sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Let Terminal auto-detect a busted `AutoRun` value for CMD
Labels: Help Wanted,Area-UserInterface,Area-TerminalConnection,Product-Terminal,Issue-Task

CMD has this magic `AutoRun` reg key that's a gigantic footgun.

* `HKEY_LOCAL_MACHINE\Software\Microsoft\Command Processor\AutoRun`
* `HKEY_CURRENT_USER\Software\Microsoft\Command Processor\AutoRun`

Basically, if someone writes a bad value to that, it can mess up CMD.exe real bad. As a real life example: https://github.com/conda/constructor/pull/521

We attempted to patch this in Windows 11. But we'll surely be unable to backport that. While we're maintaining Windows 10 support, it might be nice to return a specific warning for this in Terminal. Something like:

```
if (profileGuid == {cmd} && error == 1 && reg query ....) { write("Hey your AutoRun value might be busted. Go check these reg keys:"); }
```

(for discussion. We can always just say _meh_, since we did fix this for cmd.exe)
Repository: flutter
Issue: `flutter run` should not mix versions of Flutter.
Labels: tool,has reproducible steps,P2,found in release: 3.10,found in release: 3.12,team-tool,triaged-tool

After changing path to flutter, `flutter run` runs new version of flutter, while `.dart_tool/package_config.json` in the project may still point to previous version, that creates confusion and collisions in debugging process.

Fragment of `.dart_tool/package_config.json`:

```
{
      "name": "flutter",
      "rootUri": "file:///Users/polinach/_/platform/flutter/packages/flutter",
      "packageUri": "lib/",
      "languageVersion": "3.0"
},
```

`flutter run` should validate the path in package_config.json is consistent with what is running.
Repository: neovim
Issue: highlight: local WinSeparator should highlight all borders (unless adjacent window has local WinSeparator)
Labels: enhancement,highlight

### Problem

When setting the local `winhighlight` for `WinSeparator`, only the right border of the window will be affected.

### Steps to reproduce

```sh
nvim --clean
:e /tmp/foo
<C-w>v
:e /tmp/bar
:setlocal winhighlight=WinSeparator:Error
<C-w>L
```

### Expected behavior

The window separator for `/tmp/bar` should stay red, even after you move the window to the right with `<C-w>L`.

### Neovim version (nvim -v)

v0.10.0-dev-606+g628f6cce8

### Vim (not Nvim) behaves the same?

vim does not have the `winhighlight` option

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.28.1

### $TERM environment variable

xterm-kitty

### Installation

bob
Repository: godot
Issue: Exported Node(-inherited) type properties are not assigning when script is not derived from node type it is attached to
Labels: bug,topic:core,topic:dotnet

### Godot version

4.1.rc3.mono.official [cdd2313ba]

### System information

Linux Mint 20.1 (Ulyssa) - Vulkan (Compatibility) - AMD JUNIPER (DRM 2.50.0 / 6.3.11-2-liquorix-amd64, LLVM 12.0.1) () - AMD A8-6500 APU with Radeon(tm) HD Graphics (4 Threads)

### Issue description

Looks like GD doesn't really set Node(-inherited) type fields on assignment when script isn't derived from type of node it is attached to. Moreover, it is trying to cast script type to field types! Why? Is there a restriction for scripts to extend only "parent" nodes or any other reason for this? I mean, it's just arbitrary fields. Either node picker or serialization is broken.

### Steps to reproduce

(0. Use related project)
1. Add RigidBody3D and Node to scene
2. Create a script, derive it from Node
3. Add RigidBody3D field and [Export] it
4. Add some test logic like GD.Print(rigidbody) on key press
5. Attach that script to RigidBody3D
6. Rebuild project and assign RigidBody3D to exported prop - no error
7. Test - it's null! Despite looking "assigned" in Editor
When adding [Tool] to that script, there's invalid cast exception on assign: it tries to cast script type to RigidBody3D and fails!
Now change base class to RigidBody3D or reattach that script to Node - problem is gone!

### Minimal reproduction project

[NodeAssignmentTest.zip](https://github.com/godotengine/godot/files/11962280/NodeAssignmentTest.zip)
Repository: vscode
Issue: DOM structure improvements for workbench toolbar actions
Labels: debt,under-discussion,notebook-globaltoolbar

The notebook global toolbar ties in labels to the toolbar action with the following overrides:

https://github.com/microsoft/vscode/blob/0aaacf4b1206f02b081296f49a14c3b3de45cb29/src/vs/workbench/contrib/notebook/browser/view/cellParts/cellActionView.ts#L10-L37

This results in the following (abbreviated) structure:

- Generic
```html
<li>
	<a class="codicon" tabindex="0"></a>
</li>
```
- Current notebook toolbar
```html
<li>
	<a class="codicon" tabindex="0"></a>
	<a class="notebook-label"></a>
</li>
```
--- 
This creates an issue with the outlining of these actions, as only the codicon has a tabindex, resulting in only the icon being outlined upon tab focusing. This was fixed by #187085, however feels like more of a bandaid than a proper fix. Optimally, I think a solution resulting in the following structure (see below) could be optimal. This would allow the focus rules to be fully handled by the global styling, rather than needing to override them within notebooks specifically.

```html
<li>
	<div tabindex="0">
		<a class="codicon"></a>
		<a class="notebook-label"></a>
	</div>
</li>

css:
action-bar li > div[tabindex="0"]:focus { outline: }
```
cc: @sbatten // @rebornix
Repository: godot
Issue: Z fighting with voxel rendering
Labels: discussion,topic:rendering,confirmed,documentation,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

3.5.2 RC2

### System information

Windows 10, Vulkan, RTX 3060 (466.81)

### Issue description

When moving the camera around meshes that are stacked, flashes that appear in strips of the side edge will show.

### Steps to reproduce

* Add a box with a texture that has a lighter side than the facing side.
* Move the camera around to observe the flickering.

https://github.com/godotengine/godot/assets/16231628/aae5436f-ff8d-47dd-951b-458d7aa27503



### Minimal reproduction project

[broken_seams.zip](https://github.com/godotengine/godot/files/11962313/broken_seams.zip)
Repository: go
Issue: x/tools/gopls: design UX around version skew resulting from the forward compatibility proposal
Labels: gopls,Tools,gopls/metadata

This issue follows up on discussion in https://go.dev/cl/507975, where go/types is being updated to fail type-checking if the required Go version (as configured by `types.Config.GoVersion`) is greater than the Go version of the standard library (e.g. the version used to compile gopls).

This is the right change for go/types, because an older version of the type checker cannot type check code that was written for a newer version of Go.

However, we aim for an invariant in gopls that "if the Go command works, gopls works" (see also #57979).  Previously, we didn't have to worry about the impact of version skew on this invariant, because the version of `go` in the user's environment is _usually_ the same as the version of go used to compile gopls. So if gopls was producing confusing errors, the go command would also produce confusing errors.

But with forward compatibility (#57001), I think it will frequently be the case that the go command will work correctly, because it was automatically upgraded, yet gopls will fail.

We need to design and test an appropriate UX when users encounter this skew. Some questions to consider:

- Should we endeavor to release a new version of gopls with `go 1.N` in its `go.mod` file, whenever version `1.N` of go is released, so that `go install golang.org/x/tools/gopls@latest` will always have a version of gopls compatible with all published versions of Go?
- Should we pop-up a message prompting the user to reinstall gopls, whenever a new Go version is published?
- Should we pop-up a message prompting the user to reinstall gopls, whenever they work on code that is intended for a newer go version?
- Should we allow gopls to still partially function, by artificially decreasing the version we pass as `types.Config.GoVersion`?
- Should gopls always re-install itself with the latest toolchain, whenever a newer toolchain is available?

CC @golang/tools-team
Repository: flutter
Issue: Simplify setting path to Flutter.
Labels: tool,P1,team-tool,triaged-tool

Bigger issue: https://github.com/flutter/flutter/issues/122148

- [x] initial design: [go/setup-path-with-flutter-extension](https://goto.google.com/setup-path-with-flutter-extension)
- [x] initial verison
    - [x] clone flutter if it is missing: https://github.com/Dart-Code/Dart-Code/issues/4532#issuecomment-1611770666
    - [x] setup path for windows: https://github.com/Dart-Code/Dart-Code/issues/4604
    - [x] offer link to documentation for manual setup 
- [ ]  adjustments: [go/flutter-setting-path-next-steps](https://goto.google.com/flutter-setting-path-next-steps)
- [ ] improvements:
    - [ ] setup path form macos: https://github.com/Dart-Code/Dart-Code/issues/4612
Repository: godot
Issue: Multi-threaded + Quest 2 / OpenXR causes stuttering for controller tracking
Labels: bug,topic:rendering,topic:xr,topic:input

### Godot version

4.0.3, 4.1.rc3, 4.1.1

### System information

Windows 11, Forward+ & Mobile, Intel 13700k, 4070ti + Oculus Quest 2 (v54, Air Link)

### Issue description

Turning multi-threaded rending on (in Rendering: `driver/threads/thread_model=2`) causes the controllers to stutter.

<details>
  <summary>Rant</summary>
One weird thing I noticed is that this issue happened in small scenes (like the minimal example) but didn't happen in a larger scene in my project. I couldn't figure out why. I spent a whole afternoon banging my head trying to figure out why the complex scene with lots of nodes works fine (~300-400 FPS in-editor) and simpler scene (~2500 FPS in-editor) doesn't, or why the same scene works on a new project but not in the main 😄 I had v-sync off and "print fps" on, and it seemed to be pretty stable at the settings I tried: 72/90/120
</details>

### Steps to reproduce

1. Set up OpenXR project for Oculus Quest 2 according to the docs
2. Run the game & move your hand around fast. It's smooth.
3. In the rendering settings, set `driver/threads/thread_model=2`.
4. Run the game & move your hand around fast. It loses tracking / stutters.

### Minimal reproduction project

[VRTest (4.0.3).zip](https://github.com/godotengine/godot/files/11962640/VRTest.4.0.3.zip)


Edit: Godot versions
Repository: pytorch
Issue: [compile] DDPOptimizer + activation checkpointing not supported
Labels: oncall: distributed,module: checkpoint,feature,triaged,module: ddp,oncall: pt2,pt2d-triage-nov2024

Activation checkpointing is supported via higher order operators. However, DDP optimizer backend in Dynamo does not work with higher order operators yet. The workaround is to disable DDP optimizer using `torch._dynamo.config.optimize_ddp = False`. However, the tradeoff is bad performance because there will be just one bucket for the entire Dynamo graph.

No plan to support it yet. We will revisit if this is a common ask. 

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @soulitzer @chauhang @penguinwu @ezyang @gchanan @zou3519 @kadeng @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @XilunWu @tianyu-l @yf225 @msaroufim @bdhirsh @kiukchung @lucasllc
Repository: rust
Issue: Clean up items accidentally stabilized through unstable paths
Labels: T-lang,A-maybe-future-edition

`rustc_allowed_through_unstable_modules` special cases accidental stabilizations of stable items through unstable paths.

These might be prime candidates for cleaning up over an edition, assuming they are able to be accessed through some other path. This issue exists to track that work.

## `core::intrinsics` (attribute added in #95956, #99288)

- `core::intrinsics::drop_in_place`
- `core::intrinsics::copy_nonoverlapping`
- `core::intrinsics::copy`
- `core::intrinsics::write_bytes`
- `core::intrinsics::transmute`

## `os::wasi` (attribute added in #99723)

- `std::os::wasi::io::RawFd`
- `std::os::wasi::io::AsRawFd`
- `std::os::wasi::io::FromRawFd`
- `std::os::wasi::io::IntoRawFd`
Repository: deno
Issue: deno fmt fails to format markdown escaped brackets inside bracket
Labels: bug,upstream,deno fmt

## Reproduction

```
<!-- test.md  -->

![brackets inside brackets \[ \] ]()
```

```
deno fmt test.md
Error formatting: /home/scarf/repo/test.md
   Line 1, column 29: Unexpected open container char `[`.

  ts inside brackets \[ \] ]()
                      ~
Checked 1 file
```

should i also create the same issue on https://github.com/dprint/dprint-plugin-markdown?
Repository: flutter
Issue: [Impeller] Discarding stencil attachment on default FBO causes Angle to invalidate color texture.
Labels: engine,P3,e: impeller,team-engine,triaged-engine,e: opengl

Discovered in https://github.com/flutter/engine/pull/43388
Repository: godot
Issue: Importing .glb with parent as RigidBody, cannot import a child CollisionShape3D
Labels: feature proposal,topic:import

### Godot version

4.0.3

### System information

MacOS 12.3

### Issue description

The Godot 3D import features are impressive and easy to use, but I think I've found an edgecase.

When a user wants to import a 3D model and have the resulting node be a `Body3D`, they can change this in the import settings as `Root Type`. However `Body3Ds` expect collider shapes to be direct children.

The only way I can see to create a collider shape on import is to use the `-col`, `-convcol`, `colonly` and `-convcolonly` object prefixes defined [here](https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#import-hints).

The problem is that these all create a `Body3D` parent node with the collision shape as a child. This is the correct behaviour in any case other than the intended `Body3D` being the object root node.

E.g.:
In blender:
<img width="350" alt="image" src="https://github.com/godotengine/godot/assets/5732688/740a71a5-fba2-4a5c-8894-0c9d5132d9fa">
In import settings:
<img width="298" alt="image" src="https://github.com/godotengine/godot/assets/5732688/31dfc5d3-7636-4aee-814a-b93392db553c">
Import preview tree:
<img width="284" alt="image" src="https://github.com/godotengine/godot/assets/5732688/8e5ba9b0-0503-46d8-a548-db465cc07c0c">

The `ChocolateBarCollider` collision shape is put inside a `StaticBody3D`, when I need it to be placed directly under the parent node.

My work around has been to use the `New Inherited Scene` option and add a `BoxCollider3D` manually, which works fine in this instance but may not be so straightforward with more complex meshes that are updated frequently.
<img width="327" alt="image" src="https://github.com/godotengine/godot/assets/5732688/fe6400de-5a2b-4d4e-9b68-07be973d64d4">

It would be great to know if I've just missed something

### Steps to reproduce

1. Make a simple object in blender and an overlapping shape to be the collider. Give the collider the `-convcolonly` prefix
1. Export as `.glb`
1. Import into Godot after changing the `Root Type` import setting to a `RigidBody3D`
1. In a separate scene, place your object over a `StaticBody3D` with a large box collider
1. Place a camera pointing at both objects
1. Run the scene

The object will fall through the `StaticBody3D` collider

### Minimal reproduction project

Repro repo [here](https://github.com/wjagodfrey/godot-4-import-rigidbody3d-issue)
Repository: tauri
Issue: [bug] Label with text "Tao Window" Visible in Transparent Undecorated Fullscreen Window
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

When creating a window with transparent, undecorated, and not fullscreen, then we make that window to fullscreen by invoke a set_fullscreen(true) then a label "Tao Window" appear along a blue-ish bar.
![image](https://github.com/tauri-apps/tauri/assets/9998724/30acc1e1-ee1a-4929-b3d1-26861ab873be)


### Reproduction

1. Create a new window beside main window with this following properties:
```
 transparent = true
 decorations = false
 skip_taskbar = false
```
 2. Trigger a fullscreen of that window
 3. It should have a Tao Window Label present.
 
 I also create a small example using VITE+REACTJS here: https://github.com/Hraefns/bug-transparent-fullscreen

### Expected behavior

A fullscreen window should not have a label "tao window" nor a blue-ish bar

### Platform and versions

```text
[✔] Environment
    - OS: Windows 10.0.22621 X64
    ✔ WebView2: 114.0.1823.67
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.70.0 (90c541806 2023-05-31)
    ✔ Cargo: 1.70.0 (ec8a8a0ca 2023-04-25)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 16.15.0
    - yarn: 1.22.19
    - npm: 9.6.6

[-] Packages
    - tauri [RUST]: 1.4.1
    - tauri-build [RUST]: 1.4.0
    - wry [RUST]: 0.24.3
    - tao [RUST]: 0.16.2
    - @tauri-apps/api [NPM]: 1.4.0
    - @tauri-apps/cli [NPM]: 1.4.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../build
    - devPath: http://localhost:5173/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: [PowerRename] Preserve selected options between closing and re-opening
Labels: Issue-Bug,Idea-Enhancement,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

[https://www.youtube.com/watch?v=GEP9hnDaKc0](url)
Is an annoying bug that I noticed in "powerrename", every time you use the parameter to increase or not the letters of the file it makes you lose the choice of how to apply. The video above better exemplifies what I can spend time explaining in words.

### ✔️ Expected Behavior

I was hoping it would keep the previous chosen option.

### ❌ Actual Behavior

Partially presents the setting: Apply To, because of setting activation: Text Formatting.

### Other Software

_No response_
Repository: PowerToys
Issue: 剪切板管理和快捷便签功能Clipboard management and quick notes
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

**剪切板管理Clipboard management:**
记录所有的剪切复制内容，快捷调出内容列表可以进行管理，且点击进行粘贴
Record all cut and copied content, quickly access the content list for management, and click to paste

**快捷便签Quick notes:**
快捷调出便签界面，输入内容后关闭便签或者关机也不会删除。界面功能应当简洁，建议仅有输入和删除字符功能
Quickly call up the note interface, and closing or shutting down the note after entering content will not delete it. The interface functions should be concise, and it is recommended to only have input and delete character functions

### Scenario when this would be used?

every time

### Supporting information

_No response_
Repository: create-react-app
Issue: Use ESLint new flat config system
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

ESLint is deprecating its current config system and moving to a new one.

Blog post: https://eslint.org/blog/2022/08/new-config-system-part-1/
Docs: https://eslint.org/docs/latest/use/configure/configuration-files-new

I can't find a way to make CRA eslint rules to work with the new config system.
Repository: PowerToys
Issue: No Window Controls
Labels: Issue-Bug,Help Wanted,Product-Settings,External Dependency

### Microsoft PowerToys version

0.71.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

Open PowerToys
No buttons to manage window [Minimize, Maximize and Close]
![PowerToys Settings_2023-07-05_23-07-22](https://github.com/microsoft/PowerToys/assets/10696951/1d2a253f-d29d-4ecd-8986-2f62a650156b)


### ✔️ Expected Behavior

Have buttons to minimize, maximize and close the window

### ❌ Actual Behavior

No buttons

### Other Software

_No response_
Repository: create-react-app
Issue: solution for this available, hit the link at the end: 
Labels: issue: proposal,needs triage

```
 [DEP_WEBPACK_DEV_SERVER_ON_AFTER_SETUP_MIDDLEWARE] DeprecationWarning: 'onAfterSetupMiddleware' option is deprecated. Please use the 'setupMiddlewares' option.
(Use `node --trace-deprecation ...` to show where the warning was created)
 [DEP_WEBPACK_DEV_SERVER_ON_BEFORE_SETUP_MIDDLEWARE] DeprecationWarning: 'onBeforeSetupMiddleware' option is deprecated. Please use the 'setupMiddlewares' option.
```

[middleware-deprecation-solution.txt](https://github.com/DrVipinKumar/ReactAllProjects/blob/main/reactwithspring/public/MiddlewareDeprecationSolution.txt)
Repository: stable-diffusion-webui
Issue: [Feature Request]: How to run stable webui on Multi Gpus?
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

My server has 4 V100 gpus. How to run webui with 4 gpus.
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 470.161.03   Driver Version: 470.161.03   CUDA Version: 11.4     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|                               |                      |               MIG M. |
|===============================+======================+======================|
|   0  Tesla V100-SXM2...  On   | 00000000:00:08.0 Off |                    0 |
| N/A   37C    P0    55W / 300W |  30025MiB / 32510MiB |      0%      Default |
|                               |                      |                  N/A |
+-------------------------------+----------------------+----------------------+
|   1  Tesla V100-SXM2...  On   | 00000000:00:09.0 Off |                    0 |
| N/A   36C    P0    59W / 300W |  30025MiB / 32510MiB |      0%      Default |
|                               |                      |                  N/A |
+-------------------------------+----------------------+----------------------+
|   2  Tesla V100-SXM2...  On   | 00000000:00:0A.0 Off |                    0 |
| N/A   50C    P0   265W / 300W |  27182MiB / 32510MiB |     90%      Default |
|                               |                      |                  N/A |
+-------------------------------+----------------------+----------------------+
|   3  Tesla V100-SXM2...  On   | 00000000:00:0B.0 Off |                    0 |
| N/A   40C    P0    56W / 300W |  25240MiB / 32510MiB |      0%      Default |
|                               |                      |                  N/A |
+-------------------------------+----------------------+----------------------+

I use `device_id=0,1,2,3` , but failed.



### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

my start command is :
`
python launch.py --listen  --api   --device-id 0,1,2,3  --enable-insecure-extension-access
`