sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: jupyter_execute_request is flaky
Labels: flaky

```
---- jupyter::jupyter_execute_request stdout ----
command /Users/runner/work/deno/deno/target/release/deno jupyter --kernel --conn /var/folders/3m/p59k4qdj0f17st0gn2cmj3640000gn/T/deno-cli-testTxGXcr/connection.json
command cwd /var/folders/3m/p59k4qdj0f17st0gn2cmj3640000gn/T/deno-cli-testTxGXcr
thread 'jupyter::jupyter_execute_request' panicked at tests/integration/jupyter_tests.rs:561:6:
stream not found
stack backtrace:
   0:        0x100eda73c - <std::sys_common::backtrace::_print::DisplayBacktrace as core::fmt::Display>::fmt::h0aa20ca08aeb683c
   1:        0x100d7c51c - core::fmt::write::h168dbafcf35bac68
   2:        0x100edce40 - std::io::Write::write_fmt::h6542afca710d2aa1
   3:        0x100edc878 - std::sys_common::backtrace::print::h57b289e4b951ee17
   4:        0x100edc5a4 - std::panicking::default_hook::***closure***::h783b6c512154ec65
   5:        0x100edc0d8 - std::panicking::default_hook::hcdfa9e1e0f234a4f
error: test failed, to rerun pass `-p cli_tests --test integration_tests`
   6:        0x100edd214 - std::panicking::rust_panic_with_hook::h9aea678ca49d64cf
   7:        0x100edcfd4 - std::panicking::begin_panic_handler::***closure***::ha16c3377e66deceb
   8:        0x100edcf38 - std::sys_common::backtrace::__rust_end_short_backtrace::hea8fdda1ea8a4c0e
   9:        0x100edcf2c - _rust_begin_unwind
  10:        0x100d7b478 - core::panicking::panic_fmt::h1cb43b60f5788132
  11:        0x100d82bdc - core::option::expect_failed::h11259946fc70dab4
  12:        0x100c6a290 - core::option::Option<T>::expect::h18d9390a5d783edf
  13:        0x100ca7014 - integration_tests::jupyter::jupyter_execute_request::***closure***::hf0aa47dd327685ed
  14:        0x100c788b8 - tokio::runtime::runtime::Runtime::block_on::hb469092ce84b56d2
  15:        0x100ba2a34 - core::ops::function::FnOnce::call_once::h34317b68f04f3f2b
  16:        0x100ef476c - test::__rust_begin_short_backtrace::he4ac465ee2112f70
  17:        0x100ef2548 - test::run_test::***closure***::h596d0554a4a78e26
  18:        0x100ef4af0 - std::sys_common::backtrace::__rust_begin_short_backtrace::ha5f46acead689572
  19:        0x100ef4904 - core::ops::function::FnOnce::call_once***vtable.shim***::hbfacf00afa1541e7
  20:        0x100edf164 - std::sys::pal::unix::thread::Thread::new::thread_start::h207e3c76161182d1
  21:        0x183506f94 - __pthread_joiner_wake
```

https://github.com/denoland/deno/actions/runs/8919724267/job/24496399647
Repository: excalidraw
Issue: iPad PWA Missing Features
Labels: tablet

Firstly, Excalidraw is great. Thank you.

When used as a PWA on iPad, I noticed 2 things which made the experience feel unnatural while using the Apple Pencil.

1. I cannot two-finger tap to undo while using the Apple Pencil
2. I cannot zoom out with two fingers while using the Apple Pencil

I am guessing this has to do with palm rejection somehow, but not having these features breaks immersion and flow since I have to swap tools just to effectively move or zoom in/out on the Canvas.

However if this is a limitation of PWAs on iPadOS, that is a different story.
Repository: PowerToys
Issue: Add Custom Shortcut for Sharing Clipboard in Mouse Without Borders
Labels: Needs-Triage

### Description of the new feature / enhancement

I suggest adding a new shortcut, such as ALT+C, to the Mouse Without Borders feature in PowerToys. This would enable users to share specific clipboard content exclusively with other connected computers.

