sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Winfixheight not respected when setting vim.o.laststatus=3 (0 or 1)
Labels: ui,bug-vim

### Problem

This is very obscure, took me a while to find it out. While playing around i found out that if you have a window with `winfixheight` like for example the quick fix list has by default, if i set `vim.o.laststatus = 3` (or 0 or 1) and start opening and closing terminal windows or even regular windows `new | wincmd J | resize 10`, the height of the quick fix would grow by one on each close / open of the window below the quick fix. Reproduction below. I have no clue why, that would be the case. **It works only if last status is 2, for values 0, 1 and 3 it is not respecting the fixed height**. Note that after enough spam, the qf window will reach max height, at which point it will stop growing, and the top window which had the file explored in it will have something like 2-3 lines of text left in the view.

### Steps to reproduce

nvim -u NONE

:lua vim.o.laststatus=3
:e somefile.txt
:copen 10 | wincmd J
:new | wincmd J | resize 10 | term
:close

Repeat the last two commands i.e new followed by close, looking at the qf list window, it starts growing in height (by 1 on each close-open of the window below it)

### Expected behavior

Windows with fix h and w should not be affected if there is enough space on the screen and the last status value is different than 2. The height should certainly not grow when new windows are opened, it might shrink. 

### Neovim version (nvim -v)

0.9.1

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

no

### Operating system/version

WSL2 Ubuntu 22

### Terminal name/version

alacritty

### $TERM environment variable

alacritty

### Installation

github release
Repository: flutter
Issue: onGenericMotionEvent listener
Labels: c: new feature,framework,f: gestures,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

To listen gamepad events we need to listen some listeners from android as explained this link:

https://developer.android.com/develop/ui/views/touch-and-input/game-controllers/controller-input#java

So we need one of dispatchGenericMotionEvent and onGenericMotionEvent to listen. But there is no listener in flutter for this purpose.

    From Activity:
        dispatchGenericMotionEvent(android.view. MotionEvent)
        Called to process generic motion events such as joystick movements.

        dispatchKeyEvent(android.view.KeyEvent)
        Called to process key events such as a press or release of a gamepad or D-pad button.

    From View:
        onGenericMotionEvent(android.view.MotionEvent)
        Called to process generic motion events such as joystick movements.

        onKeyDown(int, android.view.KeyEvent)
        Called to process a press of a physical key such as a gamepad or D-pad button.

        onKeyUp(int, android.view.KeyEvent)
        Called to process a release of a physical key such as a gamepad or D-pad button.





### Proposal

There could be dispatchGenericMotionEvent or onGenericMotionEvent listener like following example for RawKeyboard:

```RawKeyboard.instance.addListener((event) { ... });```

```onGenericMotionEvent.addListener((event) { ... });```
Repository: go
Issue: proposal: os/exec: return ErrDot from LookPath when argument is relative path
Labels: Proposal

The package documentation for os/exec and the function documentation for LookPath detail security properties of LookPath which attempt to reduce issues around discovery of binaries in the current directory, and say that LookPath will not resolve a program "using an implicit or explicit path entry relative to the current directory" without also returning ErrDot. This is currently not entirely true.

If you are in a directory with contains a child directory, `bin`, which itself contains an executable, `prog`, and you call `exec.LookPath("bin/prog")` it will return `"bin/prog", nil`. On the face this seems reasonable, you asked for a path relative to the current directory, and it gave it to you. The problem is this is not immediately obvious given the described security properties of LookPath, and as such makes it somewhat dangerous to make assumptions about its properties which do not hold.

Based on an informal survey of a few developers, none correctly guessed the result of the example described above, with the majority assuming the result would be `"bin/prog", ErrDot`, which I think is the reasonable assumption.

I propose we either make LookPath always return ErrDot if the path it is returning is not absolute (which I believe is in line with the current documentation), or update the documentation to be explicit that it will not return ErrDot if you explicitly pass a relative path (I have a somewhat strong preference for the former, but could be convinced otherwise).
Repository: go
Issue: x/tools/gopls: make it easier to query supported settings
Labels: FeatureRequest,gopls,Tools

Sometimes we add custom functionalities that are not specified in the standard LSP spec.
For example, for features like vulnerability check and gc details, 
we expected the clients to apply heuristics to figure out what features are available.
For example, vscode-go extension used a mix of gopls version (either from `gopls version` or
`go version -m` command, or from the version encoded in `InitializeResult.serverInfo.version` field),
or existence of a certain command in `ServerCapabilities.executeCommandProvider.commands` list,
or optimistically assume new functionalities and handle failures. These sort-of worked when custom
commands are involved.

Now we are discussing a prompt ability for go telemetry and adding a setting to control it. 
VS Code adds most of the gopls settings in the `InitializeParams.initializationOptions`, the very 
first message sent to gopls. This can be problematic if the gopls is not able to recognize the setting
yet because the gopls is currently very strict about unrecognized settings. 

