sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: NextJs 14 middleware redirect issue: User Keeps getting redirected to /login after successful Sign-In
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/anni1236012/nextjsMiddleware

### To Reproduce

1. yarn dev
2. All pages are protected via middleware except home page.
3. Click on any link other than home page and it should redirect you to /login.
4. Now click on login and it will set the sessionToken cookie with value "loggedin". At this stage, user is authenticated and it should allow users to see the protected pages.
5. Now click on any protected page and you will see the /login page which is not the expected behavior. It should show the protected page immediately after the successful signin. However, it does work after a few seconds and user can see the protected page. I don't know why there is a delay.


https://github.com/vercel/next.js/assets/86418669/67bb7e52-b6a3-41c0-b4ad-3eed1eff8404




### Current vs. Expected behavior

Delayed navigation, looks like all requests are not reaching middleware and served from cache. 

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #38~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Nov  2 18:01:13 UTC 2
Binaries:
  Node: 20.5.1
  npm: 9.8.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.37
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


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

Middleware / Edge (API routes, runtime)

### Additional context

_No response_
Repository: godot
Issue: lightmap visual glitches
Labels: topic:rendering,needs testing,topic:3d

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Tue Nov 28 20:37:45 UTC 2023 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 545.29.06) - AMD Ryzen 9 3950X 16-Core Processor (32 Threads)

### Issue description

black rectangles (appeared in other places too):
![image](https://github.com/godotengine/godot/assets/7088062/4bc13bb7-7a55-4e7a-9e90-eb98af31721b)
![image](https://github.com/godotengine/godot/assets/7088062/c3bc00f6-ce37-4820-ba49-845cef893201)

texture bleeding?
![image](https://github.com/godotengine/godot/assets/7088062/a7aacd13-5bc8-4332-abb3-0445dbba1b5b)
without denoiser:
![image](https://github.com/godotengine/godot/assets/7088062/c1f6e750-eb2d-4710-9e02-ebc13095ea4a)


this one seems like it uses UV1 instead of UV2.
after deleting the corner prefab and creating a new instance this offset thing was fixed.
![image](https://github.com/godotengine/godot/assets/7088062/85102ba2-5022-459c-807e-1325bc403ea6)
UV1:
![image](https://github.com/godotengine/godot/assets/7088062/f24bd694-28c2-43d2-9470-94ae9c9a7045)
UV2:
![image](https://github.com/godotengine/godot/assets/7088062/21a21e60-5d78-47b7-b603-87c5934bbb65)

light penetration?
![image](https://github.com/godotengine/godot/assets/7088062/9ea909dd-2e07-463b-bbb7-d392e351accd)


### Steps to reproduce

don't know how.
might be related to 4.1 to 4.2 upgrade?


### Minimal reproduction project

tried create a new project with the same wall/floor/ground meshes but it didn't reproduce it.
Repository: deno
Issue: proposal: throw when source and destination are equal in `Deno.copyFile()`
Labels: suggestion,std

See https://github.com/denoland/deno_std/issues/643
Repository: PowerToys
Issue: [Quick accent] Remapped keys using the scancode map registry setting are not recognised by the program
Labels: Needs-Triage,Needs-Team-Response,Product-Quick Accent

### Description of the new feature / enhancement

As of PowerToys 0.75.1, only lowercase "i" seems to support additional accents, unlike other vowels which support them both in lowercase and uppercase form. This feature would add the accented variants of uppercase "i".

### Scenario when this would be used?

It might be useful when it is necessary to capitalise an accented "i" character.

### Supporting information

_No response_
Repository: godot
Issue: 4.2 upgrade from 4.1.3 - left mouse click causes subviewport to show as actual size instead of scaling up to actual game resolution size
Labels: bug,needs testing,topic:input,topic:gui

### Godot version

4.2

### System information

Windows 10 AMD CPU/GPU

### Issue description

Upgrade to 4.2 from 4.1.3

My project is set to 1920x1080 in project->display->window->Size.

