sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Dynamic shapes exhaustive tests should fail (not xfail) if data mismatch
Labels: triaged,module: dynamic shapes

### 🐛 Describe the bug

In other words, it's OK to fail if you fail with an error message, but NOT ok to return silently incorrect outputs. I'm hoping to catch other occurrences of things like https://github.com/pytorch/pytorch/issues/87575 and https://github.com/pytorch/pytorch/issues/87571

### Versions

master
Repository: rust
Issue: Tracking Issue for `saturating_bit_shifts`
Labels: C-tracking-issue

Split of bit shifts from #87920 into its own feature, so it can be discussed and stabilized independently.

The feature gate for the issue is `#![feature(saturating_bit_shifts)]`.

See original discussion here: https://github.com/rust-lang/rust/issues/87920#issuecomment-913015985

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [ ] Implement it #103441
- [ ] Discuss correctness of implementation
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

Can anyone confirm that this is the expected behavior for `saturating` bit shift operations?

### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->
Repository: godot
Issue: TouchScreenButton for jump not working with 2D basic movement template
Labels: needs testing,topic:input,topic:gui

### Godot version

4.0 beta 3

### System information

Android 12, Snapdragon 8 Gen 1, Vulkan

### Issue description

I am new to learning Godot 4 so bear with me as I have been trying to combine 2 simple tutorials to make a 2D Platformer for Android.

I have created a player scene with a slightly modified version of the Basic 2D character movement template (as demonstrated in tutorial 1). All is working well for control with a keyboard within my level scene (I have even been able to map custom inputs) but when I try to implement touch controls using the TouchScreenButton node (demonstrated in tutorial 2), only the left and right direction work, not jump.

I have tried changing the input name in the input map and player script from ui_accept, ui_left and ui_right to jump, left and right but that hasn't worked, I have also previously tested in Alpha 17, 18 and Beta 1, 2 with no luck.

I have been looking everywhere for an answer but can't find anything anywhere.

Movement tutorial - https://youtu.be/BhBQhmtFUd8
Touch control tutorial - https://youtu.be/8-k6mDGPfvQ

All help is greatly appreciated as I'm very excited to dev my first Android game!

### Steps to reproduce

Use this code on the player node, insert player within level scene and make control node as child to player, then make  touchscreenbutton nodes as child to control node. Set action of touchscreenbuttons to left, right and jump to match basic movement code below, set inputs in input map to left - a, right - d and jump - w

```gdscript
extends CharacterBody2D
		
const SPEED = 300.0
const JUMP_VELOCITY = -500.0

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var animated_sprite = $AnimatedSprite2d


func _physics_process(delta):
	# Add the gravity.
	if not is_on_floor():
		velocity.y += gravity * delta
		
		if(velocity.y < 0):
			animated_sprite.animation = "Jump"
		else:
			animated_sprite.animation = "Fall"
	else:
		if(velocity.x == 0):
			animated_sprite.animation = "Idle"
		else:
			animated_sprite.animation = "Run"

	# Handle Jump.
	if Input.is_action_just_pressed("jump") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var direction = Input.get_axis("left", "right")
	if direction:
		velocity.x = direction * SPEED
		
		if(velocity.x < 0):
			animated_sprite.flip_h = true
		elif(velocity.x > 0):
			animated_sprite.flip_h = false
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)

	move_and_slide()
```

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Git - diff editor cannot be opened while scanning for repositories
Labels: bug,git,perf

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
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Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.72.2
- OS Version: Windows 10

Steps to Reproduce:

I can consistently reproduce the issue only for a specific repository (microsoft/vcpkg) but I highly doubt that it is reproducible elsewhere... Maybe it is worth noting that I didn't use code with this repository for a long time.

The consequence is that I can't look at diffs or history because they are loading a few minutes and work only if the spam stops at the git output.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Custom model token display field. 
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 ?

With all the custom models, trained with particular trigger tokens to kick them off, it would be nice to have a little display of what the model is looking for.

