sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Pressing Ctrl+C to exit Insert mode sometimes (on removal of autoindent) causes API functions called from an on_lines handler in Lua to error with "Keyboard interrupt"
Labels: bug,has:workaround,lua

### Neovim version (nvim -v)

0.5.1

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.23.1

### $TERM environment variable

xterm-kitty

### Installation

pacman, official repositories

### How to reproduce the issue

`test_init.lua`:
```lua
function Repro()
  vim.api.nvim_buf_attach(0, false, {
    on_lines = function(_, _, changedtick, firstline, old_lastline, new_lastline)
      print('before')
      print(vim.api.nvim_buf_get_mark(0, '.'))
      print('after')
    end,
  })
end
vim.cmd('autocmd BufEnter * lua Repro()')
```

`test_file.js`
```js
function foo() {
}
```

1. `nvim -u test_lua.lua test_file.js`
2. `gg`, `o`
3. Press Ctrl+C (`^C`)

### Expected behavior

No error is thrown.

### Actual behavior

`nvim_buf_get_mark` throws the following error:

```
Error executing lua callback: test_init.lua:5: Keyboard interrupt
```

I also want to add that the issue occurs because of autoindentation (that's why I wrote "sometimes" in the title), in particular, that exiting Insert mode from a newly-indented line causes Vim to remove the indentation whitespace. `on_lines` here is most likely invoked right after the editor has switched to Normal mode. The bug also occurs only when calling API functions which use `try_start` and `try_end` in their implementation, `nvim_buf_get_mark` was chosen as the simplest example (thus, e.g., `nvim_buf_get_lines` is unaffected).

### Workaround

For those who encounter this bug and are used to Ctrl+C instead of Esc, this should be a good enough workaround:

```vim
inoremap <C-c> <Esc>
```
Repository: godot
Issue: Input.get_vector() incorrectly uses joypad axis when using keyboard
Labels: bug,confirmed,topic:input,regression

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

3.4 / 4.0

### System information

W10

### Issue description

I have movement actions mapped both to keyboard buttons and joypad analog sticks. When I press keyboard key, the `Input.get_vector()` will report a rotated vector, as if it was reading the joypad axis. But when I don't press anything, the vector is correctly 0.

Joypad and keyboard shouldn't interfere like this. Interestingly, the issue gets fixed after I press keys for every axis.

CC @aaronfranke 

### Steps to reproduce

1. Add a set of actions using both keyboard and joypad axes
2. Make sure you have a joypad connected
3. Print `Input.get_vector()` and press the keyboard keys
4. Notice the vector isn't aligned to axis as you'd expect

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/7589465/TestProject.zip)
Hold D and check the vector. You can also press WSAD and see that the vector gets fixed.
(needs a connected controller)
Repository: godot
Issue: The problem with VisualShader nodes count
Labels: discussion,topic:visualscript,topic:shaders

### Godot version

3.4 / 4.0

### System information

W10

### Issue description

Soo this has bothered me for a while, but we have a huge number of exposed classes for VisualShader/VisualScript. Each visual node has its dedicated resource type, which is overkill.

My main problem with this is that each of these nodes can be documented, but no one really bothers to do it and it impacts doc completion. I once made a PR that documented "all" VisualShader nodes, but before it was merged even more nodes were already added.

With VisualScript it's a bit better, because the nodes are edited in the inspector and you can actually see their documentation. But for VisualShader it's not the case; the docs aren't displayed anywhere and also VisualShader editor has its own description for every function. So documenting everything is pointless, but then we end up with empty docs.

Assuming this is a concern, is it maybe possible to unexpose the nodes? They could be internal classes and the actual node (the one saved in the scene) would only hold information about what type it is and and the property list would depend on that. This way we could have single class for VisualScript/VisualShader, so the class ref isn't so cluttered.