### Scenario when this would be used?

To clarify, using the ALT+C shortcut for the Mouse Without Borders feature helps users share clipboard content safely and selectively with other connected computers. Unlike the usual CTRL+C, which copies everything, ALT+C allows you to share only what you choose with other machines. This is especially useful if the other computer isn't yours, giving you more control and privacy over what you share.

### Supporting information

_No response_
Repository: next.js
Issue: Module parse failed: Unexpected token (Export Enum)
Labels: bug,Webpack,TypeScript

### Link to the code that reproduces this issue

https://github.com/ergodic1/build-failing-export-enum

### To Reproduce

1. Run the dev server
Or
2. Run build



### Current vs. Expected behavior

Current behaviour:

```
 ○ Compiling / ...
 ⨯ ./node_modules/duck-duck-scrape/src/util.ts
Module parse failed: Unexpected token (9:7)
| 
| /** The safe search values when searching DuckDuckGo. */
> export enum SafeSearchType {
|   /** Strict filtering, no NSFW content. */
|   STRICT = 0,

Import trace for requested module:
./node_modules/duck-duck-scrape/src/util.ts
./src/scrape.ts
./src/app/page.tsx

```

Expected to compile.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #40-Ubuntu SMP PREEMPT_DYNAMIC Tue Nov 14 14:18:00 UTC 2023
  Available memory (MB): 36800
  Available CPU cores: 8
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.19
  pnpm: 9.0.6
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript, SWC, Webpack

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed)

### Additional context

The last known working version of next is `14.1.4`, which we are currently using in production. I've tried to upgrade to every release in between with no luck.
Repository: PowerToys
Issue: Enhanced color description for color picker
Labels: Needs-Triage

### Description of the new feature / enhancement

I propose adopting the [ISCC-NBS color system](https://www.munsellcolourscienceforpainters.com/ISCCNBS/ISCCNBSSystem.html), which defines just over 250 colors from 13 base colors and a handful of adjectives. 

### Scenario when this would be used?

Similar to #29906 and #11051, I love that the color picker already displays color names, but I find that the "color groups" are too vague to describe to another person (or AI) accurately. 

The need to accurately describe color often comes up when describing an object to another person, or when working with a generative image AI. In artistic fields especially, it is helpful to be able to "pin down" specific colors when creating a color palette for digital art, web design, or paint colors. Put simply, this is an accessibility feature that would full color vision and color-impaired users, and would make it easier to describe colors to AIs and humans. 

### Supporting information

I think that the ISCC-NBS system is especially well-suited for the color picker tool for a couple reasons:
- It defines a large selection of colors, but not so many that they cannot be easily differentiated. 
- It uses simple adjectives similar to human speech, but is compatible with sRGB and Munsell color systems. 

From the links listed above, there are several digital references and papers that go into greater depth on how these color spaces are related as well as some existing open source code. 

Here is an additional link to the [Wikipedia Page](https://en.wikipedia.org/wiki/ISCC%E2%80%93NBS_system).
Repository: godot
Issue: TextFile is excluded on project export
Labels: discussion,topic:export

### Tested versions

- Reproducible in master build 89850d553

### System information

Windows 11 - Godot 4.3.dev5/master - Forward+ (Vulkan)

### Issue description

All text files are skipped during export.
Noticed on Android one-click deploy.

Issue is not seen when running the game in editor.

Issue seems to be due to https://github.com/godotengine/godot/blob/master/editor/export/project_export.cpp#L906. Commenting it and recompiling fixes the issue.
Was it added intentionally?



### Steps to reproduce

1. Create a `.txt` file in any project.
2. Add line to check the directory containing the file:
```
print(DirAccess.get_files_at("res://"))
```
3. Run it on editor. Notice file in the output message.
4. Try to export it to Android. Notice file is missing in the output.
5. Also, there's another way to test:
	a.	Go to Project -> Export... -> Android(Runnable) -> Resources( )2nd tab on the right) and change 'Export Mode' to 'Export all resources in the project except resources checked below'.
	b. Check the file system dock for the `.txt` file. Notice that it missing here too. 