### Proposed workflow

![image](https://user-images.githubusercontent.com/114956889/197416268-37a4a254-fa0e-4843-9944-e646362f6ee9.png)

### Additional information

It'd be super cool it it could pull it from the checkpoint, but even if it was just an editable 'comment' that you could save the token into manually would be awesome. Right now, I have a spreadsheet with the model names and the trigger token. I looked through the open issues and couldn't find a request for this, but if it's a repeat, please delete. :)
Repository: PowerToys
Issue: Terminal profile icons
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

In issue #4194 , ddavidegiacometti (wisely) noted that

> A Terminal profile icon could be a resource inside Terminal package or an image file.
Since retrieve icons from the package could be tricky, for the sake of simplicity I would use plugin icon or Terminal icon.

However, can we at least add an optional feature to show the profile icon? (maybe just when it's a normal image file referenced in settings.json)

### Scenario when this would be used?

It would make profiles more quickly identifiable

### Supporting information

_No response_
Repository: godot
Issue: Import of 32 bits RGB EXR file broken
Labels: bug,confirmed,topic:import

### Godot version

3.5.1

### System information

Windows 10

### Issue description

I'm using 32bits RGB EXR files for heightmaps. This is how this file is displayed in photoshop : 
![image](https://user-images.githubusercontent.com/7805711/197421826-6549a64f-edb8-4e1c-b725-8ffaba001db5.png)

and in godot 3.5.1 :
![image](https://user-images.githubusercontent.com/7805711/197421839-fe88d333-31bd-4a8c-804f-d6674303a514.png)


### Steps to reproduce

Simply import the EXR file in the project and open the preview.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/9847706/test.zip)
Repository: vscode
Issue: Git - operations using SSH with a FIDO/U2F key trigger a host authentication dialog
Labels: bug,git


Type: <b>Bug</b>

Git operations using SSH with a FIDO/U2F key (`ecdsa-sk` or `ed25519-sk`) trigger an incorrect `"key" has fingerprint "undefined" Are you sure you want to continue connecting?` dialog when SSH prompts for user presence.
The security key still starts blinking and tapping it makes the operation succeed, but the dialog still remains and is incorrect.

I assume the SSH CLI output (`Confirm user presence for key ...`) is misinterpreted as a host key verification prompt?

A security key and a modern OpenSSH version are required to reproduce (I'm using a Yubikey and OpenSSH 9.1p1 installed using Homebrew on macOS). A key can be generated using e.g. `ssh-keygen -t ed25519-sk`.

VS Code version: Code 1.72.2 (d045a5eda657f4d7b676dedbfa7aab8207f8a075, 2022-10-12T22:15:55.763Z)
OS version: Darwin arm64 21.6.0
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 (8 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 2, 2|
|Memory (System)|16.00GB (2.83GB free)|
|Process Argv|. --crash-reporter-id 35069983-5026-4390-94a6-9fa2b4b209ab|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (5)</summary>

Extension|Author (truncated)|Version
---|---|---
godot-tools|gee|1.3.1
copilot|Git|1.54.7077
go|gol|0.35.2
rust-analyzer|rus|0.3.1248
vscode-lldb|vad|1.8.1

(2 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vsdfh931:30280409
vshan820:30294714
vstes263cf:30335440
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
2144e591:30553903
pyindex848:30577860
nodejswelcome1cf:30587006
40g7c324:30573242

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: SceneTree set_group and set_group_flags fail silently 
Labels: bug,topic:core

### Godot version

3.4.4, 3.5.1 (stable)

### System information

macOS 10.15.7

### Issue description

`SceneTree.set_group()` and `SceneTree.set_group_flags()` seem to silently fail intermittently.

Expect that after calling `get_tree().set_group("group", prop, value)` in `Node._ready()`, nodes in group "group" would have the assigned property. This should be the case immediately when using `set_group_flags(SceneTree.GROUP_CALL_REALTIME)` and after one or more frames when using `set_group()` or `set_group_flags(SceneTree.GROUP_CALL_DEFAULT)`.

