sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: nvim_buf_get_name: inconsistent slashes on Windows
Labels: bug,platform:windows,filesystem

### Problem

On Windows, `nvim_buf_get_name()` behaves inconsistently when opening files using absolute or relative paths.

Using relative paths is OK.

But when using absolute paths, `nvim_buf_get_name()` may return paths containing mixed slashes.

### Steps to reproduce

```
nvim --clean
:e path/to/file                                  "relative path
:lua print(vim.api.nvim_buf_get_name(0))         --OK,  Output: C:\Users\$USER\path\to\file
:q

nvim --clean
:e ~/path/to/file                                "absolute path (after environment variable expansion)
:lua print(vim.api.nvim_buf_get_name(0))         --BAD, Output: C:\Users\$USER/path/to/file
:q

nvim --clean
:cd C:\
:e path\with/mixed/slashes                       "relative path
:lua print(vim.api.nvim_buf_get_name(0))         --OK,  Output: C:\path\with\mixed\slashes
:q

nvim --clean
:cd C:\
:e C:\path\with/mixed/slashes                    "absolute path
:lua print(vim.api.nvim_buf_get_name(0))         --BAD, Output: C:\path\with/mixed/slashes
```

### Expected behavior

`nvim_buf_get_name()` should not return paths containing mixed slashes when opening files using absolute paths.

### Neovim version (nvim -v)

NVIM v0.9.0

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Windows 11 22621.1702

### Terminal name/version

Windows Terminal 1.16.10262.0

### $TERM environment variable

N/A

### Installation

nvim-win64.msi
Repository: rust
Issue: Add a "slim" staticlib variant that does not include a copy of std
Labels: A-linkage,C-enhancement,T-compiler

Currently when building a `staticlib`, the resulting static library contains a copy of all of std and various other things. This makes the minimum size of a `staticlib` something around 20MB with Rust 1.69 on Linux x86-64, which is not exactly small.

This is currently a [blocker for GStreamer](https://gitlab.freedesktop.org/gstreamer/cerbero/-/issues/381#ios-and-android-blockers-for-enabling-rust-variant-by-default) to ship (static) plugins written in Rust on Android/iOS (and elsewhere) as that adds up to a couple of 100MB.

While this can in theory be solved after the fact by repackaging the `ar` archives and having a single copy of std, this seems like something that could be useful to solve in general.

An obvious solution here would be having some kind of "slim" `staticlib` variant which does not include a copy of everything every time but instead require the final linking step (to an executable or shared library) to list a static `libstd.a` (among other things). This would also require to ship a static version of std together with the already existing shared version. `--print native-static-libs` would then print all those other static libraries too.
Repository: godot
Issue: Plugin created in addons sub-subfolder is detected, but class_name nodes & resources don't show in Create New Node/Resource dialogue
Labels: bug,topic:gdscript,topic:plugin

### Godot version

4.0.3.rc2.official.2ac4e3bb3

### System information

Ubuntu 22.10, Vulkan, NVIDIA GeForce RTX™ 2060 / NVIDIA GeForce RTX™ 2060

### Issue description

Custom (`class_name`) nodes & resources don't show up in Create in New Node/Resource dialogues.

This came up because I was looking at [Godot Project Manager](https://github.com/godot-package-manager) which uses NPM as a the packager and delivery mechanism. With NPM we can use scoped names like `@scope/package` and they get installed at `addons/@scope/package`.

They're detected by Godot just fine, it's just that the custom nodes and resources don't appear in the dialogues as mentioned.

### Steps to reproduce

- `Top Level` plugin is in `addons/top_level`
- `Nested Level` plugin is in `addons/@scope/nested_level`

Open the attached project and see that:

- Plugins ON => `TopLevel*` visible, `NestedLevel*` **not** visible
- Plugins OFF => `TopLevel*` **not** visible, `NestedLevel*` **not** visible

in Create New Node/Resource.

Furthermore, it seems that we have access to the classes in code even if the plugins are ON or OFF. I thought they should be registered globally only when plugins are ON.

### Minimal reproduction project

[godot-4-dbg.zip](https://github.com/godotengine/godot/files/11478254/godot-4-dbg.zip)

---

Further context https://github.com/godot-package-manager/cli/issues/29
Repository: angular
Issue: [Docs] better / simple way setup / install Angular
Labels: area: core,P3,area: docs

### Describe the problem that you experienced

Problems when install or upgrade Angular:

- Install Angular cli globally
- then you to use ` ng new my-app`

This two step should be only one  and also should be avoid to have things globally.
Majority of other frameworks you dont need to install something globally.