Some options to consider:

1) Relax gopls's behavior around unknown settings. For diagnostics and visibility, we can still let gopls
add unused settings.

2) Require clients to delay sending such configuration until they receive `InitializeResult` that
provides hints about gopls's capabilities. Currently only the version info and commands list are used,
but we can also extend the `initializeResult` to include dynamically settable custom gopls settings list.

3) Require clients to figure out the capability through a side channel (e.g. gopls version, gopls api-json, ...).
This is the currently available option and I hope we can do better than that.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Possibility for img2img/extras to cut-in existing queue
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

Assume I'm in the middle of generating (with txt2img) a huge batch of images - let's say 30 batches, 2 images each. Now let's say in the meantime I use img2img or extras tab to process other (unrelated) _single_ image, What I'd like to get is that when I hit "Generate" in any of those two tabs, they'll "cut-in" the existing txt2img queue and once current batch (two images in this case) finish processing, img2img or extras will take over and once that finishes, txt2img queue resumes processing.
Right now img2img/extras wait for entire txt2img queue (60 images in this case) to finish.

### Proposed workflow

1. Go to txt2img and setup several batches of images (like 30 batches 2 images each)
2. Press "generate"
3. Go to img2img/extras tab and work there
4. Press "generate"
5. img2img/extras start processing after txt2img finishes processing current batch
6. When img2img/extras is done, txt2img resumes processing.


### Additional information

This will let users do some post-processing work like picking new parameters or drawing masks on selected images while GPU is busy and not idle, improving work throughput.
Repository: go
Issue: x/telemetry/cmd/worker:  adjust the handle tasks date range to align with report upload cutoff
Labels: NeedsFix,telemetry

The queue-tasks endpoint will populate the task queue that processes report data. Cloud Scheduler will be instrumented to call this endpoint daily to merge reports and generate chart data. The merge tasks will merge the previous weeks reports and the chart tasks will do the same minus one day. As we adjust the cutoff for reports uploads these ranges will need to be adjusted.
Repository: next.js
Issue: Next 13 bug: '+' in route name causes a ChunkLoadError
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/andregosling/next-route-name-issue

### To Reproduce

Create a route with the name '+'.

Access https://next-route-name-issue.vercel.app/en/modules/module/+, you will see a error in console:

<img src='https://user-images.githubusercontent.com/38388768/267092511-85e4854d-4baa-48a2-b376-3bfab4ab2cd5.png'>

The page tried to access a chunk url provided by next: https://next-route-name-issue.vercel.app/_next/static/chunks/app/%5Blocale%5D/modules/module/+/page-07f66f7a2eb2f0e6.js

This url doesn't exist.

Now, trying to replace '%5Blocale%5D' to '[locale]', we get this url that is valid:

[https://next-route-name-issue.vercel.app/_next/static/chunks/app/[locale]/modules/module/+/page-07f66f7a2eb2f0e6.js](https://next-route-name-issue.vercel.app/_next/static/chunks/app/%5Blocale%5D/modules/module/+/page-07f66f7a2eb2f0e6.js)

Now, if the route isn't named '+', it could be accessed.

For example, the page https://next-route-name-issue.vercel.app/en/modules/module/create, works fine.

### Current vs. Expected behavior

Isn't possible to access the page because it is named '+'. It should be reserved?

I'm migrating my app from pages folder to app, and get this error. I believe this isn't the expected behavior!

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:14:30 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 3.5.1
      pnpm: 7.13.5
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router

### Additional context

_No response_
Repository: godot
Issue: AudioStreamPlayer starting with window before game is ready
Labels: topic:core,documentation,topic:audio

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i9-12900H (20 Threads)

### Issue description

Audio starts before the game is ready. In a movie project I am working on I needed to test timing of camera movements to the music. I wound up having to just do the movie maker exports since that would line up perfectly. However just running the game the music is offset. In the main script I have:

```python
func _ready():
#	await get_tree().create_timer(0).timeout
	$music.play()
```
Doing only the music play is the same as the autoplay on the object itself, but to get it to line up close to when the game starts I had to add a timer of 0 seconds. That does not get it exact though it is slightly off just depending on how long it takes the game to load.

In my case I have a fairly detailed terrain shader that I copied, and modified. it works only ok, but because of the subdivisions takes a fair amount of time to load the game. In my attached project I removed the blender and object files associated with my project, and just left the camera, lights, terrain, etc. so that you could get an idea of what it was.

### Steps to reproduce

Have an AudioStreamPlayer or AudioStreamPlayer3D in the scene (example has both, one in main scene and one in ship scene respectively). When running the game it will load those before the game is ready. making the script tell it to load after a timer of 0 gets close, but it would be nice if there was an option or settings to make the audio only start when the game is loaded.