Similar in nature to [44765](https://github.com/godotengine/godot/issues/44765) but was able to narrow this down to a simple repro project.

### Steps to reproduce

Build and run included repro project.

Repro project continually loads a single scene that sets the `modulate` property of nodes in a group using `set_group` or `set_group_flags`. Assertions made expecting the previously-assigned value of `modulate`.

Single scene is reloaded using `TransitionManager` autoload singleton which in this project is simply using dummy transition animations.

Notice that the scene is reloaded successfully a seemingly-arbitrary number of times before the assertion on `modulate` throws.

Recording of running project [here](https://user-images.githubusercontent.com/7253863/197423822-8ddd789c-437b-41e1-9d8a-8238f3d7d9d5.mov).

### Minimal reproduction project

[set-group-bug-repro.zip](https://github.com/godotengine/godot/files/9847820/set-group-bug-repro.zip)
Repository: vscode
Issue: codicon under block cursor is not displayed properly
Labels: bug,editor-rendering

Type: <b>Bug</b>

codicon under block cursor is not displayed properly.
![图片](https://user-images.githubusercontent.com/14953431/197431203-cd693b0d-b40f-4bfc-8e57-87c42f3b6874.png)
![图片](https://user-images.githubusercontent.com/14953431/197431235-1cc6bb1f-ea3b-482b-8409-78b206acc888.png)



VS Code version: Code 1.72.2 (Universal) (d045a5eda657f4d7b676dedbfa7aab8207f8a075, 2022-10-12T22:16:30.254Z)
OS version: Darwin arm64 21.6.0
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Pro (8 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 2, 2|
|Memory (System)|16.00GB (2.09GB free)|
|Process Argv|blog-dog.code-workspace --crash-reporter-id 2f01e7f4-1e24-42ce-9d33-7ed711067724|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-lldb|vad|1.8.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vsdfh931:30280409
vshan820:30294714
vstes263:30335439
vscoreces:30445986
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vscaat:30438848
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
i497e931:30553904
vsccc:30566497
pyindex848:30577860
nodejswelcome1:30587005
fc301958:30573243

```

</details>

<!-- generated by issue reporter -->
Repository: react
Issue: Bug: react-dom/server renderToString don't support array style(react-native ssr)
Labels: Type: Enhancement,Component: DOM,Status: Unconfirmed

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 17.0.2

## Steps To Reproduce

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->

Code example: `<View style={[{fontSize: '12px'}, {lineHeight: '20px'}]}/>`

<!--
  Please provide a CodeSandbox (https://codesandbox.io/s/new), a link to a
  repository on GitHub, or provide a minimal code example that reproduces the
  problem. You may provide a screenshot of the application if you think it is
  relevant to your bug report. Here are some tips for providing a minimal
  example: https://stackoverflow.com/help/mcve.
-->

## The current behavior
`style="0:[object Object];1:[object Object]"`

## The expected behavior
`style="font-size:12px;line-height:20px"`
Repository: deno
Issue: [feature request] Add environment variables for import map and Deno config
Labels: suggestion,needs discussion

This is a feature request to add two new environment variables as an alternative to the **[`--import-map mods.json`](https://deno.land/manual@v1.26.2/linking_to_external_code/import_maps)** and **[`--config deno.json`](https://deno.land/manual@v1.26.2/typescript/configuration)** CLI flags. Both new variables, **`DENO_CONFIG`** and **`DENO_IMPORT_MAP`**, would have lower precedence than the CLI flags but `DENO_IMPORT_MAP` would have higher precedence than the any set deno.json `importMap` property.

### Rationale

I use import maps to aggregate my dependencies. They point to local directories in development and published releases in production. For example:

```jsonc
// mods.dev.json
{
  "imports": {
    "@/mem": "./mem/mod.ts",
    "@/oidlib": "./oidlib/mod.ts",
    "std/": "https://deno.land/std@0.159.0/"
  }
}
```