### Steps to reproduce

Just look at this
![4mojLMKP2G](https://user-images.githubusercontent.com/2223172/143062922-e069cfcb-4d25-4da6-8892-bcf09e25bcae.gif)

### Minimal reproduction project

_No response_
Repository: next.js
Issue: [NEXT-432] Next dev is not working when running from a virtual drive
Labels: bug,linear: next

### What version of Next.js are you using?

12.0.4

### What version of Node.js are you using?

14.17.6

### What browser are you using?

Chrome Version 96.0.4664.45 (Official Build) (32-bit)

### What operating system are you using?

Windows

### How are you deploying your application?

next export

### Describe the Bug

- Since Nextv12 we are unable to run 'next dev' when working from a virtual drive/folder
- For example, using a virtual drive A that maps to the C://Developer folder e.g. A://<path-to-nextjs-project> points to C://Developer/<path-to-nextjs-project>
- When running next from the virtual folder we get the following error
       - Module not found: Error: Can't resolve './A:/<path-to-nextjs-project>/node_modules/next/dist/client/next-dev.js' in 'C:\Developer\<path-to-nextjs-project>\nextjs\live'
- It looks like the issue arises from this file where the real directory is always returned https://github.com/vercel/next.js/blob/v12.0.4/packages/next/lib/get-project-dir.ts#L18
- If we navigate to the real drive C://Developer the app starts up correctly however multiple parts of our workflow require using the virtual drive for example we use a virtual desktop environment which is a common configuration of large enterprises and relies on the virtual drive.

### Expected Behavior

The behaviour in Nextv11 whereby the app starts up correctly even if run from the virtual drive.

### To Reproduce

- Use an existing next project or a fresh one "npx create-next-app@12.0.4" under for example C:\Users\<UserName>\Developer
- Create a [virtual drive ](https://winaero.com/create-virtual-drive-from-a-folder-in-windows-10/)that points to your next project : subst <virtual-drive:> path\to\folder i.e. subst A:  C:\Users\<UserName>\Developer
- Navigate to the next project in the virtual folder: A: 
- Try to start the project with next dev/npm run dev (You may need to remove generated .next files if you have run the project before)

<sub>[NEXT-432](https://linear.app/vercel/issue/NEXT-432/next-dev-is-not-working-when-running-from-a-virtual-drive)</sub>
Repository: vscode
Issue: Add a command to run/debug tests with the current filter from anywhere
Labels: feature-request,testing

<!-- ⚠️⚠️ 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. -->

Currently there is a way to run or debug all tests (commands `testing.runAll` or `testing.debugAll`), but it would be helpful if I could apply a filter to the Test Explorer and then still run those tests if I navigate back to the File Explorer.

The commands `testing.runSelected` and `testing.debugSelected` do run with the current filter applied but they only work if you have to Test Explorer open, so if I navigate away from the Test Explorer to say the File Explorer or the debugger view then I cannot re-run those tests.

The `testing.*Selected` commands both go through https://github.com/microsoft/vscode/blob/main/src/vs/workbench/contrib/testing/browser/testExplorerActions.ts#L261 which is currently tied to the TestingExplorerView.

One way this could work is to have the `testing.*Selected` commands accept a filter as a parameter but default to the filter loaded into the TestingExplorerView if specified, otherwise it could run all tests.

Let me know if that sounds reasonable and I could take a look at PR for that.
Repository: rust
Issue: compiler-rt runtime directory path when -DLLVM_ENABLE_PER_TARGET_RUNTIME_DIR=on
Labels: A-LLVM,T-bootstrap

It seems that "runtimes build" is getting more popular in llvm-project and -DLLVM_ENABLE_PER_TARGET_RUNTIME_DIR=on may possibly be enabled by default in the future.

Currently compiler-rt runtime libraries are aggressive on normalizing the target triple `LLVM_DEFAULT_TARGET_TRIPLE=x86_64-linux-gnu` to `lib/clang/14.0.0/x86_64-unknown-linux-gnu/`.

If https://reviews.llvm.org/D109837 (remove config.guess) and https://reviews.llvm.org/D110663 are accepted, the CMake build system will try respecting `LLVM_DEFAULT_TARGET_TRIPLE` and use `lib/clang/14.0.0/x86_64-linux-gnu/`.

This is a heads-up in case Rust needs any adjustment. I am not sure it needs, though.
Repository: go
Issue: cmd/go: improve error messages for race detector link failures when cross-compiling
Labels: NeedsInvestigation

Thanks @ALTree . It does look intentional. So @s00500 you'd have to grab the syso from somewhere else, either from the source package or other platform's release package, and place it into GOROOT/src/runtime/race.

It seems the main issue is resolved so we can close this. Thanks.

I'll look into printing a better error.