I have a script that changes the 'resolution' by resizing the subviewport to 384x216, 480x270, etc. ie the lower resolution is scaled up to fit the game 1920x1080 resolution. 384x216 is the default resolution.

What I noticed after upgrading to 4.2 is that when (only) the left mouse button is pressed, the subviewport is shown as the actual size in the top left of the game screen, instead of scaling up to fit the game resolution.

![image](https://github.com/godotengine/godot/assets/132544925/242c72c0-293a-4c67-be6d-399bffbecaa2)


If I first cycle the viewport size to match the game resolution, and then left mouse click, it works fine.

![image](https://github.com/godotengine/godot/assets/132544925/44d3adb1-9cbe-4086-b869-ab017171e99c)


### Steps to reproduce

I posted to the godot reddit to see if anyone could replicate the issue with specific steps, but unfortunately got no replies. Please see here the steps and issue - https://imgur.com/a/nUXfZtw

### Minimal reproduction project

Zip contains both 4.1.3 and 4.2 projects. 4.1.3 works, but 4.2 does not. The tscns are essentially identical.

 

![issueTEST](https://github.com/godotengine/godot/assets/132544925/c1043959-23c9-4e17-8dbb-647df9d558b1)



[issueTEST.zip](https://github.com/godotengine/godot/files/13540570/issueTEST.zip)
Repository: godot
Issue: Godot 3.5.3 server Segfaults when running on command line after completing instead of exiting gracefully
Labels: bug,topic:core,needs testing,crash

### Godot version

3.5.3

### System information

Linux Ubuntu 18.04 LTS (checking Windows ASAP)

### Issue description

Context: https://github.com/abarichello/godot-ci/issues/121#issuecomment-1837649319

When Godot sefaults it causes the CI to fail (even if nothing actually went wrong in testing etc)

### Steps to reproduce

- Retrieve godot server from `tuxfamily`

`wget https://downloads.tuxfamily.org/godotengine/3.5.3/Godot_v3.5.3-stable_linux_server.64.zip`

- Unzip server binary
- Go into project directory
- Run something like this from a project directory:

```bash
../../../Godot_v3.5.3-stable_linux_server.64 --quit --editor
```

```
ERROR: res://Levels/TestFirstLevel/mainPocLevel.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Prefabs/Decorations/Parallax/Jungle/JungleAmbienceLoader.tscn
   at: poll (scene/resources/resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Levels/TestFirstLevel/mainPocLevel.tscn'.
   at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://Levels/TestFirstLevel/mainPocLevel.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading scene: res://Levels/TestFirstLevel/mainPocLevel.tscn
   at: start (main/main.cpp:2107)
Segmentation fault
```


### Minimal reproduction project

TBD, but any project I've tried exhibited this behavior.
Repository: godot
Issue: Using MSAA causes artifacts in screen space reflections
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

When MSAA is enabled some screen space reflections get flickering artifacts. The artifacts disappear when MSAA is off.

Compare this simple scene with MSAA off:

https://github.com/godotengine/godot/assets/59898064/26992cbf-fa9c-4c34-8132-80ceaffa2580

...to the same scene with MSAA turned on. (Here it's 8x MSAA but all setting other than off produce these artifacts.)

https://github.com/godotengine/godot/assets/59898064/4198d0a2-fa65-4320-92f5-efbe20083766

As the camera is slowly moves a bunch of weird artifacts appear and shift in the reflections. These are not present at all when MSAA if off.

### Steps to reproduce

In the MRP notice the artifacts in the reflection. Move the camera a very small amount in the Z direction and watch them appear and flicker, especially as the camera is moved very slowly.

Now disable MSAA in the project settings. The artifacts are no longer present.

### Minimal reproduction project

[ssr artifacts.zip](https://github.com/godotengine/godot/files/13540674/ssr.artifacts.zip)
Repository: pytorch
Issue: Better test suite for torch.export.export
Labels: export-triaged,oncall: export

### 🚀 The feature, motivation and pitch

As of today, torch.export.export offers several important features and is being actively adopted by both internal and external users. Some of the key features include:
1. Retraceability
2. Strict and non-strict exportability
3. Serialization/deserialization

Currently, we have good test coverage for strict mode exporting, which serves as the entry point for all of our features. Therefore, I believe that we can design a testing infrastructure that can automatically generate tests for all of the above features given a test case in test_export.py or test_passes.py. This will ensure that we have comprehensive test coverage and can confidently deliver high-quality results to our users.

One possible approach would be:
1. Create a new file called "test_retrace.py" or "test_non_strict.py" 
2. In that file, dynamically create unit tests by patching the torch.export.export with the appropriate export function we want to test. (for reference: https://github.com/pytorch/pytorch/blob/main/test/dynamo/test_dynamic_shapes.py#L37)

Roughly, new test files should patch the torch.export.export call to a different version:
```
# non-strict
replace: torch.export.export(strict=True) => torch.export.export(strict=False)
# retrace
torch.export.export(strict=True) => torch.export.export(strict=True) + torch.export.export(strict=True) 
# ser/der
torch.export.export(strict=True) => torch.export.export(strict=True) + torch.save + torch.load
```



### Alternatives

_No response_

### Additional context

_No response_

cc @avikchaudhuri @gmagogsfm @zhxchen17 @angelayi @suo @ydwu4
Repository: godot
Issue: Animations modified with an EditorScenePostImport appears in the editor but reset if I run or reload the project
Labels: bug,needs testing,topic:import,topic:animation,topic:3d

### Godot version

Godot v4.2.stable

### System information

Windows 10.0.22621

### Issue description

I can modify animation track names with an EditorScenePostImport script and it works if I don't enable "Save to File" in the importer.
However, when I choose to save it to files, the tracks appear modified and it plays in the editor but it doesn't play in the running project.

Also, the track modifications disappear from the editor when I reload the project. The animations are probably being saved before the import script runs.

### Steps to reproduce

- Open the attached project.
- In the main scene go to "cube/AnimationPlayer" and see the track names in the Animation panel.
- Reimport "cube.gltf" and the AnimationPostImport.gd will add a "modified_" prefix to the skin, bones, and track paths.
- It should play in the editor.
- Run the game. The animation doesn't work.
- Reload the editor. The skin and bones are modified but the changes in animation tracks disappear.

- Disable "Save to File" on the "cube.gltf" attack animation settings and reimport.
- Now the track changes are permanent and everything works as expected.

### Minimal reproduction project

[animation_mrp.zip](https://github.com/godotengine/godot/files/13621401/animation_mrp.zip)
Repository: terminal
Issue: Feature Request: Allow mark mode key binding when search box is shown.
Labels: Issue-Feature,Area-Input,Product-Terminal

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# Description of the new feature/enhancement

When selecting text in the middle or upper part of the screen or off screen,  I tend to search for the text to navigate to it, instead of using the arrows and then selct/copy the text.  Currently I have to hit Esc to hide the search box and then the mark mode key binding,  somehow I don't always type that correctly and occasionally have to repeat the workflow.

Would you be open to allowing the mark mode key binding when the search box is visible to elimitate the step of having to hit Esc to hide the search box?

# Proposed technical implementation details (optional)
I did a test implementation to see what it would look like.
https://github.com/e82eric/terminal/commit/9b1b62f37613b2cc0b710fe8f78c919975cc62e3

<!-- 
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-->
Repository: next.js
Issue: `turbotrace` does not support Plug-n-Play.
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/nextjs-output-file-tracing-2f33qp

### To Reproduce

1. Set Yarn to modern/latest, `yarn set version berry`.
2. In `.yarnrc.yml`, remove the `node-linker`.
3. In `.yarnrc.yml`, add the following. The dependency adjustment is an _unrelated_ bug for NextJS, but this workaround unblocks the reproduction of the bug reported by this issue.
   ```
   packageExtensions:
     next@*:
       dependencies:
         critters: "*"
   ```
4. In `next.config.*`, add `turbopack: {}` to enable Turbopack.
5. `yarn run build`


### Current vs. Expected behavior

Current behavior is a failure to build, during the "collecting build traces" step.

Expected behavior is for it to successfully collect build traces.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
# Device 1 (CloudSandbox)

Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
Binaries:
  Node: 21.1.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.36
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: export

---

# Device 2

Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
Binaries:
  Node: 21.1.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.36
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: export
```


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

Package manager (npm, pnpm, Yarn)

### Additional context

Since `outputFileTracing: false` is a resolution for this, is deprecated, and will be removed in NextJS 15, this raises concerns about Yarn PNP support in the next version.
Repository: transformers
Issue: Could we Add Linear Projection Layer in pre-trained model?
Labels: New model

### Model description

As you know, if our model is too high positional_embedding size, then input vectors become too sparse data, so it leads to a performance decrease. 


However, I have an idea to overcome it. 

Before positional embedding, we add a new trainable linear projection layer to reduce its dimension. 

For example, If our model’s original positional embedding size is 4096, then we enlarge our input size as 8192.

Then trainable linear projection layer projects 8192 to 4096 and then we perform positional embedding.


let LP is a trainable Linear Projection Layer, PE(X) is positional Embedding.

Then our calculation formula is as follows.

"Original Structure"

X(R^4096)-> PE(X, where X is in R^4096)-> model(PE(X))


"Proposed Structure"

X(R^8192)-> LP(X, where X^8192) -> X'(R^4096) -> PE(X') -> model(PE(X'))


Can we run this with the current library? If not, can you add?

### Open source status

- [ ] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: ant-design
Issue: 使用Image.PreviewGroup预览图片列表，快速切换时因为图片很大还未正常加载完全，current虽然变化，但是预览图片不变，导致下标与当前展示图片不一致
Labels: Inactive,improvement

### Reproduction link

[https://github.com/peiwenwen/PreviewGroup/blob/main/index.jsx](https://github.com/peiwenwen/PreviewGroup/blob/main/index.jsx)

### Steps to reproduce

1、打开含有多张大图（8M左右）列表的页面
2、点击其中一张图片预览
3、键盘或鼠标切换切换预览图片

### What is expected?

预览图片正确跟随下标，如果图片还加载完全，则显示loading状态

### What is actually happening?

图片下标已经变化，但是预览图片未变，预览页面仿佛是卡死状态

| Environment | Info |
| --- | --- |
| antd | 5.11.5 |
| React | 17.0.2 |
| System | macOS 13.0 |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: torch.nn.PairwiseDistance，The results vary widely from version to version
Labels: module: nn,triaged

### 🐛 Describe the bug

The results of "torch.nn.PairwiseDistance" vary widely from version 1.7 to version 1.11. There is a risk of errors in the internal logic of the function.
Note that if the input is a 2d tensor then the results are consistent, but if the input is a 3d tensor  the results are very different in both value and dimension.


### python sample
```Python
import torch
import torch.nn as nn
print(torch.__version__)

vec1 = torch.tensor([[[1, 2], [3, 4]], [[5, 6], [7, 8]]], dtype=torch.float32).to("cpu")
vec2 = torch.tensor([[[2, 2], [2, 4]], [[6, 9], [1, 2]]], dtype=torch.float32).to("cpu")
  
pdist = torch.nn.PairwiseDistance(p=2,keepdim=True) 

result = pdist(vec1, vec2) 

print(result.shape)
print("\n Pairwise Distance:", result) 
```

### result
pytorch version : 1.11.0
result size : torch.Size([2, 2, 1])
 Pairwise Distance: tensor([[[1.0000],
         [1.0000]],
        [[3.1623],
         [8.4853]]])

pytorch version : 1.7.0
result size : torch.Size([2, 1, 2])
 Pairwise Distance: tensor([[[1.4142e+00, 1.4142e-06]],
        [[6.0828e+00, 6.7082e+00]]])


### Versions

pytorch version: 1.7
pytorch version: 1.11

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: ant-design
Issue: Typography排版 定制参数 titleMarginTop 不起作用
Labels: Inactive

### Reproduction link

[https://github.com/jkiss/antd-bug-20231204](https://github.com/jkiss/antd-bug-20231204)

### Steps to reproduce

1. 启动项目
```
npm run dev
```

2. 打开浏览器：http://localhost:3000/

3. 查看 Title margin-top style

### What is expected?

Title组件 margin-top 为 0

### What is actually happening?

Title组件 margin-top 为 UA 默认值 0.67em

| Environment | Info |
| --- | --- |
| antd | 5.11.5 |
| React | ^18 |
| System | MacOS 14.1.1 |
| Browser | Google Chrome 119.0.6045.199 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Bug]: Out Of Memory
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

In the K8S POD, stable diffusion will occupy memory infinitely, and BUFF/CACHE will occupy up to 28GB. Since the system cache size cannot be set in the POD, it will eventually cause memory overflow and the LINUX system will kill the python service. Please ask how to adjust to prevent memory overflow. My system memory is 40GB.
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/84966932/990a7233-1e06-44d3-a6e7-c9bf47da08aa)
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/84966932/2122ae04-6b54-42d4-8156-c88f6081fe8f)
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/84966932/128c5386-43bc-405d-8b73-c1bd0fe2b4b6)


### Steps to reproduce the problem

In the K8S system memory is 375GB，my system memory is 40GB,Unable to trigger cache recovery.


### What should have happened?

Control the maximum memory of python and trigger recovery when the memory usage is high

### Sysinfo

kill 

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
kill
```


### Additional information

_No response_
Repository: transformers
Issue: Add LayoutLMProcessor
Labels: Feature request

### Feature request

Add processor for LayoutLM. I'm not sure why v2 and v3 have their respective processors, but the original v1 doesn't. It should be almost identical their v2 and v3 counterparts (apply tesseract OCR + call the tokenizer appropriately), without returning the resized image (`pixel_values`), since LayoutLMv1 is text-only.

This would also simplify `document-question-answering` pipeline, since right now the pipeline repeats the above logic for LayoutLM.

### Motivation

Make LayoutLM feature-parity with its v2 and v3.

### Your contribution

I can submit a PR to add LayoutLMProcessor. It should be almost identical to v2 and v3, so the task should be straight-forward.

Updating `document-question-answering` pipeline to use the new processor would be too complex since I'm not familiar with the codebase.
Repository: PowerToys
Issue: Shortcuts translation
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

I guess every

### Installation method

WinGet

### Running as admin

None

### Area(s) with issue?

Settings

### Steps to reproduce

It is not actually a bug and I don't think it's a translation issue as there is no "correct" translation. The problem is that the shortcuts associated with different tools are shown in a misleading way. So let's take "Paste as plain text" for example. It is bound to "Ctrl+Alt+V" and it makes some sense as it is similar to Ctrl+V. The problem is that when I open the settings using Cyrillic layout it is shown as Ctrl+Alt+М (as it is Cyrillic symbol, not the Latin "M" bound to the same key as "V" on the keyboard). Moreover it is shown correctly when I open the settings when using Latin layout. From time to time I use German layout as well and we have other issues, so for some undo/redo PowerToys would show Ctrl+Y/Ctrl+Z instead of Ctrl+Z/Ctrl+Y. The shortcuts themselves work correctly  

### ✔️ Expected Behavior

Just no translation, US-English layout is perfect

### ❌ Actual Behavior

Shortcuts are translated

### Other Software

_No response_