```jsonc
// mods.json
{
  "imports": {
    "@/mem": "https://deno.land/x/mem@v7.0.4/mod.ts",
    "@/oidlib": "https://deno.land/x/oidlib@v0.0.4/mod.ts",
    "std/": "https://deno.land/std@0.159.0/"
  }
}
```

If I want to switch between them, I have to physically move the files or thread `--config` or `--import-map` into every Deno subcommand. Adding globally recognized environment variables that apply to all subcommands would make this workflow easy.

Thank you!
Repository: pytorch
Issue: #error "Expected GLOO_USE_CUDA to be defined"
Labels: module: build,triaged,module: third_party

### 🐛 Describe the bug

when I compiled torch 1.8.0a0+d1cb4a1 from source on GeForce RTX 4090, I always encountered following error:
![image](https://user-images.githubusercontent.com/73052387/197462340-13417fb1-53d8-4694-b608-f188adecb6cd.png)
I was helpless...


### Versions

driver version: 520.56.06
cudatoolkit: 11.3.1
cuda-nvcc: 11.3.122

cc @malfet @seemethere
Repository: kubernetes
Issue: Pod is stuck in terminating with "MountVolume.SetUp failed for volume ... not registered" error
Labels: kind/bug,sig/storage,sig/node,triage/needs-information,triage/accepted

### What happened?

Pod is stuck in terminating state when rapidly create and delete the pod, and the kubelet reported the volume setup error:
```
Oct 21 12:09:20 slave2 kubelet[4089]: E1021 12:09:20.197090    4089 nestedpendingoperations.go:348] Operation for "{volumeName:kubernetes.io/secret/dc79f107-6576-4d98-a120-23336154393e-tls-cert-vol podName:dc79f107-6576-4d98-a120-23336154393e nodeName:}" failed. No retries permitted until 2022-10-21 12:11:22.19703932 +0800 CST m=+323223.503182418 (durationBeforeRetry 2m2s). Error: MountVolume.SetUp failed for volume "tls-cert-vol" (UniqueName: "kubernetes.io/secret/dc79f107-6576-4d98-a120-23336154393e-tls-cert-vol") pod "vela-core-8494697c8c-xgrwt" (UID: "dc79f107-6576-4d98-a120-23336154393e") : object "cpaas-system"/"vela-core-admission" not registered
```

It has the same error with #105204, but the k8s 1.23.13 we used have fixed the issue with the PR #108756.

It appears that the PR haven't totally fixed the issue. The cause may be if the pod is deleted when the volume manager is setting up the volume of the pod, the `syncPod` loop in kubelet won't add the reference count because it's in terminating state.

So the volume manager will still try to setup the volume of the pod but failed with the "not registed" error.

### What did you expect to happen?

The pod should be deleted without the volume setup error.

### How can we reproduce it (as minimally and precisely as possible)?

It's the possibel reproduce steps:
1. Create a pod with a configmap volume
2. After the pod is created, delete the pod immediately

Maybe the steps should be runned several times. 

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```
</details>
v1.23.13

### Cloud provider

<details>

</details>
None

### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>
CentOS 7.3

### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: [4.0 beta 3] import 3.51 project and 'scancode' is not converted to 'keycode'
Labels: bug,topic:editor

### Godot version

4.0 Beta 3

### System information

Kubuntu 22.04

### Issue description

When importing from a 3.51 project into 4.0:

func _unhandled_input(event):
	if event is InputEventKey:
		if event.pressed and event.scancode == KEY_ESCAPE:
			get_tree().quit()

event.scancode is not converted to event.keycode

### Steps to reproduce

Try importing into Godot 4.0 beta 3 the above function from a 3.51 project.

### Minimal reproduction project

_No response_
Repository: electron
Issue: Enable userland snapshotting in Node.js
Labels: component/node-integration,status/confirmed,upgrade-follow-up

Refs https://github.com/electron/electron/pull/35999.

Refs https://github.com/nodejs/node/pull/38905

Node.js added support for user-land runtime snapshots via `--build-snapshot` and `--snapshot-blob`. We don't support that for the moment because it will require a bit of work on our end, so it's being marked here as a follow-up in order to enable merge of the v18 upgrade PR.