: oncall: quantization,triaged,module: arm

### 🚀 The feature, motivation and pitch

Feature request: Onednn backend support for quantized operators, INT8 at least.

Motivation: Given the acceptable accuracies from INT8 quantized inference and significant performance gains, the feature is getting attention for server class use cases as well, not just the mobile cpus.
PyTorch currently supports only QNNPACK backend for quantization on arm cpus with the assumption that the feature is of interest only for mobile devices. As you know QNNPACK doesn't support any of the neoverse optimizations. However, there are optimized gemm libraries like Arm Compute Library already supported via onednn backend. So, enabling onednn for quantized operators similar to how it's been done for full precision operators (fp32 and bf16) would enable applications to make use of the optimized gemm kernels for latest arm socs.


### Alternatives

I haven't considered fbgemm as an alternative here because currently fbgemm doesn't have optimized kernels for aarch64.

### Additional context

_No response_

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @malfet
Repository: pytorch
Issue: DISABLED test_index_add_correctness (__main__.TestTorch)
Labels: triaged,module: flaky-tests,skipped,module: scatter & gather ops

Platforms: linux, rocm, win, windows

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_index_add_correctness&suite=TestTorch) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10207821466).

Over the past 3 hours, it has been determined flaky in 5 workflow(s) with 6 failures and 5 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT BE ALARMED 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_index_add_correctness`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


cc @mikaylagawarecki
Repository: flutter
Issue: `flutter build macos-framework` can't build embeddable frameworks
Labels: c: new feature,tool,P3,team-tool,triaged-tool

There should be an option to create a framework that works with the embedder api. 

When using `flutter build macos-framework` the resulting Flutter framework is missing the symbols required to use it with the embedder API.  Without these symbols the project cannot be loaded via the embedder api.  

## Seen results

```sh
$ flutter build macos-framework
...
$ nm build/macos/framework/Release/FlutterMacOS.xcframework/macos-arm64_x86_64/FlutterMacOS.framework/FlutterMacOS | grep FlutterEngineRun
$
```

## Expected results

```sh
$ flutter build macos-framework
...
$ nm build/macos/framework/Release/FlutterMacOS.xcframework/macos-arm64_x86_64/FlutterMacOS.framework/FlutterMacOS | grep FlutterEngineRun
000000000096c220 T _FlutterEngineRun
$
```

cc @cbracken @jmagman
Repository: godot
Issue: PopupMenu does not highlight items on mouse over if a submenu is opened
Labels: bug,usability,topic:gui

### Godot version

v4.0.beta.custom_build [2a04b18d3] (also present in the v4.0 official beta build)

### System information

Windows 10

### Issue description

PopupMenu does not highlight items on mouse over if a submenu is opened:
![godot_popup_menu](https://user-images.githubusercontent.com/13542748/208738569-79fa27d1-66d2-4599-9504-29b58656f4e3.gif)

For comparison, here is an example of a popup menu in vscode to show how it should behave (items are highlighted even if the submenu is opened):
![vscode_popup_menu](https://user-images.githubusercontent.com/13542748/208739847-7566b47a-7d1f-47ab-841c-14cdb09a341a.gif)


### Steps to reproduce

Open a PopupMenu and a submenu in the editor, and mouse over items in the popup_menu while the submenu is opened.

### Minimal reproduction project

Any project.
Repository: godot
Issue: Frustum of `Camera3D` does not take into account the window size from `ProjectSettings`
Labels: bug,topic:editor,confirmed

### Godot version

v4.0.beta9.official [e780dc332]

### System information

Windows 10, Vulkan

### Issue description

For some reason, the frustum of the 3d camera has a square shape before the first opening of the 2d tab. After each opening the 2d tab, the shape is updated based on the viewport size.

### Steps to reproduce

![Godot_v4 0-beta9_win64_ylU8viGl6H](https://user-images.githubusercontent.com/7782218/208735912-2acded07-8815-42fb-be64-24c0b1b41100.gif)

* Open / Reopen MRP
* Note the shape of the frustum
* Switch to 2D tab and back
* The shape of the frustum should become normal

Also, before opening the 2d tab, you can change the camera's FOV or Far and Near parameters.

### Minimal reproduction project

[Camera3D Frustum.zip](https://github.com/godotengine/godot/files/10271154/Camera3D.Frustum.zip)
Repository: kubernetes
Issue: CRD Validation allows set of atomic maps, but should it?
Labels: priority/important-soon,sig/api-machinery,priority/important-longterm,wg/api-expression,triage/accepted

`listType=set` is defined in the documentation as only accepting "scalars", and so does the [server-side apply code](https://github.com/kubernetes-sigs/structured-merge-diff/blob/master/typed/helpers.go#L228-L233).

https://kubernetes.io/docs/reference/using-api/server-side-apply/#merge-strategy
<img width="909" alt="image" src="https://user-images.githubusercontent.com/1929644/208743791-8d60d69f-edca-4cba-91ed-8f8a9d6f2ea7.png">

On the other hand, CRD validation does [accept atomic maps](https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiextensions-apiserver/pkg/apis/apiextensions/validation/validation.go#L931-L949).

We could either change the validation, though that's always troublesome, or we could change the code and the documentation to match the existing validation.

I'm a little worried about creating actual sets of "values" (as defined in smd), since I feel like validating that two values are exactly the same is always a little challenging and possibly incorrect. They would also take a lot of space in the managed fields.

To be fair, a set of atomic maps doesn't really make a lot of sense.
Repository: storybook
Issue: [Bug]: TypeScript build errors with Lit TS project
Labels: bug,needs triage

### Describe the bug

Adding Storybook 7 to a Lit TypeScript starter project (created with the upcoming `lit init element --lang ts` command) causes a build error in one of the stories:

Source:
```ts
export interface ButtonProps {
  //...
  backgroundColor?: string;
  //...
}
export const Button = ({ primary, backgroundColor = null, size, label, onClick }: ButtonProps) => {
```

Error:
```
src/stories/Button.ts:30:35 - error TS2322: Type 'null' is not assignable to type 'string'.

30 export const Button = ({ primary, backgroundColor = null, size, label, onClick }: ButtonProps) => {
```

The problem is the `backgroundColor = null` parameter. `backgroundColor = undefined` or just `backgroundColor` works.

There's also a build error in the types for the version of eslint that Storybook brings along, requiring `skipLibCheck: true` to be added to the tsconfig.

### To Reproduce

```shell
> npm i -g @lit-labs/cli
> lit init element --lang ts
> cd my-element
> npm i -D storybook@next
> npx sb init
> npm run build
```


### System

```shell
Environment Info:

  System:
    OS: macOS 13.0.1
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 19.2.0 - ~/.nvm/versions/node/v19.2.0/bin/node
    npm: 9.1.3 - ~/.nvm/versions/node/v19.2.0/bin/npm
  Browsers:
    Chrome: 108.0.5359.124
    Firefox: 108.0
    Safari: 16.1
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-beta.13 => 7.0.0-beta.13 
    @storybook/addon-links: ^7.0.0-beta.13 => 7.0.0-beta.13 
    @storybook/blocks: ^7.0.0-beta.13 => 7.0.0-beta.13 
    @storybook/web-components: ^7.0.0-beta.13 => 7.0.0-beta.13 
    @storybook/web-components-webpack5: ^7.0.0-beta.13 => 7.0.0-beta.13
```


### Additional context

_No response_
Repository: go
Issue: x/build/internal/task/releaselet: Windows installer Dialog{,Left}.jpg images contain old Go website URL
Labels: Builders,NeedsInvestigation

### What version of Go are you using (`go version`)?
go1.19.4

### What did you do?

* install https://go.dev/dl/go1.19.4.windows-amd64.msi

### What did you expect to see?

* The image in the installer has a URL starting with `https` instead of `http`.
* The image in the installer links to `go.dev` instead of `golang.org`.

### What did you see instead?

![image](https://user-images.githubusercontent.com/3233724/208772822-7dad927f-48f1-4827-a02c-759fc5e598a1.png)