_Originally posted by @cherrymui in https://github.com/golang/go/issues/49102#issuecomment-948877689_
Repository: yt-dlp
Issue: a switch for fixing file system times
Labels: enhancement,PR-needed,core:post-processor

### Checklist

- [X] I'm reporting a feature request
- [X] I've verified that I'm running yt-dlp version **2021.11.10.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Description

--fixup-mtime

A switch that compares the mtime of the already downloaded files on the harddrive to that of the video, even if this involves redownloading the header. Independend of any files listed in the archive, if applicable. 

That way files could be sorted by date as they have been originally uploaded, in case of broken mtimes due to (accidental) --no-mtime downloads or local copy/move actions, that ruined the original time.
Repository: go
Issue: x/pkgsite: make the interactive playground more accessible
Labels: NeedsInvestigation,pkgsite,UX,pkgsite/frontend

When the textarea of an example playground has focus, it is not possible to remove focus without the use of a mouse. We should add a documented way to remove focus from the playground and continue tabbing through the document.
Repository: kubernetes
Issue: Windows - Linux interop issues for services of type LoadBalancer with local traffic policy
Labels: kind/bug,priority/important-soon,sig/windows,lifecycle/frozen,needs-triage

### What happened?

 Windows client pods in the cluster see intermittent connection failures when attempting to access a Linux service of type load balancer using its external VIP under the following conditions:
  * Linux service has externalTrafficPolicy: Local set.
  * The backend pods are distributed across >1 Linux nodes.

### What did you expect to happen?

In kube-proxy Linux, it appears there are special iptables rules to redirect pod -> external VIP traffic to service clusterIP instead:
https://github.com/kubernetes/kubernetes/blob/release-1.22/pkg/proxy/iptables/proxier.go#L1455

Something similar presumably also needs to be added to Windows.

### How can we reproduce it (as minimally and precisely as possible)?

1. Deploy azure CNI  + calico cluster with 3 linux nodes in system nodepool, and a win nodepool 
2. Deploy service with basic nginx ingress controller or azure load balancer and set to External Traffic Policy Local. These will run in the linux system nodepool.
3. Create a pod on the win nodepool 
4. Curl the LB IP or the external IP 
5. As soon as the replicas are distributed across multiple nodes, we will get intermittent failures.  

### Anything else we need to know?

The scenario can be made to work successfully when one or more of the following applies:
  * Connecting using the cluster service IP instead of external LB frontend VIP (Windows pod -> Linux cluster svc IP)
  * The destination service is backed by Windows pods (Windows pod -> Windows VIP). 
  * If using a Linux client pod instead of Windows pod (Linux pod -> Linux VIP).
  * Destination pods backing the service are all located on a single Node.

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

Azure

### OS version

Windows Server 2019

### Install tools

<details>

</details>


### Container runtime (CRI) and and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

Azure CNI
Repository: flutter
Issue: CI could be more helpful when analyzing extracted samples
Labels: framework,d: api docs,d: examples,P2,team-framework,triaged-framework

When CI currently finds an error in a sample that has been extracted into `examples/api`, it gives a somehwat unhelpful error:

```
Starting analysis of code samples.
In sample starting at packages/flutter/lib/src/widgets/slotted_render_object_widget.dart:30:      return;
>>> info: DO use curly braces for all flow control structures (curly_braces_in_flow_control_structures)
In sample starting at packages/flutter/lib/src/widgets/slotted_render_object_widget.dart:30:        return true;
>>> info: DO use curly braces for all flow control structures (curly_braces_in_flow_control_structures)
```

Instead of pointing to the file that references the sample, it should just point to the file and line in `examples/api` where the sample is defined.
Repository: godot
Issue: Vulkan: QuadMesh-based post-processing shaders no longer work
Labels: bug,topic:rendering,confirmed,regression,topic:shaders,topic:3d

### Godot version

v4.0.dev.20211117.official

### System information

Windows 10, gtx 1060, i5 4690k

### Issue description

Shaders that require a 2x2 quadmesh with max cull do not funciton properly in Godot 4 prealpha builds

Here is a photo of a shader in Godot 3. It is a simple post process outline
![Desktop Screenshot 2021 11 23 - 18 57 31 06](https://user-images.githubusercontent.com/83078010/143148018-d837981f-97a8-49fd-94f0-139fc0418fa1.png)

Here is a photo in Godot 4.
![Desktop Screenshot 2021 11 23 - 19 02 27 74](https://user-images.githubusercontent.com/83078010/143148024-20cfe5f4-b3ac-4698-9d36-6fcea51d1685.png)

There are no apparent errors in the shader, but running in the game and editor there is no effect.