### Enter the URL of the topic with the problem

https://angular.io/guide/setup-local

### Describe what you were looking for in the documentation

Better and simple way to setup Angular App

### Describe the actions that led you to experience the problem

When you upgrade an App locally to new version:
You have local cli with one version and global cli with another.

When run ng command globally you will find a warning in command line about the diff version.

To avoid this, i have the remove the globally cli and install the new version with the same as the local, which waste of time and hard  because sometime it is not easy to remove global deeps, which can vary on OS.

Another issue also happens it is when you also have to update the node version, which you also have again  to install the cli globally, which is waste of time.

### Describe what you want to experience that would fix the problem

Dont depend on cli globally by avoid install it globally.

Since version 11 i am using `npx` to setup new apps and run command to generate components, etc,

So in the docs instead of follow commands:

` npm install -g @angular/cli` and  ` ng new my-app`

this single command should be enough:

` npx @angular/cli new my-app`  

with this no need to install / update  the cli globally when new version is release or when update also the version of the node.

The focus of the update should be only the app that you are working on.

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: pytorch
Issue: Delete old vmap prototype
Labels: module: autograd,triaged,better-engineering,module: functorch

We have an old vmap prototype (basically, all of the `LegacyBatched*` or `LegacyVmap*` files (see image). We should delete it, because it continues to confuse people at a rate of 1-2 people per month.

![image](https://github.com/pytorch/pytorch/assets/5652049/91b2a2ea-7686-47c2-b0f1-90a0eab70773)

## Plan of action

torch.autograd.functional still uses the old vmap prototype. In general we're moving away from torch.autograd.functional, but it still needs vmap. We should attempt to replace torch.autograd.functional's usage of vmap with the new torch.vmap, verify that it passes all tests, and finally delete the old vmap prototype.



cc @ezyang @albanD @gqchen @pearu @nikitaved @soulitzer @Varal7 @Chillee @samdow @kshitij12345 @janeyx99 @soumith
Repository: godot
Issue: Godot crashing because of two CanvasLayers in the scene
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,topic:2d

### Godot version

4.0.2

### System information

Windows 10, Intel(R) Core(TM) i5-3550 CPU @ 3.30GHz   3.30 GHz, 8g RAM

### Issue description

I have in my level scene a CanvasLayer to my background. Now, I want to add the UI so I created another CanvasLayer for the UI to display above the game. But, I soon as I loaded the CanvasLayer (and the UI inside) into the game, The game freeze and crash after seconds without error or stacktrace.

I tried to delete th bg CanvasLayer - and it worked. It's also not a problem in the layer number, or any other thing i could test. As soon as there are 2 CanvasLayers in the scene (also include sub scene with CanvasLayer insde) the game Crashes.

Can someone help with this bug?

the renderer is Compability.


### Steps to reproduce

completly new project with the bug:
![image](https://github.com/godotengine/godot/assets/130865561/91de785d-3e28-4e4e-a4d0-a8cd32b717f8)
![image](https://github.com/godotengine/godot/assets/130865561/9366ae91-d04e-4f84-988c-cfce43aeb9cd)

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11478726/test.zip)
Repository: flutter
Issue: Move package autopublishing to pub.dev
Labels: team,package,team-ecosystem,P2,triaged-ecosystem

Currently flutter/packages uses a custom autopublishing system, because it predates pub.dev support for autopublishing. We should instead migrate to publishing using one of the [supported options](https://dart.dev/tools/pub/automated-publishing), so that we are maintaining less custom process.

Since this would involve our outpublishing logic only handling up to the tagging, it should be easy to fix https://github.com/flutter/flutter/issues/92675 as part of this, since the non-trivial part there in our current tooling would be checking out a different tag on the fly.

I don't think we'll be able to use the GitHub Actions version, since the tagging would be done by a modified version of our existing autopublish workflow, and there are [significant restrictions on triggering workflows from other workflows](https://docs.github.com/en/actions/using-workflows/triggering-a-workflow#triggering-a-workflow-from-a-workflow). That means we'd need to use the [Google Cloud Build](https://dart.dev/tools/pub/automated-publishing#publishing-from-google-cloud-build) version instead.