### Minimal reproduction project (MRP)

Any project with a text file
Repository: deno
Issue: Don't print ANSI escape codes if terminal is not a TTY
Labels: feat,cli

I suggest we style printed text the [same way](https://examples.deno.land/color-logging) the Console API does rather than using ANSI escape codes across the codebase. In the terminal, styling should look the same. However, the advantage is that escape codes are omitted in places where raw characters aren't handled in special ways. E.g., text files. The differences can be seen here.

```ts
console.log("%cHello world", "color: red");
```
produces `output.txt`:
```txt
Hello world
```
and
```ts
import { red } from "jsr:@std/fmt/colors";
console.log(red("Hello world"));
```
produces `output.txt`:
```txt
[31mHello world[39m
```

This behavior is especially cumbersome in scenarios where analyzing output is important. For example, `deno test` output is printed in the terminal in CI. When advanced troubleshooting is required, a user will download the logs but must deal with the clutter generated from ANSI escape codes.

Disclaimer: I'm unfamiliar with the Console API's inner workings, including how it applies styling to printed output.

Related #23316
Repository: godot
Issue: CharacterBody2D move_and_slide resolves rectangle shape corner collisions incorrectly
Labels: bug,topic:physics,topic:2d

### Tested versions

4.2.2.stable

### System information

Windows 10

### Issue description

When a rectangular character body 2d moved with move_and_slide meets a rectangular static body 2d exactly at a corner with a velocity parallel to the x or y axis the collision normal is perpendicular to the velocity. However the character body 2d stops moving instead of sliding and in grounded mode the is_on_floor, is_on_ceiling etc. are set incorrectly.

Also note that when there's no velocity applied the normal changes direction and becomes parallel to the velocity that was and sometimes when they start touching a parallel normal flickers for a moment.

Showcase:

https://github.com/godotengine/godot/assets/35609105/f4200ff1-08fa-453b-b90d-857a633112cf

The brown lines are the collision normals (scaled to be visible) and the blue lines are the velocities.

Expected: The body to either slide, or have a collision normal pointing in the correct direction so is_on_floor() would be set correctly.

### Steps to reproduce

It can easily be reproduced by placing a rectangular character body 2d, giving it the default script and placing a static rectangular platform below it at a point where they meet at the corner when the character body 2d falls from the gravity.

The MRP (shown in the video) is basically that, only it has lines drawn for normals and speed to help understand what is happening and includes floating motion mode to show that it happens from every angle and in every possible way the corners can meet.

Move with arrowkeys and jump with space in grounded mode.

### Minimal reproduction project (MRP)

[cornerbug.zip](https://github.com/godotengine/godot/files/15195716/cornerbug.zip)
Repository: deno
Issue: suggestion: have `deno coverage --html` generate coverage badge
Labels: suggestion,testing

Like how code coverage services do. You can put the badge in the README of your package and have it link to the output generated from `deno coverage --html` in `/coverage/html/index.html`. This would remove the need for developers to sign up for 3rd party coverage services.

It'd be cool if the badge's background corresponded with the amount of coverage, too. For example, red would indicate 0% coverage, and green would indicate 100% coverage.

From the Standard Library:
[![codecov](https://codecov.io/gh/denoland/std/branch/main/graph/badge.svg?token=w6s3ODtULz)](https://codecov.io/gh/denoland/std)
Repository: vscode
Issue: Enable Local Execution of Custom Models in GitHub VSCode Co-Pilot
Labels: feature-request,api,chat

### Feature Request:

Currently, GitHub's VSCode Copilot relies solely on the GPT models for generating code suggestions. However, to offer users more flexibility and customisation options, it would be beneficial to allow the use of alternative models locally, similar to how @ollama functions. This enhancement would greatly benefit the VSCode Copilot development community.

I'm sure many others want this feature in VSCode Copilot too. I've noticed people making their own VSCode extensions to talk to models like `phi-3`, `llama3`, `codellama`, and more. 