I have tested various shaders, including
PS1 shader - https://godotshaders.com/shader/ps1-post-processing/
Dither shader
Other post process outline shaders - https://github.com/Ainlid/godot3.1.1depthedge


This seems to affect all shaders requiring a 2x2 quadmesh.(Post process shaders)
There is simply no resulting effect.


I do believe this is a Godot side glitch, beacuse I was able to achieve this
![Desktop Screenshot 2021 11 23 - 17 20 24 12](https://user-images.githubusercontent.com/83078010/143148127-97faca06-b950-4a9e-b27b-cbe5093c7a5d.png)
with messing around with render_mode, although it may just be a random side effect




### Steps to reproduce

1. Create a new game
2. load a cube
3. Load a camera
4. Load a quadmesh
5. Set the quad mesh to size 2x2
6. Load whatever shader you like onto the quadmesh
7. Results

### Minimal reproduction project

[GodotShaderBug.zip](https://github.com/godotengine/godot/files/7591689/GodotShaderBug.zip)
Repository: rust
Issue: Incorrect code generated for `fastcall` functions on i686-pc-windows-gnu
Labels: O-x86_32,C-external-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
#[repr(C)]
#[derive(Clone)]
struct S {
    x: u8,
    y: i32,
}

#[link(name = "extern", kind = "dylib")]
extern "fastcall" {
    fn fastcall_fn(a: S, b: i32);
}

fn main() {
    unsafe {
        fastcall_fn(S { x: 1, y: 2 }, 16);
    }
}
```

linked against the following C code (compiled to `extern.dll`):

```C
#include <stdio.h>
#include <stdint.h>

struct S {
    uint8_t x;
    int32_t y;
};

__declspec(dllexport) void __fastcall fastcall_fn(struct S s, int i) {
    printf("fastcall_fn(S { x: %d, y: %d }, %d)\n", s.x, s.y, i);
    fflush(stdout);
}
```

I expected to see this output: 
```
fastcall_fn(S { x: 1, y: 2 }, 16)
```

Instead, I got this output:
```
fastcall_fn(S { x: 1, y: 2 }, 18873345)
fastcall_fn(S { x: 1, y: 2 }, 29491201)
```

### 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 1.58.0-dev
binary: rustc
commit-hash: unknown
commit-date: unknown
host: i686-pc-windows-gnu
release: 1.58.0-dev
LLVM version: 13.0.0
```

Reproed against commit 7b3cd075b of master.

To reproduce, check out the [fastcall-bug branch](https://github.com/ricobbe/rust/tree/fastcall-bug-report) on my fork of rustc; the reproduction case is in src/test/run-make/fastcall-bug.
Repository: godot
Issue: Fullscreen plus display resolution changes cause frozen fullscreen view
Labels: bug,platform:windows,topic:porting,confirmed

### Godot version

3.4.stable.official

### System information

Windows 10, NVIDIA GeForce RTX 2060 (496.49), GLES3

### Issue description

When running Godot with window resizing disabled, setting window size to the current display's resolution and toggling fullscreen on/off results in a fullscreen view that can't be interacted with.

### Steps to reproduce

When running Godot with window resizing disabled (`Project Settings -> Display -> Window -> Resizable`), if `OS.window_size` is set to the current display's resolution (aka the window the app is currently in), and then `OS.window_fullscreen` is toggled on and off, the app shows a fullscreen view that can't be interacted with. If your game window was partially on a different window, then you are able to interact with that window, but the visual changes happen on the fullscreen view (which you still can't interact with directly).

Note: I was not able to reproduce this issue when window resizing was enabled, only when it was disabled.

Also, if you try to take a screenshot of the issue, the fullscreen view disappears and you only see the windowed version, so I couldn't get a screenshot of this issue. :P

I found https://github.com/godotengine/godot/issues/25427, which may or may not be related, but did not see an open issue for this bug currently.

### Minimal reproduction project

[FullscreenFreeze.zip](https://github.com/godotengine/godot/files/7592491/FullscreenFreeze.zip)
Repository: storybook
Issue: Firefox zoom implementation breaks position: fixed elements in Docs
Labels: bug,good first issue,help wanted,compatibility with other tools,addon: docs,block: other

**Describe the bug**
In Firefox, the zoom feature uses `transform` styles (see https://github.com/storybookjs/storybook/pull/12845) - unfortunately this breaks positioning on elements that require `position: fixed` when in the "Docs" view.