@godofredoc Is setting up the GCB project and service account for this something the infra team could drive? (There's not a specific timeline on this; maybe we could plan for Q3?)
Repository: vscode
Issue: Git - Support the "push.default=current" strategy
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. -->
I experimented with the `push.default` strategies and discovered that the "Sync" button in the "Source Control" tab in the Activity bar and the "Git: Push" command in the Command Palette in VSCode 1.78.2 does something unexpected (for me at least) when git's `push.default` config is `current` and a local branch is tracking some remote branch with a different name.

I expected that VSCode will respect the setting and will behave similarly to the default push (`git push` without arguments), pushing changes to the remote branch named as a local branch instead of pushing the to the tracked upstream branch. Unfortunately, it didn't happen, VSCode still pushes new changes to the upstream branch.

Steps to reproduce:

1. Setup a branch that tracks some remote branch with a different name:
```sh
$ git checkout -b feature/do-some-stuff origin/main
```

2. Set `push.default` to `current`:
```sh
$ git config push.default current
```

3. Do some stuff
```sh
$ git push --allow-empty -m test
```

4. Push with the git CLI. The remote `feature/do-some-stuff` is created and updated.
```
$ git push
To <origin>:
 * [new branch]      feature/do-some-stuff -> feature/do-some-stuff
```

5. Push with the "Sync" button and/or use the "Git: Push" command. It pushes changes to the remote `main` branch. I would expect that it will push to `feature/do-some-stuff`, as in step 4 (especially for the command).
```
<Press Sync>
<Git Output tab:>
To <origin>:
   f649920..9d6b5fc  feature/do-some-stuff -> main
```
Repository: flutter
Issue: Determine a policy for `targetSdkVersion` in plugins
Labels: team,platform-android,package,P3,team-android,triaged-android

See https://github.com/flutter/packages/pull/3993#discussion_r1193927347 for context.

Currently we aren't setting this in plugins. Questions to answer:
- Should we be? What are the impacts on clients (e.g., does it change the whole app's compat behaviors, in which case it would be quite dangerous)?
- Is there a benefit to setting it, for us and/or for clients?
- What should our policy be for rolling it? Should we require integration (and potentially manual) testing of the plugin in an example with that target SDK first?
- What do we want to enforce about in CI tooling? Presumably we shouldn't ever let it be higher than the highest `targetSdkVersion` of any example app it has that runs integration tests?
Repository: flutter
Issue: [camera] "set description" integration test is flaky: `CameraException(error, native_reset failed.)`
Labels: team,platform-android,p: camera,package,P2,c: flake,team-android,triaged-android

https://cirrus-ci.com/task/5844398164934656 is a run where it failed on one device on one run, and on the other device on the other run.

In both cases the error was
```
java.lang.Exception: ══╡ EXCEPTION CAUGHT BY FLUTTER TEST FRAMEWORK ╞═════════════════
The following CameraException was thrown running a test:
CameraException(error, native_reset failed.)
When the exception was thrown, this was the stack:
#0 AndroidCamera.createCamera (package:camera_android/src/android_camera.dart:112:7)
<asynchronous suspension>
#1 CameraController._initializeWithDescription (package:camera_example/camera_controller.dart:226:17)
<asynchronous suspension>
#2 main.<anonymous closure> (file:///tmp/cirrus-ci-build/packages/camera/camera_android/example/integration_test/camera_test.dart:263:5)
<asynchronous suspension>
#3 testWidgets.<anonymous closure>.<anonymous closure> (package:flutter_test/src/widget_tester.dart:163:15)
<asynchronous suspension>
#4 TestWidgetsFlutterBinding._runTestBody (package:flutter_test/src/binding.dart:994:5)
<asynchronous suspension>
The test description was:
Set description
═════════════════════════════════════════════════════════════════
at dev.flutter.plugins.integration_test.FlutterTestRunner.run(FlutterTestRunner.java:81)
```

This is a recently added feature, so it may well have always been flaky.
Repository: tensorflow
Issue: Weird memory usage of shuffling in `tf.data.Dataset` 
Labels: type:bug,comp:data,type:performance,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Have you reproduced the bug with TF nightly?

No

### Source

binary

### Tensorflow Version

tf 2.12

### Custom Code

No

### OS Platform and Distribution

Ubuntu 22.04

### Mobile device

_No response_

### Python version

3.8

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

Hi, I've read the [tf.data doc](https://www.tensorflow.org/guide/data#randomly_shuffling_input_data), which says using a large `buffer size` in data shuffling is not recommended, but still the shuffling behavior costs way more memory than I would expect. For example, I expect the full shuffling of 50,000,000 `int` data may only use 1 GB of memory, but the following code after `print` essentially uses 10 GB.

This leads to some practical concerns. If I set `buffer_size=1024` in data shuffling, would the *actual* memory usage of the buffer size be 10 times that of 1024 elements?

### Standalone code to reproduce the issue

```shell
import numpy as np
import tensorflow as tf

data_size = 50000000
tf_dataset = tf.data.Dataset.from_tensor_slices(np.arange(data_size))
tf_dataset = iter(tf_dataset.shuffle(data_size))
print(next(tf_dataset))
```


### Relevant log output

```shell
<tf.Tensor: shape=(), dtype=int64, numpy=24774043>
```
</details>
Repository: pytorch
Issue: import functorch.dim monkeypatches torch
Labels: triaged,module: functorch

### 🐛 Describe the bug

Since it's in core now, we can just upstream the necessary changes into the main implementations themselves.

While we still monkeypatch, there is a risk the monkeypatches are not exactly semantics preserving. However, I took a quick look and they seem relatively benign (they only trigger alternate behavior when first class dims are involved.)

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99 @zdevito 

### Versions

master
Repository: TypeScript
Issue: "Go to definition" behaviour is not consistent when a path alias is configured
Labels: Help Wanted,Possible Improvement


Does this issue occur when all extensions are disabled?: Yes

Version: 1.78.2
Commit: b3e4e68a0bc097f0ae7907b217c1119af9e03435
Date: 2023-05-10T14:47:05.613Z
Electron: 22.5.2
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Linux x64 6.3.1-arch2-1
Sandboxed: No

Steps to Reproduce:

**Note: I've only reproduced this with NextJS because it configures a `*.svg` module but I believe this to be reproducible without it given the appropriate configuration.**


1. Start a nextjs project (`npx create-next-app`) with a path alias configured in the tsconfig. Below is an example tsconfig for such a project.
2. Add a file test.tsx in `src/components/test.tsx` (the exact path does not matter)
3. Add a file test.svg in `src/images/test.svg` (this also applies to png files in a less useful way)
4. In test.tsx two versions of the relative import:
    - `import Image from "../images/test.svg";`
    - `import Image from "@/images/test.svg";`
 
In the first configuration, clicking **on the path itself** and hitting F12 (Right click on path -> "Go to Definition") will show the svg. In the second configuration, it instead jumps to `node_modules/next/image-types/global.d.ts`.

<details>
<summary>tsconfig.json</summary>

```json
{
	"compilerOptions": {
		"target": "es5",
		"lib": ["dom", "dom.iterable", "esnext"],
		"allowJs": true,
		"skipLibCheck": true,
		"strict": true,
		"noUncheckedIndexedAccess": true,
		"forceConsistentCasingInFileNames": true,
		"noEmit": true,
		"esModuleInterop": true,
		"module": "esnext",
		"moduleResolution": "node",
		"resolveJsonModule": true,
		"isolatedModules": true,
		"jsx": "preserve",
		"incremental": true,
		"plugins": [
			{
				"name": "next"
			}
		],
		"paths": {
			"@/*": ["./src/*"]
		}
	},
	"include": ["next-env.d.ts", "**/*.ts", "**/*.tsx", ".next/types/**/*.ts"],
	"exclude": ["node_modules"]
}
```

</details>
Repository: rust
Issue: Marketing: Rust logo on RISC-V Landscape page?
Labels: T-core,A-licensing

I apologise if this isn't the right place for this. The user forum didn't seem an appropriate way to get Rust dev's attention.

Does the Rust project want to be featured on the RISC-V Landscape page? https://landscape.riscv.org/

LLVM & GCC are featured, seems to me that Rust should be as well?

The Github project: https://github.com/riscv-admin/riscv-landscape
I recently added the Haiku operating system to the Landscape: https://github.com/riscv-admin/riscv-landscape/pull/317, so PRs are welcomed and accepted. I'd even do it if asked.