### Why It's Beneficial:
Allowing Copilot to run different models locally benefits everyone in the development community. It means:

- **More Choices:** Developers can use models that work better for their projects, leading to better code suggestions. Not always GPT Copilot is doing exactly what the user is prompting it to do. Customisation would definitely help to go more in that direction.
- **Better Tools:** It encourages innovation, as developers can experiment with new models and share their experiences with others.
- **Community Growth:** By supporting a variety of models, Copilot becomes more versatile and attractive to a wider range of developers.
- **Learning Opportunities:** Developers can learn about different AI models and techniques by using them in their everyday coding tasks.
Repository: godot
Issue: Self-modulate transparency is applied to clipped children
Labels: bug,topic:rendering,topic:2d

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

When you have a Sprite node with self-modulate enabled on it and set it up to clip its children, then the transparency of the self-modulate is applied to the children. 

https://github.com/godotengine/godot/assets/327257/aa339d17-a193-4a84-a7a4-a41ace055262

In the video you can see how I set the parent's self modulate to red and reduce its alpha. Once I enable the clipping, the reduced alpha is also applied to the child nodes, but I think it should not as self-modulate should not affect child nodes.

### Steps to reproduce

1. Create two sprites, make one the child of the other.
2. Change the self-modulate of the parent to some translucent color. 
3. Change the clip-children setting of the parent to "clip + draw"

### Minimal reproduction project (MRP)

N/A
Repository: deno
Issue: Deno.Conn: API for still connected/not
Labels: public API,suggestion,ext/net

Its annoying that there isnt a API/field/method that could easily tell me if the connection has been closed or not
Repository: opencv
Issue: Strange behaviour with OpenVINO and int64 custom layers
Labels: bug,category: dnn

### System Information

OpenCV 5.x
Ubuntu 22.04
OpenVINO 2024.0.0

### Detailed description

Sometimes OpenVINO pipeline in OpenCV changes the type of the model's output tensor from int64 to int32.

OpenVINO supports int64 tensors, but it doesn't support int64 operations, so it converts all int64 internal tensors to int32. So the models with int64 inputs or outputs work fine, but with int32 real precision. However, when we use custom OpenCV layers in OpenVINO pipeline, the OpenVINO compiler changes the type of the model's output tensor from int64 to int32.

### Steps to reproduce

Enable Test_ArgMax_Int.random test for OpenVINO backend

### 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: opencv
Issue: Some dnn tests doesn't work with OpenVINO 2024.0.0
Labels: bug,category: dnn

### System Information

OpenCV 4.x and OpenCV 5.x
Ubuntu 22.04
OpenVINO 2024.0.0

### Detailed description

The following tests were not passed with OpenVINO backend:
Test_Caffe_layers.layer_prelu_fc/0, where GetParam() = NGRAPH/CPU
Test_ONNX_layers.LSTM_Activations/0, where GetParam() = NGRAPH/CPU
Test_ONNX_layers.Quantized_Convolution/0, where GetParam() = NGRAPH/CPU
Test_ONNX_layers.Quantized_Eltwise_Scalar/0, where GetParam() = NGRAPH/CPU
Test_TFLite.EfficientDet_int8/0, where GetParam() = NGRAPH/CPU

### Steps to reproduce

Enable the tests

### 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: neovim
Issue: `nvim_buf_set_text` resets changelist to 0
Labels: bug,api

### Problem

Video:

https://github.com/neovim/neovim/assets/47070852/08f8c832-aeed-436d-9630-069160c6925a



### Steps to reproduce

test.lua
```lua
local api = vim.api

vim.opt.showmode = false

local c = 'a'
local function append_first_line()
  local col = #api.nvim_buf_get_lines(0, 0, 1, true)[1]
  api.nvim_buf_set_text(0, 0, col, 0, col, { c })
  c = c == 'a' and 'b' or 'a'
end

local timer = vim.loop.new_timer()
timer:start(
  500,
  500,
  vim.schedule_wrap(function()
    if api.nvim_get_mode().mode ~= 'i' then
      append_first_line()
    end
  end)
)

vim.cmd "au TextChanged,TextChangedI * echo getchangelist()"
```