Normally a `position: fixed` element's position would correspond to the viewport but in Firefox it corresponds to the element with the `transform` style.

The issue is present regardless of actually using the zoom feature. I have tried to disable the zoom feature (related feature request: https://github.com/storybookjs/storybook/issues/16771) in the hopes that it might also remove the styling used for zoom, however, the styling remains.

**To Reproduce**
I created a simplified reproduction of the issue here: https://github.com/idesigncode/bug-storybook-firefox-position-fixed

To view the issue, open the story in Docs view in both Firefox and another browser.

**System**
  System:
    OS: macOS 12.0.1
    CPU: (8) x64 Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz
  Binaries:
    Node: 14.17.3 - ~/.nvm/versions/node/v14.17.3/bin/node
    Yarn: 3.1.0 - /usr/local/bin/yarn
    npm: 7.20.0 - ~/.nvm/versions/node/v14.17.3/bin/npm
  Browsers:
    Chrome: 96.0.4664.55
    Edge: 95.0.1020.53
    Firefox: 94.0.1
    Safari: 15.1
  npmPackages:
    @storybook/addon-actions: ^6.4.0-rc.7 => 6.4.0-rc.7 
    @storybook/addon-docs: ^6.4.0-rc.7 => 6.4.0-rc.7 
    @storybook/addon-essentials: ^6.4.0-rc.7 => 6.4.0-rc.7 
    @storybook/addon-links: ^6.4.0-rc.7 => 6.4.0-rc.7 
    @storybook/react: ^6.4.0-rc.7 => 6.4.0-rc.7 

**Additional context**
My actual use case is documenting a tooltip component that uses fixed positioning to stay within the window.

Here's some screenshots of the simplified example:

**Chrome** ✅
![Chrome](https://github.com/idesigncode/bug-storybook-firefox-position-fixed/blob/main/img/Chrome.png?raw=true)

**Firefox** ❌
![Firefox](https://github.com/idesigncode/bug-storybook-firefox-position-fixed/blob/main/img/Firefox.png?raw=true)

**Firefox (with the transform style disabled)** ✅
![Firefox (with the transform style disabled)](https://github.com/idesigncode/bug-storybook-firefox-position-fixed/blob/main/img/Firefox-transform_style_disabled.png?raw=true)
Repository: pytorch
Issue: [In Gunicorn & multiprocessing environment] Cannot re-initialize CUDA in forked subprocess
Labels: module: multiprocessing,triaged,Stale

I am getting "RuntimeError: Cannot re-initialize CUDA in forked subprocess. To use CUDA with multiprocessing, you must use the 'spawn' start method"

I have developed a REST API (Gunicorn; Gevent; Flask; Python) which runs a model loaded by PyTorch, and has multiple workers and threads to support parallel executions.
I receive the above-mentioned error when I call the model, e.g.: model_name(imgs)

Versions:
Python=3.8.8
Gunicorn=20.1.0
Gevent=21.1.2
Flask=2.0.0
torch=1.8.1

I have tried to do the following:
1. Add pytorch.multiprocessing.set_start_method('spawn') //NOTE: I added prints before calling the model to see if the start method is still of a value 'spawn' and it is.
2. Add torch.set_num_threads(1)
3. Add .share_memory() & .eval() to the models when they are loaded



Any help will be appreciated.

cc @VitalyFedyunin
Repository: pytorch
Issue: find_unused_parameters of DDP
Labels: oncall: distributed,module: ddp

Hi, when i use DDP for multi-gpu training, it occurs an error: **RuntimeError: Expected to have finished reduction in the prior iteration before starting a new one. This error indicates that your module has parameters that were not used in producing loss. You can enable unused parameter detection by (1) passing the keyword argument `find_unused_parameters=True` to `torch.nn.parallel.DistributedDataParallel`; (2) making sure all `forward` function outputs participate in calculating loss. If you already have done the above two steps, then the distributed data parallel module wasn't able to locate the output tensors in the return value of your module's `forward` function. Please include the loss function and the structure of the return value of `forward` of your module when reporting this issue(e.g. list, dict, iterable).** This error didn't occur when I train with single gpu

I add find_unused_parameters=True and it worked. But I wonder after setting this and train with multi-gpu, will my model performes much different from the model trained with single gpu?

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang