sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Cannot delete (at once) multi-pattern autocmd by a callback returning `true`
Labels: api,events

### Problem

I started with the one-shot OptionSet autocommand to notice (on init) if both `bg` abd `tgc` has been set (to select colorscheme looking good for these settings) and noticed that after returning `true` by attached callback that autocommand still exist, but only for the pattern not triggered the callback. To delete the autocommand we need to fire events matching to all patterns. 

### Steps to reproduce

init.lua: 
```lua
vim.api.nvim_create_autocmd('User', {
  pattern = 'Event1,Event2',
  callback = function (data)
    print(('%s has been fired.'):format(data.match))
    return true
  end,
})

function Trigger(event)
  vim.api.nvim_exec_autocmds('User', {pattern = event})
  vim.schedule(function ()
    vim.print(vim.api.nvim_get_autocmds({event = 'User'}))
  end)
end

Trigger('Event1')
```
```
nvim --clean -u init.lua
```
- look into `:messages`
- call `:lua Trigger('Event2')`
- look into `:messages` again

I see 
![image](https://github.com/neovim/neovim/assets/11404453/56150b6b-258c-4b1e-bee5-b8afab578356)


### Expected behavior

If it's intended, please update documentation, otherwise it needs to be fixed (i.e. returning `true` should delete the whole autocommand). 

### Neovim version (nvim -v)

v0.10.0-dev-1802+g29aa4dd10

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

-

### Operating system/version

Debian Sid

### Terminal name/version

kitty 0.31.0, tmux 3.3a-5

### $TERM environment variable

tmux-256color

### Installation

from repo
Repository: tensorflow
Issue: Process is aborted (core dumped) when axis is a large negative integer when calling tf.gather 
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.15

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.16.0

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

I am actually using 2.10.0 but I find this issue insists in 2.16.0-dev20231209 (tf-nightly). Here is the code to reproduce:

```
import tensorflow as tf
params = tf.constant([[0.69]])
indices = tf.constant([16])
axis = tf.constant(-9223372036854775808, dtype='int64')
tf.gather(params,indices,axis=axis)
```

The process will directly be killed by the system when running above code.

Here is the related output:

```
2023-12-09 22:48:16.035701: F ./tensorflow/core/framework/tensor.h:832] Check failed: new_num_elements == NumElements() (0 vs. 1)
Aborted (core dumped)
```

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
params = tf.constant([[0.69]])
indices = tf.constant([16])
axis = tf.constant(-9223372036854775808, dtype='int64')
tf.gather(params,indices,axis=axis)
```


### Relevant log output

_No response_
Repository: rust
Issue: debug ice: `E0423`  suggests assoc fns inside macro_rules 
Labels: A-diagnostics,I-ICE,T-compiler,C-bug,A-suggestion-diagnostics,S-bug-has-test,requires-debug-assertions

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

```Rust
use std::collections::HashMap;

macro_rules! all_sync_send {
    ($ctor:expr, $($iter:expr),+) => ({
        $(
            let mut x = $ctor;
            is_sync(x.$iter());
            let mut y = $ctor;
            is_send(y.$iter());
        )+
    })
}

fn main() {
    all_sync_send!(HashMap, HashMap);
}

```


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
f967532a47eb728ada44473a5c4c2eca1a45fe30
```

### Error output
This is the offending suggestion 
```
error[E0423]: expected function, tuple struct or tuple variant, found struct `HashMap`
   --> C066.rs:9:23
    |
9   |             is_send(y.$iter());
    |                       ^^^^^^^
...
15  |     all_sync_send!(HashMap, HashMap);
    |     -------------------------------- in this macro invocation
    |
   ::: /home/matthias/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/std/src/collections/hash/map.rs:213:1
    |
213 | pub struct HashMap<K, V, S = RandomState> {
    | ----------------------------------------- `HashMap` defined here
    |
    = note: this error originates in the macro `all_sync_send` (in Nightly builds, run with -Z macro-backtrace for more info)
help: you might have meant to use an associated function to build this type
    |
9   |             is_send(y.$iter()::new());
    |                              ~~~~~~~
9   |             is_send(y.$iter()::with_capacity(_));
    |                              ~~~~~~~~~~~~~~~~~~
9   |             is_send(y.$iter()::with_hasher(_));
    |                              ~~~~~~~~~~~~~~~~
9   |             is_send(y.$iter()::with_capacity_and_hasher(_, _));
    |                              ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
help: consider using the `Default` trait
    |
9   |             is_send(y.$iter() as std::default::Default>::default()<HashMap);
    |                             + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```

especially this ` is_send(y.$iter() as std::default::Default>::default()<HashMap);` looks very weird
Repository: next.js
Issue: Missing `.dark` class when `notFound()` is invoked
Labels: bug

### Link to the code that reproduces this issue

https://github.com/loqusion/next-bug-class-removed

### To Reproduce

1. Start the application with `pnpm run build && pnpm run start` (bug can also be reproduced in development)
2. Navigate to `localhost:3000/notfound` (page invokes `notFound()`)
3. Open developer tools to inspect HTML
4. `<html>` tag does not have `.dark` class

#### Control group

1. Navigate to `localhost:3000/any` (non-existent page)
2. In production, `<html>` tag has `class="dark"` as expected

### Current vs. Expected behavior

A `<script>` tag containing `document.documentElement.classList.add('dark')` is present in `<head>`, which should update the root document tag (`<html>`) to have the `.dark` class. This works on most pages, but not on pages where `notFound()` is called, even though the `<script>` is still present. (In the development build, any "404 not found" page also exhibits this bug.)

### 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: #1 ZEN SMP PREEMPT_DYNAMIC Mon, 04 Dec 2023 00:28:58 +0000
Binaries:
  Node: 21.4.0
  npm: 10.2.5
  Yarn: 1.22.21
  pnpm: 8.12.0
Relevant Packages:
  next: 14.0.5-canary.4
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

The reproduction example is not very useful for real life applications, but the same bug occurs for a theme hydration script that is used to prevent theme flicker on initial page load:

```javascript
try {
  if (localStorage.theme === 'dark' || (!('theme' in localStorage) && window.matchMedia('(prefers-color-scheme: dark)').matches)) {
    document.documentElement.classList.add('dark')
    document.querySelector('meta[name="theme-color"]').setAttribute('content', '#0B1120')
  } else {
    document.documentElement.classList.remove('dark')
  }
} catch (_) {}
```

The script is from [tailwindcss.com](https://tailwindcss.com/) ([source](https://github.com/tailwindlabs/tailwindcss.com/blob/6372ea170d9416a32748df438e20ca1b4674366b/src/pages/_document.js#L34-L41)). The bug does not appear on the site (_possibly_ because it uses the pages router, or because it uses an older version of Next.js, or because it never invokes `notFound()`). However, the bug does occur on my own site where I use the same script (I use app router).

I've reproduced the issue locally, and via Vercel deployment, on both Firefox and Chromium.
Repository: vscode
Issue: [themes] globally change saturation and contrast
Labels: feature-request,themes

<!-- ⚠️⚠️ 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. -->
Many color themes are great, except for the overall high saturation or excessive contrast. If there's an option to globally adjust display filters, such as saturation, brightness, and contrast, it would eliminate the need to modify each individual color parameter. Theme designers might greatly desire this feature, and users also hope to override settings within the theme.
Repository: godot
Issue: CharacterBody3D - Sliding against walls with move_and_slide() becomes sticky/gritty when on floor
Labels: bug,topic:physics,topic:3d

### Tested versions

- Tested and present in v4.2.stable.official [46dc27791] and v4.2.1.rc1.official [daeb1c729] using both GDPhysics and JoltPhysics
- Observed in v4.2.rc2.official [1ba920fad] and 4.1.3-stable using GDPhysics

### System information

Godot v4.2.1.rc1 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz (4 Threads)

### Issue description

CharacterBody3D's move_and_slide() method behaves improperly when sliding against walls while grounded. With both GDPhysics and JoltPhysics, when the body is accelerated toward a wall at an angle while it's floating and no gravity is applied, it slides smoothly and consistently. However:

With GDPhysics:
If it's on the floor and accelerated toward a wall at an angle while no gravity is applied to it, its velocity becomes inconsistent while sliding, with it increasing on some frames but decreasing on others.

If it's on the floor and accelerated toward the wall at an angle while gravity is applied to it (as it'd be in reality), the sliding becomes "sticky", where it briefly stops at points along the wall that seem random, yet are consistent between tests.

With JoltPhysics:
If the body is on the floor and accelerated toward a wall at an angle while no gravity is applied to it, it appears to slide against the wall pretty smoothly, but it seems to get an unusual burst of speed when it leaves the end of the wall. This 'slingshot' is even more forceful with the gravity applied.

### Steps to reproduce

Apply a constant force to a grounded CharacterBody3D toward a wall at an angle to its path. This is included in the attached project, and you can comment and un-comment the included gravity applicators to test the following conditions:

- floating
- grounded without gravity
- grounded with gravity

### Minimal reproduction project (MRP)

[Move_and_slide_issue2.zip](https://github.com/godotengine/godot/files/13625337/Move_and_slide_issue2.zip)
NOTE: I needed to remove the 'addons' folder containing JoltPhysics to meet the file size limit! Please install it separately if you intend to test it with Jolt.
Repository: vscode
Issue: Aux window workspace file explorer selects wrong file
Labels: file-explorer,under-discussion,workbench-auxwindow

Type: <b>Bug</b>

1. Open workspacewith multiple folders
2. Open a file from the primary folder on the primary window
3. Open a file from a secondary folder on a secondary window
4. Focus on the secondary window file
5. Click on another file in the secondary folder tree
6. The folder list jumps to the primary folder and selects a file from that folder


VS Code version: Code 1.85.0 (af28b32d7e553898b2a91af498b1fb666fdebe0c, 2023-12-06T20:48:09.019Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz (4 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|7.88GB (1.94GB free)|
|Process Argv|--disable-extensions --crash-reporter-id 4bc38c91-4e66-4bff-a24f-c024707098e1|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30410667
py29gd2263:30899288
vsclangdf:30486550
c4g48928:30535728
dsvsc012cf:30540253
azure-dev_surveyone:30548225
3biah626:30602489
f6dab269:30613381
vscrp:30673768
showlangstatbar:30737416
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
welcomedialogc:30910334
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30902429
