sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Applications made with Godot are grouped with the Godot editor in KDE's task manager
Labels: bug,platform:linuxbsd,topic:porting

### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Godot v4.1.1.stable (bd6af8e0e) - Freedesktop SDK 22.08 (Flatpak runtime) - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 XT (RADV NAVI10) () - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Any application that is made with Godot (i.e. Pixelorama) is grouped under the Godot icon along with it's editor, in the Icons-only Task Manager. 


I opened a [bug report](https://bugs.kde.org/show_bug.cgi?id=473875) for this on KDE's bug tracker, but I was told that this was actually a problem with Godot:

> This would be happening because those apps are incorrectly setting their metadata (WM_CLASS, WM_STRING, etc) to be the same metadata that Godot Engine uses. I'd recommend reporting the issue to the developers of those apps. The Godot people might want to hear about it too; if this is common, it might suggest that the template that new apps use is pre-set to what's used by Godot itself, which, if true, isn't a great default value.

### Observed result
All applications that are made with Godot are grouped under the Godot editor.

### Expected result
Applications made with Godot are in their own group, and not grouped under the Godot editor

### Steps to reproduce

1. Install the Godot editor (doesn't matter from where, distro packages or Flatpak)
2. Install an application made with Godot (i.e. Pixelorama)
3. Launch the Godot editor
4. Launch any application made with Godot

### Minimal reproduction project

N/A
Repository: go
Issue: net/http: apparent deadlock in TestTransportDecrementConnWhenIdleConnRemoved
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" &&
	((log ~ `running tests:\n\s*TestTransportDecrementConnWhenIdleConnRemoved` && log ~ `panic: test timed out`) ||
		(test ~ `TestTransportDecrementConnWhenIdleConnRemoved` && status == "ABORT"))
```

- https://ci.chromium.org/ui/p/golang/builders/try-workers/gotip-linux-amd64-boringcrypto-test_only/b8771399241024503825/overview
- https://ci.chromium.org/ui/p/golang/builders/try-workers/gotip-windows-amd64-test_only/b8771399193509742385/overview

The goroutine dump from the logs is unfortunately too large to paste in a GitHub issue. 😅

(attn @neild; CC @golang/release)
Repository: pytorch
Issue: [Performance] Pass in head_size_og to FlashAttentionV2 
Labels: triaged,module: sdpa

# Summary
We currently pad the inputs to FLashAttention V2 to the nearest multiple of 8 in order to make sure that inputs are aligned. We are likely doing extra MAD instructions in this case. This change was made in order to make the operator compliant to Autograds aliasing rules. 

A solution would be to pass down the og size from top level sdpa to the flash_api.cpp calls in order to save on some wasted compute when we are padding to a larger multiple.

cc @mikaylagawarecki
Repository: vscode
Issue: Support backticks (markdown) in window notifications
Labels: feature-request,workbench-notifications,keep

<!-- ⚠️⚠️ 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. -->
There are certain times when we would like to display a file path https://github.com/microsoft/vscode-python/issues/21885#issue-1871881972, or the like such as the environment name `(.venv)` here: https://github.com/microsoft/vscode/issues/188969#issuecomment-1698111831.

![image](https://github.com/microsoft/vscode/assets/13199757/d843cf33-7e44-429f-b822-905dcbe993f1)

So the above notification would look like:

> The following environment is selected: `<path_to_file_with_backtick_formatting>`
Repository: neovim
Issue: Contained syntax highlight color/attribute combining is not supported [yet?]
Labels: enhancement,syntax

## Problem
Contained syntax rules *always* override color -- even if they only contain attributes.
They should be combinable -- but they are not (for `:syntax`).

## Example
```vimscript
:new
this is line
:hi! Line ctermfg=1 guifg=#ee0000 gui=NONE cterm=NONE
:syn region Line display oneline keepend excludenl start=/^/ end=/$/
:hi! Word ctermfg=NONE guifg=NONE gui=bold cterm=bold
" OR: :hi! Word gui=bold cterm=bold
:syn match Word display excludenl contained containedin=Line /is/
:call matchadd("Word","line")
```

## Goal
I want to properly fix my 7yo markup:
* `:syntax` accents for e.g. bold/italic should be combinable  with current line color (currently only `matchadd()` is able to do that). 
* \*bold\* word on red line -- should be red (and depend on the line color) instead of being fixed or default color -- only `:syntax` suffers from it, not `matchadd()`

I can make a *really ugly* workaround: query *all* existing highlighting groups at the end of syntax file and auto-generate *contained* syntax rules (like above) with specific color per each highlight per each accent -- but it's ugly and *very slow* both on generation and during rendering that O(n*m) rules.

## Prior Art (never was merged / concluded upon?)

[patch] Add a 'modifier' keyword to the :syntax commands, allowing syntax matches to stack. 
  https://groups.google.com/g/vim_dev/c/5YgghIZH_-w
  
 Can it be done: syntax region background color, with "transparent" foreground? : r/vim
  https://www.reddit.com/r/vim/comments/2iz7ho/can_it_be_done_syntax_region_background_color/


### Expected behavior

When one `:syntax` is contained inside another and its `:hi` group does not contain explicit attributes [cterm/gui][fg/bg/-] -- don't override them and keep values from the underlying `:hi` present there (like `transparent` does).
Repository: vscode
Issue: Web typings file system triggers FS errors when clicking through breadcrumbs
Labels: bug,typescript

1. Set `typescript.experimental.tsserver.web.typeAcquisition.enabled: true`
2. Load repo such as https://insiders.vscode.dev/github/mjbvz/vscode-markdown-languageservice
3. Navigate into the typings for a package such as `picomatch`
4. In `picomatch.d.ts`, click on the breadcrumbs

**bug**
See errors such as:

```
Unable to resolve nonexistent file 'vscode-node-modules://github/vscode-vfs/github/mjbvz': Error: Unable to resolve nonexistent file 'vscode-node-modules://github/vscode-vfs/github/mjbvz'
    at s.resolve (https://main.vscode-cdn.net/insider/ebd67244fb2da33ab078bb2baa96106fda29f336/out/vs/workbench/workbench.web.main.js:627:11722)
    at async a.getChildren (https://main.vscode-cdn.net/insider/ebd67244fb2da33ab078bb2baa96106fda29f336/out/vs/workbench/workbench.web.main.js:1900:22440)
    at async https://main.vscode-cdn.net/insider/ebd67244fb2da33ab078bb2baa96106fda29f336/out/vs/workbench/workbench.web.main.js:594:19014
```
Repository: neovim
Issue: digraph silently accepts non-ascii letters as trigger -- but treats them as bytes
Labels: enhancement,needs:vim-patch

### Problem

When typing *not in English* I frequently need to insert special symbols. 
And switching language back-n-forth for single character multiple times per line is very disrupting and tiresome for hands.

Using non-ascii is rejected by old cmd API but not new fn API:
```
digraph ok 10003   " ✓  (ascii OK)
digraph щл 10003   " ✓  (non-ascii ERR)  " E39: Number expected
echo digraph_set("щл", "✓")    " -> v:true   BUT:   echo digraph_getlist()  --> [['I;', '✓']]
```
Yet, new api seemingly reads bytes instead of characters.

### Expected behavior

Allow `:digraph щл 10003` as long as it's a two-char combo.
Or keep old cmd API behavior, but enhance `digraph_set()` function only.
E.g. by converting each char to unicode number individually -- probably that way changes to codebase will be smaller.

### Somewhat related
https://github.com/neovim/neovim/issues/22978
Repository: pytorch
Issue: [FSDP] incorrect backward prefetch order when using BackwardPrefetch.BACKWARD_POST
Labels: triaged,module: fsdp

### 🐛 Describe the bug

how to reproduce
* pytest test/distributed/fsdp/test_fsdp_backward_prefetch.py
* the unit test wraps nn.Transformer with FSDP

for backward_prefetch = BackwardPrefetch.BACKWARD_POST
* state._exec_order_data.handles_post_forward_order equals forward order: encoder 0...5 -> decoder 0...5 -> root
* post-backward hook (AccumulateGrad) order: decoder 5, 4...0 -> encoder 5...0 -> root
* current prefetch order: decoder 4...0 -> encoder 5...0 -> None -> decoder 5. decoder 5 backward is the 1st forward but it's prefetched at the the last. it means decoder 5 will be block waiting for all-gather without prefetch
* ideal prefetch order: decoder 5...0 -> encoder 5...0 -> None

the default backward_prefetch is BackwardPrefetch.BACKWARD_PRE. if more customers use BACKWARD_POST, we should revisit the priority for fixing

### Versions

[conda] torch                     2.1.0a0+gitd3da6ce           dev_0    <develop>

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu
Repository: godot
Issue: Changing SubViewport Own World3D causes meshes with skeleton to render in T-Pose
Labels: bug,topic:rendering,topic:animation,topic:3d

### Godot version

4.0.3 through 4.2.dev3

### System information

Godot v4.2.dev (2992ffd25) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

When the "Own World" or "World3D" property of a SubViewport is changed, all skinned meshes within the viewport revert to the default pose (usually T-Pose)

![image](https://github.com/godotengine/godot/assets/39946030/923ea752-2b73-429b-87b3-f3eb2e2f5f0b)
Video by @faolan-rad showing the problem: https://cdn.discordapp.com/attachments/1032420284961132645/1146206318122782790/2023-08-29_18-17-13.mkv

To workaround, clearing and setting either the `skin` or `skeleton` properties of the MeshInstance3D objects appears to fix the mesh again.