Note: I'm in no way affiliated with the Rust or RISC-V organisations. I'm just an enthusiast.
Repository: opencv
Issue: Bug in Spherical warping
Labels: bug,category: stitching

### System Information

// example for python user
OpenCV python version: 4.6.0.66
Operating System / Platform: Windows 10
Python version: 3.10.4

### Detailed description

Even a slight change in the angle, as little as 0.001, results in significantly different outcomes. Upon analyzing the ROI, it is evident that the area with a height of 592 is absent. The warped image appears to have an erased effective area. This phenomenon is observed within the angle range of 70 to 90 degrees.

Is there any possible solution or approach to address this issue?

```
import cv2
import numpy as np

from scipy.spatial.transform import Rotation

def plot_image(img, figsize_in_inches=(5, 5)):
    fig, ax = plt.subplots(figsize=figsize_in_inches)
    ax.imshow(cv.cvtColor(img, cv.COLOR_BGR2RGB))
    plt.show()

img = cv2.imread('1.png')

image_height, image_width  = img.shape[:2]
focal_length = 800
print(focal_length)
image_center = (image_width / 2, image_height / 2)


K = np.array([[focal_length, 0, image_center[0]],
              [0, focal_length, image_center[1]],
              [0, 0, 1]], dtype=np.float32)

R = Rotation.from_euler('zxy',[0,   90, 0], degrees=True).as_matrix().astype(np.float32)


warper = cv.PyRotationWarper("spherical", 1000)

_, warped_image = warper.warp(img,K, R, cv.INTER_LINEAR, cv.BORDER_CONSTANT)

warped_rois = warper.warpRoi((image_width, image_height), K, R)

print(warped_rois)
plot_image(warped_image)
```





### Steps to reproduce

![image](https://github.com/opencv/opencv/assets/96640049/f0a6c0e1-fc3e-42a5-8dc7-c667ed5c4540)
![image](https://github.com/opencv/opencv/assets/96640049/bec12dbd-a0f4-44d4-b0bc-6f334ef6de14)

### 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
- [x] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: flutter
Issue: 57% regression in frame build times in `platform_views_scroll_perf_ios__timeline_summary`
Labels: c: regression,engine,P2,team-engine,triaged-engine

skia perf: https://flutter-flutter-perf.skia.org/e/?begin=1683950885&end=1684165510&keys=X8a741e7c680a37c03fc977c2c02261c0&selected=commit%3D34816%26name%3D%252Carch%253Dintel%252Cbranch%253Dmaster%252Cconfig%253Ddefault%252Cdevice_type%253DiPhone_11%252Cdevice_version%253Dnone%252Chost_type%253Dmac%252Csub_result%253D99th_percentile_frame_build_time_millis%252Ctest%253Dplatform_views_scroll_perf_ios__timeline_summary%252C&xbaroffset=34817

Introduced in: https://github.com/flutter/flutter/pull/126758

Likely culporit: https://github.com/flutter/engine/pull/41463
Repository: rust
Issue: Doc clarification for `MaybeUninit::zeroed()`
Labels: A-docs

### Location

https://doc.rust-lang.org/std/mem/union.MaybeUninit.html#method.zeroed

> Creates a new MaybeUninit<T> in an uninitialized state, with the memory being filled with 0 bytes. It depends on T whether that already makes for proper initialization. For example, MaybeUninit<usize>::zeroed() is initialized, but MaybeUninit<&'static i32>::zeroed() is not because references must not be null.


### Summary

While perhaps implied by the terminology of "memory being filled with 0 bytes", it would be great to explicitly state whether or not padding bytes are included.

For me it's a bit ambiguous because both `std::mem::zeroed` and `std::mem::MaybeUninit` are parametrized by `T`. Hence, neither really exposes a concept of "raw" bytes to the user, but just the Rust type. Yet if I compare the above documentation to [`std::mem::zeroed`](https://doc.rust-lang.org/std/mem/fn.zeroed.html) it states, among other things:

> This means that, for example, the padding byte in (u8, u16) is not necessarily zeroed.

So there padding bytes are explicitly excluded.

It's particularly confusing, because `std::mem::zeroed` states:

> This has the same effect as [MaybeUninit::zeroed().assume_init()](https://doc.rust-lang.org/std/mem/union.MaybeUninit.html#method.zeroed). It is useful for FFI sometimes, but should generally be avoided.

Should we make it more explicit that `std::mem::MaybeUninit::zeroed` also zeroes out padding bytes? (assuming that's the behavior we want; it seems to be the behavior we currently have)