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
h48ei257:30885898
pythontbext0:30879054
accentitlementsc:30887149
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: PowerToys
Issue: Can no longer connect win 10 and win 11 machines once updated to v 0.76.1.0 Mouse w/o Borders
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.1.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

connect win 10 machine with win 11 machine on same network and version of Mouse w/o Borders

### ✔️ Expected Behavior

Win 10 and win 11 machine both with latest version of Mouse w/o Borders will not connect, however had no problems in the past until the update to v 0.76.1.0

### ❌ Actual Behavior

No matter how entered, new user interface or old, constantly get message about systems having different system keys when they are identical.  I would definitely not recommend updating to v. 0.76.1.0

### Other Software

Win 11 Pro Canary v. 231201-1366
Win 10 Pro OS build 19045.3693
Repository: godot
Issue: New Clients Teleport to Host on Initial Spawn in Multiplayer after move_and_slide()
Labels: bug,topic:physics,topic:multiplayer

### Tested versions

v4.2.stable.official
v4.1.3.stable.official

### System information

Godot v4.2.stable - Windows 10.0.19045 - GLES3 (Compatibility)

### Issue description

In a server-authoritative multiplayer game setup, new client players are encountering an issue where they initially spawn at the host's (server player) location and then teleport to their intended starting position. 

Notably, the `global_position` is set correctly at both the `_ready` and `_enter_tree` stages, but the problem arises post-initialization.

After some testing, I've found out that this behavior is observed immediately after the first call to `move_and_slide()` during `_physics_process` and somehow connected to collisions. Without collisions issue is not present.

Clients have multiplayer authority only over their inputs. To make the problem more visible and for testing purposes, the MultiplayerSynchronizer replication interval has been set to 1 second, meaning positions are synchronized every 1 second, separate from the input synchronization, and interpolated.

### Steps to reproduce

1. Start the server in `localhost`.
2. Move the server player to a specific position.
3. Connect a second player using a second instance of the debug window.
4. Observe that new clients initially appear at the host's location and then move to their intended start position.

**Current Workaround:**
1. Disable `CollisionShape2D` on the Player scene in Godot.
![image](https://github.com/godotengine/godot/assets/92462062/8d167119-c36e-410c-abd2-44ddc90a902f)
2. Uncomment lines 34 and 35 in the `Player.gd` to enable a delay in collision shape activation:

>await get_tree().create_timer(1).timeout
>$CollisionShape2D.disabled = false


### Minimal reproduction project (MRP)


[multiplayer_sync_test.zip](https://github.com/godotengine/godot/files/13625466/multiplayer_sync_test.zip)
Repository: godot
Issue: Android editor: Invalid rich text icon image in editor log recursively fails infinitely due to error handler callback handling
Labels: bug,platform:android,topic:editor,needs testing,crash

### Tested versions

4.2

### System information

Android

### Issue description

While developing some contributions to the engine core through Android Studio, I discovered that occasionally when attaching the debugger to one of the editor processes on my device, an apparent data race condition - the nature of which I am uncertain - would cause the internal UI resources used by the editor log pop-up prompts to be invalid. From there, error handlers will recurse infinitely trying to push a rich text element into the scene using an invalid image icon that will of course be caught and handled as yet another error for which yet another rich text element must be pushed. For the debugging setup, I was using https://developer.android.com/reference/android/os/Debug#waitForDebugger() in the `onCreate` method of simple stubbed custom `Application` subclass that was then declared in the app manifest. I will attach an ADB LogCat sample of one of these occurrences below. The underlying problem may be caused by specific Android device factors, or even differ between versions of ADB and Android Studio. My solution for this issue is here...
https://github.com/godotengine/godot/pull/85954

[logcat.txt](https://github.com/godotengine/godot/files/13625574/logcat.txt)


### Steps to reproduce

In order to follow my reproduction steps, you can use my custom stubbed `Application` subclass here:
[GodotEditorApplication.txt](https://github.com/godotengine/godot/files/13625584/GodotEditorApplication.txt)


### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: torch.export.export is overriding source_fn inside higher order op submodules
Labels: export-triage-review,oncall: export

### 🐛 Describe the bug