Moving bones, changing `mesh`, or toggling visibility of either skeleton or mesh does not workaround the problem.

It happens both for mesh & skeleton parented to the viewport, as well as just mesh parented to the viewport and skeleton outside.

### Steps to reproduce

1. Open the attached project, consisting of a skinned mesh in a viewport. The mesh in the attached project is visible in the 2D view due to being in a subviewportcontainer.
2. Select the SubViewport object.
3. Toggle "Own World" on or off.
4. The mesh will appear to become t-posed.
5. Clear the skin or skeleton fields on the mesh instance and undo to "workaround" the issue, and repeat.

### Minimal reproduction project

[TestSkeleton.zip](https://github.com/godotengine/godot/files/12470069/TestSkeleton.zip)
Repository: pytorch
Issue: AdaptiveMaxPool documentation is not detailed
Labels: module: docs,module: nn,triaged,actionable,module: pooling

### 📚 The doc issue

The documentation does not give insights into how the assignments are performed for AdaptiveMaxPool2d (and other AdaptiveMaxPoolXd).
While it is clear what happens in simple cases where the input shape is divisible by the input shape, the behavior when it is not divisible (i.e., where it is actually necessary) is not clarified.
For example, for a 3x3 input and a 2x2 output, it is not obvious that each output is the maximum of 2x2 inputs. (It could also be maxima over 2x2, 2x1, 1x2, and 1x1 input elements.)

My source for the behavior is: https://github.com/pytorch/pytorch/blob/51861cc9b19d9c483598e39932661822a826d3a2/aten/src/ATen/native/AdaptiveMaxPooling2d.cpp 


### Suggest a potential alternative/fix

The following could be added:

For each element of the batch and each channel, given an input shape of $H_{in}\times W_{in}$ and a desired output of shape $H_{out}\times W_{out}$, `AdaptiveMaxPool2d` is defined as follows: 
$$Y[i, j] = \max\left\\{ X[a, b] \ |\  \left\lfloor \frac{i \cdot H_{in}}{H_{out}} \right\rfloor \leq a < \left\lceil \frac{(i+1) \cdot H_{in}}{H_{out}} \right\rceil \ ,\  \left\lfloor \frac{j \cdot W_{in}}{W_{out}} \right\rfloor \leq b < \left\lceil \frac{(j+1) \cdot W_{in}}{W_{out}} \right\rceil   \right\\}$$


cc @svekars @carljparker @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: material-ui
Issue: styled() creates generic components without prop type definitions
Labels: package: system,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
[sandbox based on docs example](https://codesandbox.io/s/styled-components-forked-zw2fyq?file=/src/App.js)

- create any styled component out of native element (div in this case)
- try adding an ``onClick`` prop 
- watch the even property type -> ``any``


### Current behavior 😯

- no list of props defined to the styled component

### Expected behavior 🤔

should retain inherited native props of the native element

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: next.js
Issue: Requests not memoized when using cookies
Labels: 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: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 21:00:41 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.16.1
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.12
      eslint-config-next: 13.4.10
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router

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

https://codesandbox.io/p/sandbox/fervent-hugle-mcfppg

### To Reproduce

Sample page that calls /foo twice on each load, request is not memoized:

```js
import { cookies } from 'next/dist/client/components/headers';
import { Metadata } from 'next/types'

async function fetchName() {
    cookies();
    const res = await fetch('http://localhost:3000/foo',)
    const repo = await res.json();
    return repo.name;
}   

export async function generateMetadata(): Promise<Metadata> {
    const name = await fetchName();
    return { title: name}
  }

export default async function page() {
    const name = await fetchName();
    return <p>{name}</p>;
}
```

### Describe the Bug

When using cookies, requests are not memoized.
This is particuarly important for the example above: for a logged in user (hence the cookies), we need to show some data in both the title and the page.

In the pages router the above is as simple as the following and that obviously sends only 1 requests:
```js
export async function getServerSideProps() {
    const res = await fetch('localhost:3000')
    const repo = await res.json();
    return { props: { name: repo.name } }
}
export default function page({name}) {
    return <><Head><title>{name}</title></Head><p>{name}</p></>;
}
```

### Expected Behavior

Requests should be memoized.

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

_No response_

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

_No response_
Repository: go
Issue: cmd/go: don't compile native code(c, c++) to objects when running go command in list and vet mode
Labels: ToolSpeed,GoCommand,gopls

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.0 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?

Gopls underlying calls `go list` with `-compiled=true` flag to get `CompiledGoFiles` field, which contains original go source file in a package, and also cgo-generated go source files. That's enough for gopls to working, but the `go list` command will
also compile c/c++ files to object files, this is totally redundant for gopls.

My work heavily relies on cgo, when loading workspace or doing some changes that affects the cgo package in vscode, the edtor becomes very slow and cpu usage goes 100% because of the compilation of c/c++ files, especially when the codebase is very large, as i described in #50151 years ago.

I have do some experiments in cmd/go source code by skip the compilation of c/c++ code by wrapping these code in the if statement: 
```go
if !b.IsCmdList {
    // .......
}
```
https://github.com/golang/go/blob/1f8f2ab9661c78876d8a8cb0ccc4625728842b26/src/cmd/go/internal/work/exec.go#L3319-L3401

Gopls works fine after recompiled the go command,  it seems nothing broken. I'm not sure whether this change will break go build cache or not. 

There is also another solution, gopls could call `go list` with `-compiled=false` and generate `CompiledGoFiles` by calling cgo command by itself, but it requires gopls to parse the go source files to get C include paths and pass it to cgo command.

I think it worth a change in go toolchain for `go list` and `go vet`, it improves dev experience very much, i don't see any necessaries to compile c/c++ file to objects in these two cases, not only for gopls, but also other tools that uses `go list`, of course we could introduce some new env/flag to keep backward compatibility if need.
Repository: stable-diffusion-webui
Issue: [Bug]: img2img not working
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

When I put a picture in img2img
Nothing works at all
Just writes waiting

### Steps to reproduce the problem

1. Go to .... stable diffusion 
2. Press ....Send to img2img
3. ...generate


### What should have happened?

An image should appear in the display box

### Version or Commit where the problem happens

A1111.Web.UI.Autoinstaller.v1.7.0

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

Automatic

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

Google Chrome

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
no
```


### Additional information


https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/116336507/39a3488b-519f-483b-a173-de16ca839dc4


https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/116336507/8b158014-3d12-4997-999a-31a0af284710


https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/116336507/854659af-56cf-46cf-8ee1-ef533b35b3a4
Repository: vscode
Issue: Split terminal hangs when streaming output over remote connection
Labels: bug,confirmation-pending,terminal-process

1. Create a terminal in a codespace
2. Run `python -m pip install jupyterlab jupyterhub` or some other long running operation
3. Try to split the terminal while the operation runs 
4. :bug: the split terminal hangs
Repository: flutter
Issue: [engine] `pointer_data_packet_converter.cc` panics while resizing the window
Labels: engine,platform-mac,P2,team-macos,triaged-macos

```
[FATAL:flutter/lib/ui/window/pointer_data_packet_converter.cc(246)] Check failed: iter != states_.end(). 
```

Assigned to myself to take a brief look, but feel free to take it from me!

