sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: PoolVector dangling Access bug
Labels: bug,topic:core

### Godot version

3.5.1 (and bug has existed for some time)

### System information

All

### Issue description

Maintaining an `Access` (either `Read` or `Write`) to a `PoolVector` after destruction of the `PoolVector` leads to access to freed memory and undefined behaviour.

### Steps to reproduce

This code in c++ will result in dangling `Access`:
```
	PoolVector<float> * pv = memnew(PoolVector<float>);
	pv->resize(10);
	pv->fill(1.0f);
	
	PoolVector<float>::Write w = pv->write();
	w[5] = 5.0f;
	
	memdelete(pv);
	pv = nullptr;

	w[8] = 7.0f;
```

Two obvious problems result:
1) The `Write` will write 7.0f to previously freed memory.
2) When the `Access` is destructed, `lock` will be decremented, again on memory that was previously freed. This is super bad in the current implementation of `PoolVector` because it reuses `Allocs`, and a reused `Alloc` with lock of e.g. 1, will be decremented to 0 incorrectly, throwing off the lock count. 

### Minimal reproduction project

As above.

### Discussion
Noticed this vulnerability while investigating #69727 and could well be the cause of that issue.
Imo we should longterm look at replacing `PoolVector` (I made some attempts in #59444 but haven't finished). There are many vulnerabilities / race conditions and also has a hard limit on the amount of `Alloc`s.
Repository: vscode
Issue: A setting to make the bracket pair highlight border highlight the same brackets as the bracket pair guides
Labels: feature-request,bracket-pair-guides

<!-- ⚠️⚠️ 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. -->

Add a setting to make so that when the cursor is on the left of an opening bracket or on the right of a closing bracket the bracket pair highlight border highlights the same brackets as the bracket pair guides draw a line between.

This photoshopped screenshot shows what it should look like:
![image](https://user-images.githubusercontent.com/101095063/206516327-9ae0a6c0-ef08-4a4b-aec9-48492818fe68.png)

This is what it currently looks like:
![image (1)](https://user-images.githubusercontent.com/101095063/206518822-4dda1e0c-dbac-49af-b961-0f020d22deca.png)

This currently happens when there are two closing brackets next to each other, it would make sense for brackets to always be highlighted in this way:
![image](https://user-images.githubusercontent.com/101095063/206523988-922b5262-e699-4e90-9f40-336f841a97bf.png)

I made this bug report for it: https://github.com/microsoft/vscode/issues/168414
Repository: rust
Issue: implied bounds from impl header are not used when comparing trait and impl methods
Labels: A-associated-items,C-bug,T-types,A-implied-bounds

This doesn't compile:
```rust
trait Trait {
    fn get();
}
impl<'a, 'b> Trait for &'a &'b () { // There is an implied bound 'b: 'a
    fn get() where 'b: 'a, {}
    //~^ ERROR impl has stricter requirements than trait
}
```
Although it should for the same reason it compiles with the following change:
```diff
- impl<'a, 'b> Trait for &'a &'b () {
+ impl<'a, 'b> Trait for &'a &'b () where 'b: 'a, {
```

There should be no difference in behavior between implied and explicit bounds on impl header.

This is because we're not adding sufficient implied bounds in `compare_predicate_entailment()` here:
https://github.com/rust-lang/rust/blob/14ca83a04b00433a8caf3b805d5ea08cb2691e1b/compiler/rustc_hir_analysis/src/check/compare_method.rs#L252


@rustbot label T-types A-implied-bounds A-associated-items C-bug
Repository: next.js
Issue: SWC plugins not working when using Next.js' `transpilePackages`
Labels: bug,SWC,linear: next

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:19:52 PDT 2022; root:xnu-8020.140.49~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.14.0
      npm: 8.3.1
      Yarn: 3.2.0
      pnpm: N/A
    Relevant packages:
      next: 13.0.5
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

SWC transpilation

### Link to the code that reproduces this issue

https://github.com/showtime-xyz/showtime-frontend/pull/1678

### To Reproduce

Clone the repo and checkout the branch `feature/show2-1348-upgrade-to-latest-nextfont`.

In `next.config.js`, uncomment the line `// ["react-native-reanimated-swc-plugin"],` to enable the Reanimated SWC plugin.

Then:
```
yarn
cd apps/next
yarn dev
```

If you comment this line again, and run `rm -rf .next && yarn dev` it should work as expected.

### Describe the Bug

It looks like the SWC transpilation fails when using the [React Native Reanimated SWC plugin](https://www.npmjs.com/package/react-native-reanimated-swc-plugin).

The error is happening when using Reanimated SWC plugin and transpiling `react-native-reanimated` with Next.js’ `transpilePackages` — but it’s also happening when transpiling with `next-transpile-modules`.

For what it's worth, it looks like the [React Native for Web SWC plugin](https://github.com/nissy-dev/swc-plugin-react-native-web) isn't working as expected neither when transpiling `react-native` with Next.js' `transpilePackages`.

Here is the Slack shared channel with the Showtime team, Software Mansion and @kwonoj: https://showtime-rq88331.slack.com/archives/C03GV20B4CF/p1670584145625319 where we discussed the SWC plugin for Reanimated and this issue.

### Expected Behavior

The code should be transpiled and the plugins should work as expected.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: QuickAccent: use MS Word Style of accents
Labels: Needs-Triage

### Description of the new feature / enhancement

Using the US International keyboard layout never felt right. Having to type a space to get a plain quote mixed up my what-you-type-is-what-you-get with the other keys. I've just started using Quick Accent, which is almost an improvement. Holding the key, pressing a second key and then navigating through all available accented variant has the benefit of a single entry point to all variants, but a huge downside of navigating - ie, a lot of keystrokes - compared to the US International keyboard setting. 
What I really would like is a Quick Accent mode that resembles MS Word's approach: pressing CTRL + special character first and the character to be accented next. This eliminates the cognitive load - or strain - of selecting an option that you know beforehand from the list and also reduces the amount of keystrokes. 


### Scenario when this would be used?

I would use this everyday the whole day long - writing emails, chatting in MS Teams, writing online documentation, etcetera. 

### Supporting information

_No response_
Repository: next.js
Issue: Mocks not working with `@jest/globals` and `next/jest`
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
~/Projects/amannn/temp/jest-globals-bug main
❯ yarn next info
yarn run v1.22.18
$ /Users/jan/Projects/amannn/temp/jest-globals-bug/node_modules/.bin/next info
The module 'react' was not found. Next.js requires that you include it in 'dependencies' of your 'package.json'. To add it, run 'npm install react'
The module 'react-dom' was not found. Next.js requires that you include it in 'dependencies' of your 'package.json'. To add it, run 'npm install react-dom'

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:22 PDT 2022; root:xnu-8020.121.3~4/RELEASE_X86_64
    Binaries:
      Node: 16.16.0
      npm: 8.11.0
      Yarn: 1.22.18
      pnpm: 7.1.7
    Relevant packages:
      next: 13.0.7-canary.3
      eslint-config-next: N/A
      react: N/A
      react-dom: N/A

✨  Done in 3.00s.
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

Jest (next/jest)

### Link to the code that reproduces this issue

https://github.com/amannn/jest-globals-bug

### To Reproduce

`yarn install && yarn test`

### Describe the Bug

Jest mocks are not working when using `next/jest` and `@jest/globals`. They are ignored.

Possible workarounds:
 - Don't import `jest` from `@jest/globals` (i.e. rely on a global)
 - Don't use `next/jest`

### Expected Behavior

Mocks should be applied.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: FancyZones - Allow SOME zones to span across SOME monitors
Labels: Needs-Triage,Needs-Team-Response

### FancyZones - Allow Some zones to span across some monitors

I have 5 monitors attached to my computer.  Two of them are portrait mode and I would like to create a layout that spans just those two monitors and be able to treat them as one display.  I thought "Allow zones to span across monitors" would do that but it only allows one layout and it is forced across all of my monitors.  It would be great if I could create one layout for monitor #1 and another layout for the combined monitors #2 and #3.

### When two monitors out of several are combined as one virtual monitor

this would be used to allow me to easily move a window to my combined portrait mode monitors and maximize so that I have, effectively, a monitor that has twice the area of either of them alone.  The two monitors are side-by-side to allow me to display large diagrams.

### Supporting information

_No response_
![WIN_20221209_11_04_16_Pro](https://user-images.githubusercontent.com/55265251/206743485-95e3c838-02ec-40f3-b0a1-17d0e34bffd4.jpg)
Repository: pytorch
Issue: [Dispatchable Collectives] Follow up tasks
Labels: oncall: distributed,triaged

Creating this issue to aggregate a list of follow up tasks for https://github.com/pytorch/pytorch/pull/88330 based on BE changes identified while developing the feature as well as follow up work items for the feature itself based on review feedback (thanks @kwen2501!). The list of follow up tasks can be farmed out as separate GH issues.

BE changes:
- [ ] Bug with `@require_backends_available` test decorator. It requires that ALL backends (GLOO, NCCL, UCC) in that list be available or the test skips. This causes issues since some jobs do not have UCC built by default (also local development UCC is not on by default) so the test is skipped for that job
- [ ] [linux-bionic-cuda11.6-py3.10-gcc7-bazel-test / build-and-test](https://github.com/pytorch/pytorch/actions/runs/3635142627/jobs/6133965664#logs) does not build with GLOO enabled. It should be enabled by default.
- [x] Remove `Backend.TCP`, there is no longer a TCP backend.
- [ ] Investigate removing `create_device` from ProcessGroupGloo as there is no documented use for it and we don't want users to create python ProcessGroupGloo instances. https://github.com/pytorch/pytorch/pull/88330#discussion_r1044744269
- [x] Figure out why NCCL_DESYNC_DEBUG environment variable is getting set in our tests
- [ ] Fix destruction fiasco in `ProcessGroupNCCL` https://github.com/pytorch/pytorch/issues/90848


Feature related follow up tasks:
- [x] Update ProcessGroup.hpp to call Ops.cpp directly, remove the pybinded function definitions for ProcessGroup https://github.com/pytorch/pytorch/issues/90932
- [ ] Lazy initialization of backend
- [x] Remove Backend from the pybind definition (only expose ProcessGroup)
- [x] Handle case of PythonProcessGroup, alert extension writers to migration for C++ PG extensions in order to use the dispatcher
- [ ] Update C++ classes from ProcessGroupGloo, ProcesGroupNCCL, etc into the respective BackendGloo, BackendNCCL... 
- [x] https://github.com/pytorch/pytorch/issues/90659
- [ ] Update tensor to be a static member of ProcessGroup for `barrier` https://github.com/pytorch/pytorch/pull/88330#discussion_r1043939495
- [x] Update https://pytorch.org/tutorials/intermediate/process_group_cpp_extension_tutorial.html

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @kwen2501 @awgu
Repository: stable-diffusion-webui
Issue: [Bug]: "Inpainting conditioning mask strength" value between >0 and <1 results in desaturated colors
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?

Hi,

When inpainting with "conditioning mask strength" set to a medium value (i.e. between ~0.25 and 0.75), the colors in the inpainted region become washed out. This seems to happen regardless of selected model - I encountered the bug with base SD 1.5, SD 1.5 inpainting, and a custom inpainting model.

It is perhaps worth noting that the colors seem to be correctly preserved in standard img2img mode.



### Steps to reproduce the problem

1. img2img tab, Inpaint subtab
2. Mask out a region
3. Set "Inpainting conditioning mask strength" to a value around 0.5
4. Press Generate


### What should have happened?

The colors within the inpainting region should maintain a similar level of saturation as the source image.

### Commit where the problem happens

Commit hash: <none> (Updated to latest version on Dec 12)

### What platforms do you use to access UI ?

Windows

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

Brave

### Command Line Arguments

```Shell
N/A
```


### Additional information, context and logs

N/A
Repository: pytorch
Issue: Unable to link LibTorch against CUDA and CUDNN statically
Labels: triaged,module: static linking

### 🐛 Describe the bug

Hey,

So far I have managed to link against IntelMKL statically, now I am fighting with CUDA and CUDNN. While with CUDNN the issue is obvious (libcudnn_static.a got split into several other archives, https://github.com/pytorch/pytorch/issues/81692), I still struggle with CUDA itself.
Reading CMake logic in the repository, one can see that PyTorch will prefer static libs over dynamic ones: https://github.com/pytorch/pytorch/blob/c371542efc31b1abfe6f388042aa3ab0cef935f2/cmake/Modules_CUDA_fix/upstream/FindCUDA.cmake#L882 .

However in my case, always dynamic ones are picked.

Using PyTorch 1.13 sources, I call:
```
export BUILD_DOCS=OFF
export BUILD_TEST=OFF
export BLAS=MKL
export USE_CUDA=ON
export USE_DISTRIBUTED=OFF
export USE_FBGEMM=OFF
export USE_MKLDNN=OFF
export USE_NINJA=ON
export USE_PYTORCH_QNNPACK=OFF
export USE_QNNPACK=OFF
export USE_SYSTEM_NCCL=ON
export USE_XNNPACK=OFF
export TORCH_CUDA_ARCH_LIST='8.6'

# Static linkage
export USE_STATIC_MKL=1
export CAFFE2_STATIC_LINK_CUDA=ON
export CUDA_USE_STATIC_CUDA_RUNTIME=ON
#export USE_STATIC_CUDNN=1 # TODO: doesn't work, drops CUDNN completely
                          # https://github.com/pytorch/pytorch/issues/81692
    
python3 tools/build_libtorch.py
```

### Versions

1.13
Repository: godot
Issue: Project crash while starting
Labels: bug,platform:macos,topic:rendering,crash

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

macOS 13.0.1 (22A400)

### Issue description

when starting my project, it sometimes crashes while loading, with the following backtrace:

```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.1.stable.official (6fed1ffa313c6760fa88b368ae580378daaef0f0)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] 1   libsystem_platform.dylib            0x00007ff80a10fc1d _sigtramp + 29
[2] 2   ???                                 0x0000000000000001 0x0 + 1
[3] PPStreamToGHAL(GLDContextRec*, GLDProgramRec*, ShaderInfoRec*)
[4] intelUpdateCtxSysProgramCommon(GLDContextRec*, GLDProgramRec*, GLDPipelineProgramRec*, void*, ShaderInfoCacheRec*, unsigned int)
[5] 5   AppleIntelICLGraphicsGLDriver       0x00007ffa192a8ada gpusLoadCurrentPipelinePrograms + 3822
[6] 6   AppleIntelICLGraphicsGLDriver       0x00007ffa192a6827 updateDispatch + 1596
[7] 7   GLEngine                            0x00007ffa1e7a7ccb gleDoDrawDispatchCoreGL3 + 673
[8] 8   GLEngine                            0x00007ffa1e777452 glDrawElements_ACC_GL3Exec + 258
[9] DirAccess* DirAccess::_create_builtin<DirAccessUnix>()
[10] DirAccess* DirAccess::_create_builtin<DirAccessUnix>()
[11] Physics2DServerWrapMT::bodyallocn()
[12] Physics2DServerWrapMT::bodyallocn()
[13] Physics2DServerWrapMT::bodyallocn()
[14] Physics2DServerWrapMT::bodyallocn()
[15] Physics2DServerWrapMT::bodyallocn()
[16] DirAccess* DirAccess::_create_builtin<DirAccessOSX>()
[17] DefaultAllocator::alloc(unsigned long)
[18] DirAccess* DirAccess::_create_builtin<DirAccessOSX>()
[19] 19  dyld                                0x00007ff809db4310 start + 2432
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

I don't know why it happens

### Minimal reproduction project

I'm unable to create a minimal reproduction without uploading my whole project
Repository: godot
Issue: GDExtension methods are not visible in the connection dialog without the "Advanced" toggle on
Labels: enhancement,topic:editor,usability,topic:gdextension

### Godot version

v4.0.beta8.official [45cac42c0]

### System information

Fedora Linux 37

### Issue description

I cannot connect a function defined in a gdextension (rust) class to a signal in the editor (the Connect a Signal to a Method window does not see any "script").  It works if I manually add the connection to the `test_ui.tscn` file, e.g.
```
[connection signal="pressed" from="Button" to="." method="on_test"]
```


### Steps to reproduce

- Unzip the project below.
- Navigate to the rust folder and run `cargo build`.
- Edit the `Testy.gdextension` file to add your platform (currently only has Linux).
-  Open the godot project, select the button, right click the `pressed` signal in the Node tab.

Note that there is no way to connect the `on_test` function.

If you edit the `test_ui.tscn` and manually add the connection as detailed above then the functionality works but there is still no way to edit the connection in the editor.

### Minimal reproduction project

[Testy.zip](https://github.com/godotengine/godot/files/11587404/Testy.zip)
Repository: pytorch
Issue: Could not run 'aten::as_strided' with arguments from the 'Metal' backend.
Labels: triaged,module: ios

### 🚀 The feature, motivation and pitch

I would like to run Yolov7 (which includes keypoint detection) in iOS using GPU acceleration (with the metal framework)
[see github repo here](https://github.com/WongKinYiu/yolov7)

However, just subbing in the [model](https://github.com/WongKinYiu/yolov7/releases/download/v0.1/yolov7-w6-pose.pt) into the Hello-world Metal example

https://github.com/pytorch/ios-demo-app/tree/master/HelloWorld-Metal

I get the following error

`HelloWorld-Metal[67812:4283712] Could not run 'aten::as_strided' with arguments from the 'Metal' backend. This could be because the operator doesn't exist for this backend, or was omitted during the selective/custom build process `



### Alternatives

I have tried converting to coreml, which also fails.

### Additional context

_No response_
Repository: pytorch
Issue: Embedding dynamic quantization is not documented and hard to use
Labels: oncall: quantization,triaged

### 🐛 Describe the bug

PyTorch quantization supports dynamic quantization of embeddings.  For example, here is a working code snippet from `test/quantization/eager/test_quantize_eager_ptq.py`:

```
        class EmbeddingBagWithLinear(torch.nn.Module):
            def __init__(self):
                super().__init__()
                self.emb = torch.nn.EmbeddingBag(num_embeddings=10, embedding_dim=12,
                                                 include_last_offset=True, scale_grad_by_freq=False, mode='sum')
                self.fc = torch.nn.Linear(5, 5)

            def forward(self, indices, offsets, linear_in):
                return self.emb(indices, offsets), self.fc(linear_in)
        model = EmbeddingBagWithLinear().eval()

        qconfig_dict = {
            torch.nn.EmbeddingBag : float_qparams_weight_only_qconfig,
            torch.nn.Linear: default_dynamic_qconfig
        }
        indices = torch.tensor([9, 6, 5, 7, 8, 8, 9, 2, 8, 6, 6, 9, 1, 6, 8, 8, 3, 2, 3, 6, 3, 6, 5, 7, 0, 8, 4, 6, 5, 8, 2, 3])
        offsets = torch.tensor([0, 19, 20, 28, 28, 32])
        q_model = quantize_dynamic(model, qconfig_dict)
```

It's currently impossible for the user to figure this out without reading the source code.  We should make it easy for the user to read https://pytorch.org/docs/master/quantization.html and https://pytorch.org/docs/master/generated/torch.quantization.quantize_dynamic.html#torch.quantization.quantize_dynamic and know how to call the `quantize_dynamic` API with the correct syntax for dynamically quantizing embeddings.

### Versions

master

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: godot
Issue: Edit Build Configuration Profile: Some unnecessary features are always enabled, even in an empty project
Labels: enhancement,topic:editor

### Godot version

4.0.beta7

### System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT

### Issue description

![image](https://user-images.githubusercontent.com/180032/206766442-b58ba8c8-d9c2-4d2d-900d-e6c0fe99fda1.png)

In an empty project, the following features are not actually needed to run it:

- **General Features:**
- 3D Engine *(there are 3D nodes in any scene, or references to 3D classes in any script)*
- 2D Physics *(there are no physics nodes in any scene, or references to physics classes in any script)*
- 3D Physics *(there are no physics nodes in any scene, or references to physics classes in any script)*
- Navigation *(there are no navigation nodes in any scene, or references to navigation classes in any script)*
- XR *(there are no XR nodes in any scene, or references to XR classes in any script)*
- Multi-channel Signed Distance Font Rendering
- RenderingDevice *(this option should probably be toggled based on whether Vulkan is enabled – is there any point in toggling it separately?)*
- OpenGL *(if the project uses the Vulkan renderer)*
- Vulkan *(if the project uses the OpenGL renderer)*
- **Text Rendering and Font Options:**
  - Text Server: Advanced *(Fallback should be enabled instead, it's enough for non-shaped LTR text display)*
  - TTF, OTF, Type 1, WOFF1 Fonts *(default project font is WOFF2, so these formats aren't used in the default project configuration)*
  - SIL Graphite Fonts *(default project font is WOFF2, so this format isn't used in the default project configuration)*

### Steps to reproduce

- Create an empty project.
- Open the feature build dialog using **Project > Customize Engine Build Configuration…** at the top of the editor window.
- In the dialog, click **Detect from Project** below **Actions:**.
- Notice how some features not used in the project are always enabled.

### Minimal reproduction project

N/A