1. `nvim --clean -u ./test.lua`
2. See the output changelist

### Expected behavior

`nvim_buf_set_text` should not reset changelist to 0

### Neovim version (nvim -v)

NVIM v0.9.5

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

not sure

### Operating system/version

Windows 11

### Terminal name/version

Windows Terminal

### $TERM environment variable

-

### Installation

scoop
Repository: vscode
Issue: view references as tree - references panel tree view
Labels: feature-request,references-viewlet

<img width="1512" alt="image" src="https://github.com/microsoft/vscode/assets/41773861/41a04065-4816-42ed-95c6-1b8178bb1fdb">

like: 
<img width="1512" alt="image" src="https://github.com/microsoft/vscode/assets/41773861/588d052a-16d5-4dfe-9ee2-edda1ac01c86">
Repository: bitcoin
Issue: ci: Support running from a worktree
Labels: Tests

Currently, when running the CI from a worktree, it will fail with:

```
++ git config --global ci.base-install-done
fatal: not a git repository: .git/worktrees/test2
```

`git config --global` is used here, because it allows to write a flag to storage on macOS and Linux. If someone knows of a different way to persist a flag on macOS and Linux, it should be used instead.
Repository: vscode
Issue: Git: Stage Block from command menu is not staging a block
Labels: bug,diff-editor

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- VS Code Version: 1.89.0
- OS Version: Windows 11 23H2

Steps to Reproduce:

1. Create a file with about 20 lines and commit it.
2. Change 3-5 lines together in two different places in that file.
3. Preview changes.
4. Click Next Change (Alt+F5) to select a block of changes, cursor is visible at the beginning of the first row.
5. Open the Command menu (F1) and type Git: Stage Block and hit enter. 
6. Nothing happens, block is not staged.
7. Do the same operation but by clicking the + symbol next to a block, it is added.

As a user, I expect that the command and the + symbol have the same functionality.

<img width="1013" alt="2024-05-03_11h08_42" src="https://github.com/microsoft/vscode/assets/5740564/09f306e8-3a81-4e96-be9e-bd24918ae779">
Repository: stable-diffusion-webui
Issue: [Bug]: Faded Colors in AnimateDiff after upgrading 1.7 -> 1.9
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

I created a new 1.9.3 SD instance, and copied config/models/vae from my 1.7 instance.
Using 1.9, my AnimateDiff colors are very obviously faded. Using the same prompt/model/seed/cfg/motion model/everything. It looks like a CFG/VAE issue, but I'm using the same VAE settings (Automatic), with same VAEs installed, and the same CFG (7). Same exact version of AnimateDiff. I'm at a loss here...

1.9.3 Result
![a1111v193](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/133003026/00658f7f-8447-4234-981c-4f71fbc56339)

1.7 Result
![a1111v17](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/133003026/2aceb3c2-ffb7-4950-a20f-db5875085a78)


### Steps to reproduce the problem

Generated AnimateDiff image with same prompt/seed/settings on 1.7 and 1.9, observe results

### What should have happened?

I should get the same image, but it's different, and the colors are faded.

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

V1.7
[sysinfo-17.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/15199359/sysinfo-17.json)
V1.9.3
[sysinfo-193.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/15199358/sysinfo-193.json)


### Console logs

```Shell
n/a
```


### Additional information

_No response_
Repository: rust
Issue: Ludicrous build time for `keshvar` crate in `release` mode
Labels: A-LLVM,I-compiletime,T-compiler,S-has-mcve,C-optimization

[This MRE](https://github.com/virtualritz/keshvar-crazy-release-build/tree/master) is a repo. from a barebones `cargo create` + `cargo add keshvar --features search-translations`.

A `release` build takes several orders of magnitude longer than a debug build. This is coming from the `keshvar` crate, see also [this issue](https://github.com/pouriya/keshvar/issues/33).

`cargo build`:
```
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 2.14s
```

`cargo build --release`:
```
    Finished `dev` profile [optimized + debuginfo] target(s) in 38m 12s
```


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