This occurs on MacOS at HEAD. I didn't check other platforms.
Repository: three.js
Issue: Proposal w/ solution: Add virtual Desktop into three.js/editor/VR.viewport for immersive editing WebXR
Labels: Editor

### Description

The Three JS Editor is amazing, especially for WebXR. The current VR controls are still in development and don't yet allow text fields and drop boxes. Fortunately the desktop interface still works great while inside VR. A virtual-cam Desktop menu would be a second approach to controlling the immersive environment in real time, retaining full editing functionality with mouse and keyboard. Change positions and colors, add new objects to the scene, even write and play scripts.
Very similar to a live coding environment (inspired by @brianpeiris [RiftSketch](https://github.com/brianpeiris/RiftSketch))

### Solution

I added a simple virtual Desktop window (webcam video texture) inside the VR environment. Like the editor's included interface, virtual Desktop is just a 2D plane.
( Theoretically, the HTML window could even be scaled/positioned over the menu portion of the Desktop mesh, retaining full UI interactivity. )

When entering the VR session, Player is prompted (on physical Desktop screen for security) to allow access to webcam / OBS virtual-camera. Once allowed, the selected input is projected onto the 2D plane within the VR environment.

demo video: https://youtu.be/uAaAXZa1Dwc
![Screenshot (27)](https://github.com/mrdoob/three.js/assets/43762250/c96037fc-e43d-4400-ae2b-1fc31d68ba68)

### Alternatives

I was originally looking into WebRTC and all that, but that is way too advanced for me.

### Additional context

My goal is to introduce solutions for building VR in VR, with minimal interjection, using only Three JS and zero added modules or libraries. This small feature opens a lot of potential for building immersive content while immersed in the content you're building.

*This virtual Desktop interface requires Player's headset to be connected/linked through their Desktop.
For standalone headsets, vDesktop = false. Tethered/linked, vDesktop = true. That part hasn't been coded yet.
Repository: godot
Issue: 2D Lighting doesn't render all lights when TileMap cell_quadrant_size is not small enough
Labels: discussion,topic:rendering,documentation,topic:2d

### Godot version

v4.1.1.stable.arch_linux

### System information

Godot v4.1.1.stable unknown - EndeavourOS #1 SMP PREEMPT_DYNAMIC Wed, 19 Jul 2023 19:19:38 +0000 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 535.86.05) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

Some PointLight2D nodes seem to not be rendered (on the TileMap and ONLY on the TileMap, Sprite2Ds seem to still get the correct Lighting) when there are multiple PointLight2D nodes within a close proximity, and the TileMap's `cell_quadrant_size` is not small enough.

This is an example video from my personal game project.
https://github.com/godotengine/godot/assets/3057229/05432d43-733b-4c3f-a738-4aea236f6df4

I've attached a minimal example project that demonstrates the problem. It's not instantly as noticeable as my personal game, but it definitely exhibits the same issues.

This also is a bug in all rendering backends, Forward+, Mobile, and Compatibility.

### Steps to reproduce

Create a `TileMap` and add a `DirectionalLight2D` with `mix mode` changed to `subtract` to create a darkness. Add some `PointLight2D` nodes around the map. Then add a player character of some kind that can move around, with a `Camera2D` and another `PointLight2D` as children.
If you don't see the issue when playing (actually it happens in the editor also), then add more `PointLight2D` nodes and/or increase the `TileMap` `cell_quadrant_size`.

In my reproduction project, you can also watch lights reappear in the editor, if you select the `TileMap`, and raise the `cell_quadrant_size` to `128`, then click the down arrow to keep reducing it until you see the problem.

### Minimal reproduction project

[2DLightingBug.zip](https://github.com/godotengine/godot/files/12471387/2DLightingBug.zip)