```python
import functorch
import torch

from torch._export import capture_pre_autograd_graph


class MySubModule(torch.nn.Module):
    def foo(self, x):
        return x.cos()

    def forward(self, x):
        return self.foo(x)


class CondBranchClassMethod(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.subm = MySubModule()

    def bar(self, x):
        return x.sin()

    def forward(self, x):
        return functorch.experimental.control_flow.cond(
            x.shape[0] <= 2, self.subm.forward, self.bar, [x]
        )


example_inputs = (torch.randn(1, 3, 3, 3),)
m = CondBranchClassMethod()
m.eval()

gm_pre_autograd = capture_pre_autograd_graph(m, example_inputs)
gm_export = torch.export.export(m, example_inputs).graph_module


def get_source_fns(gm):
    actual_source_fns = []
    for mod in gm.modules():
        for node in mod.graph.nodes:
            if node.name in {"sin", "cos"}:
                source_fn_st = node.meta.get("source_fn_stack", None)
                if source_fn_st is not None:
                    source_names = []
                    for source_fn in source_fn_st:
                        source_names.append(source_fn[0])
                    actual_source_fns.append(source_names)
    return actual_source_fns


print(get_source_fns(gm_pre_autograd))  # prints [['cond', 'cos'], ['cond', 'sin']]
print(get_source_fns(gm_export))  # prints [['cond'], ['cond']]
```

I think we should match the pre_autograd behaviour as it seemed intended that we want to preserve these source fns. This will be a blocker once we switch to pre-dispatch functional IR. 

### Versions

main

cc @avikchaudhuri @gmagogsfm @zhxchen17 @angelayi @suo @ydwu4
Repository: godot
Issue: User can't handle the defaults for the generated Animation track options
Labels: enhancement,discussion,topic:animation

### Tested versions

- Created in Godot_v4.2-stable_win64
- Reproduced in Godot_v4.0.3-stable_win64

### System information

Windows 10 Godot_v4.2-stable_win64

### Issue description

Trying to set up animations using AnimationPlayer and Sprite2D with a sprite sheet containing multiple 6-frame animations.

When specifying Animation.loop_mode = Animation.LOOP_LINEAR the animation runs forwards at the correct speed, then backwards at a slower speed. It should run forwards once and then loop, not run backwards and not at a different speed.

When specifying Animation.loop_mode = Animation.LOOP_PINGPONG, the animation runs forwards once and then stops, which is the same behaviour as LOOP_NONE, which seems to work just fine.

### Steps to reproduce

I created a Node2D scene.
I added an AnimationPlayer under Node2D.
I added a sprite under Node2D, called DunceWizard.
I dragged a sprite sheet (png file) into the Texture slot of the sprite.
I left the animation settings on the sprite alone.
I created a an Animation library through clicking Animation > New in the Animation window of the Animation player. This added a dictionary into the libraries called ""

My code sets the hframes and vframes for the sprite, then calls a function called _add_anim which is as follows.

```gdscript
func _add_anim(animName: String, modifier: int):
	var library: AnimationLibrary = get_animation_library("")
	var anim = Animation.new()
	anim.length = 5
	anim.loop_mode = Animation.LOOP_LINEAR
	library.add_animation(animName, anim)
	var track1 = anim.add_track(Animation.TYPE_VALUE)
	anim.track_set_path(track1, "DunceWizard:frame")
	var time: float = 0
	for frames in dunce_wizard.hframes:
		anim.track_insert_key(track1, time, frames + modifier)
		time+= 0.1
```

anim.length was set to 5 to highlight the issue of the slower reverse run of the animation - setting it to a value lower than 2 doesn't show the issue well enough.

I have attached the sample scene. Please ignore the second scene named node_2d as it was there for another purpose.
[Loop_issue.zip](https://github.com/godotengine/godot/files/13625834/Loop_issue.zip)


### Minimal reproduction project (MRP)

[Loop_issue.zip](https://github.com/godotengine/godot/files/13625839/Loop_issue.zip)
Repository: PowerToys
Issue: PowerToys Run ignores keyboard shortcut when neither a window nor desktop has focus
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.76.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. Configure Powertoys (PT) to use WIN+Space as shortcut for Powertoys Run
2. Set keyboard focus to the desktop by closing all windows and leftclick once on the empty desktop background
3. Open PT Run with win+space
4. close PT Run with win+space (now NO window (not even desktop) has focus)
6. try open PT Run again with win+space 

### ✔️ Expected Behavior

That PT Run starts again

### ❌ Actual Behavior

nothing happens or if multiple languages are installed the non deactivateable windows language switcher starts

### Other Software

Windows 10 22H2