### Minimal reproduction project

Apologies for the 21 MB example project, I left in the 2 audio files I was using. The music is only 3 MB, but the spaceship sound is 18 MB. Both are from pixabay.

My Project:
[MVP music starts before game.zip](https://github.com/godotengine/godot/files/12579241/MVP.music.starts.before.game.zip)
Repository: vscode
Issue: `Extension Host (Worker)` isn't localized
Labels: feature-request,l10n-platform,extension-host

<img width="207" alt="image" src="https://user-images.githubusercontent.com/2644648/267116667-feef8ce1-8c58-43b0-b98a-fe9707bc8698.png">

The localize call:
https://github.com/microsoft/vscode/blob/ba3978f8658ec5048d7d09c41016747ac997358b/src/vs/workbench/api/common/extHostLogService.ts#L21

The webworker one is weird... because there isn't a concept of env vars so `VSCODE_NLS_CONFIG` isn't a thing in the web like it is in node and is used to configure the REH AMD Loader:
https://github.com/microsoft/vscode/blob/ba3978f8658ec5048d7d09c41016747ac997358b/src/vs/server/node/extensionHostConnection.ts#L46

I'm not seeing us configure the AMD loader with the language which is why that one isn't working.

https://github.com/microsoft/vscode/blob/ba3978f8658ec5048d7d09c41016747ac997358b/src/vs/base/worker/workerMain.ts#L67

_Originally posted by @TylerLeonhardt in https://github.com/microsoft/vscode/issues/192787#issuecomment-1714395217_
Repository: rust
Issue: Macro limitations in attributes
Labels: A-attributes,A-macros,T-compiler,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![doc = concat!("hello to my package with version ", version!())]

include!(concat!(env!("OUT_DIR"), "/version.rs"));

#[doc = concat!("this is version ", version!())]
pub const VERSION: &'static str = version!();
```

With `version.rs` containing
```rust
macro_rules! version { () => { "1.0" }; }
pub(crate) use version;
```

I expected to see this happen: It does compile

Instead, this happened: 
```text
error: cannot determine resolution for the macro `version`
 --> packages/yew-bootstrap/src/lib.rs:1:38
  |
1 | #![doc = concat!("this is version ", version!())]
  |                                      ^^^^^^^
  |
  = note: import resolution is stuck, try simplifying macro imports
```

Note that the usage in the `#[doc]` and `const VERSION` does work, just the one in `#![doc]` not.

It does work when the macro is not included but inline at that place.

Moving the macro include to it's own module and using the `#![doc]` in another (different) module makes no difference.

Adding `#[macro_export]` does not help.

Moving the include to the bottom makes both doc's fail, but the const still works.

### 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`:
```
rustc 1.72.0 (5680fa18f 2023-08-23)
binary: rustc
commit-hash: 5680fa18feaa87f3ff04063800aec256c3d4b4be
commit-date: 2023-08-23
host: aarch64-apple-darwin
release: 1.72.0
LLVM version: 16.0.5
```


`rustc +nightly --version --verbose`:
```
rustc 1.74.0-nightly (84a9f4c6e 2023-08-29)
binary: rustc
commit-hash: 84a9f4c6e6f0f02bff9acc9a5e0305a1554a87fc
commit-date: 2023-08-29
host: aarch64-apple-darwin
release: 1.74.0-nightly
LLVM version: 17.0.0
```

Edit: corrected the order (see my first reply)
Repository: vscode
Issue: Problem matcher errors are unhelpful
Labels: bug,tasks,polish

Filing to re-open https://github.com/microsoft/vscode/issues/29951 which either isn't fixed, or is fixed only for some output that I'm not seeing. I cannot find the kind of output referenced in https://github.com/microsoft/vscode/issues/29951#issuecomment-968970049

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.82.0
- OS Version: macOS 13.4.1

Steps to Reproduce:

1. Write a task with a custom problemMatcher, like so:
      ```json
       {
	    "version": "2.0.0",
	    "tasks": [
		    {
			    "label": "build-x",
			    "type": "shell",
			    "command": "npm",
			    "args": [
				    "run",
				    "build",
				    "--watch",
				    "-w",
				    "@lit-labs/x"
			    ],
			    "problemMatcher": [{
				    "background": {
					    "activeOnStart": true,
					    "endsPattern": "Watching for file changes"
				    }
			    }, "$tsc-watch"],
			    "isBackground": true,
			    "presentation": {
				    "reveal": "always"
			    },
			    "group": {
				    "kind": "build",
				    "isDefault": true
			    }
		    }
	    ]
    }
      ```
2. See an error toast with the text: "There are task errors. See the output for details."
3. Click on "Show Output"
4. See the following buffer:

```
Error: the description can't be converted into a problem matcher:
{
    "background": {
        "activeOnStart": true,
        "endsPattern": "Watching for file changes"
    }
}
```

This error message doesn't say what's wrong with the problemMatcher (all fields are optional in the [schema](https://code.visualstudio.com/docs/editor/tasks-appendix), so nothing is obvious to me).
Repository: flutter
Issue: Implement cupertino bottom toolbar
Labels: c: new feature,framework,f: cupertino,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Implement CupertinoToolbar at the bottom in CupertinoPageScaffold with properties such as leading, middle, trailing, and specific iOS page transitions. As far as I searched the existing issues, I know similar ones exist, but maybe it's time to implement it? The best example of a toolbar is iOS Notes.

### Proposal

https://developer.apple.com/design/human-interface-guidelines/toolbars
Repository: pytorch
Issue: Allow reductions to write into pinned memory
Labels: module: cuda,module: memory usage,triaged,needs research,module: reductions

### 🚀 The feature, motivation and pitch

Reduction operations that have small output, like `tensor.max` and `tensor.min`, ought to allow the output to be in pinned host memory if the input is in GPU.

This improves performance of `x.max().item()` by 5-7x.

### Alternatives

One alternative is to just live with it.  The current way is to just let the output be on the GPU and then copy it from GPU to CPU.  That uses a memcpy, even for a tiny tensor of 4 bytes, and it's wildly slow.

Another alternative is to write your own pybind function that is basically just like the pytorch one except without the error message.

Another option is to, instead of using `copy_` to bring the data from the GPU to CPU, make a function to replace `copy_` that can notice that the data to copy is so tiny that it would be faster to launch and kernel and do the copy to pinned memory than it would be to do a memcpyasync.

### Additional context

```python
a = torch.randn(1,3, device="cuda")
output = torch.empty([1], dtype=a.dtype, pin_memory=True)
torch.max(a, out=output)
```

The error is:

```
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: Expected self.device() == out.device() to be true, but got false.  (Could this error message be improved?  If so, please report an enhancement request to PyTorch.)
```

Here is the profiler output:

![image](https://github.com/pytorch/pytorch/assets/69258779/e20daeea-e418-4134-876d-2ced8d8d3ade)

We see that it's spending *most* of the time just copying 4 bytes from GPU to CPU.  In my testing using cub directly, you don't have to wait for the copy, you just need the synchronization and it's super fast, like 5-7x.

You might even consider making pinned memory the default for reductions!  It's really fast.

cc @ptrblck
Repository: vscode
Issue: Integration tests: `Error: notebook controller is DISPOSED`
Labels: debt,notebook-execution

This does not cause a test failure though:

https://dev.azure.com/vscode/VSCode/_build/results?buildId=103072&view=logs&j=a8a6689c-5a84-59c0-482a-7dd9f21eb2d8&t=edf7e3d3-8442-5d10-2aed-00cd86970dbb

```
2023-09-11T19:39:08.7165303Z   [32m  ✔[0m[90m cell execute command takes arguments 2[0m[31m (209ms)[0m
2023-09-11T19:39:08.7295700Z Error: notebook controller is DISPOSED
2023-09-11T19:39:08.7296670Z     at Object.createNotebookCellExecution (/mnt/vss/_work/1/s/out/vs/workbench/api/common/extHostNotebookKernels.js:192:31)
2023-09-11T19:39:08.7297575Z     at Kernel._runCell (/mnt/vss/_work/1/s/extensions/vscode-api-tests/src/singlefolder-tests/notebook.kernel.test.ts:67:32)
2023-09-11T19:39:08.7298540Z     at Kernel._execute (/mnt/vss/_work/1/s/extensions/vscode-api-tests/src/singlefolder-tests/notebook.kernel.test.ts:60:15)
2023-09-11T19:39:08.7298995Z     at ExtHostNotebookKernels.$executeCells (/mnt/vss/_work/1/s/out/vs/workbench/api/common/extHostNotebookKernels.js:330:17)
```
Repository: PowerToys
Issue: PowerRename cannot rename ß to ss
Labels: Issue-Bug,Product-PowerRename,Priority-2,Status-Reproducible

### Microsoft PowerToys version

0.73.0

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

PowerRename

### Steps to reproduce

Create some files that use the ß character example:
`Daliah Lavi - Weißt du, was du für mich bist？.mp3`

In the PowerRename utility, enter the character to search `ß` and the character to replace with `ss`.




### ✔️ Expected Behavior

The renaming window should show the result as:
`Daliah Lavi - Weisst du, was du für mich bist？.mp3`

With the option to apply the rename.

### ❌ Actual Behavior

No renaming result is shown and the action to apply does not become available.
Using some other combination of characters to replace with seems to work.

### Other Software

_No response_