sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Unify test_torchinductor.copy_tests and make_test_cls_with_patches
Labels: triaged,oncall: pt2,module: inductor

### 🐛 Describe the bug

Somehow, despite these two projects being created at roughly the same time, we ended up two copies of the "take some existing tests and patch them into a new test class with some alternate configuration." Let's unify them. My personal preference is to unify on `make_test_cls_with_patches` as it's already properly in the library.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler
Repository: terminal
Issue: Ctrl+V to paste in Terminal Chat goes to the active control instead
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Area-Chat

### Windows Terminal version

1.20 canary

### Windows build number

The _adept with the AAD issues

### Other Software

_No response_

### Steps to reproduce

1. Leave the default Ctrl+V to paste in the settings
2. Open Terminal Chat
3. Try to paste with ctrl+v

### Expected Behavior

It should paste to the text box

### Actual Behavior

pastes to the Terminal instead 🤦

![image](https://github.com/microsoft/terminal/assets/18356694/978dcdbd-ac96-4428-b05d-bb825567d6d2)


Right-click -> paste does work in there though
Repository: godot
Issue: CharacterBody2D stuck when performing move_and_slide on a tilemap ceiling
Labels: bug,topic:physics,needs testing,topic:2d

### Tested versions

4.2.1-stable, 4.3-dev2

### System information

Godot v4.2.1.stable - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/30241840/ffbd583e-d9e0-4eb7-8bc7-64e7f3bf890c)
Some specific setup of tile in a tilemap does not allow a CharacterBody2D (white boxes) to glide on it when `move_and_slide` is called, as shown on the screenshot- particularly the lowest box that attempted to glide on a tilemap ceiling. It gets stuck there for no apparent reason.

(Top 2 box not related- it also got stuck, but the tiles places are not continuous)

### Steps to reproduce

- Create a CharacterBody2D, attach a script to move_and_slide to the right
- Place it exactly under a tilemap ceiling
- Run it

### Minimal reproduction project (MRP)

[PoC.zip](https://github.com/godotengine/godot/files/14013048/PoC.zip)
Repository: opencv
Issue: Incorrect convex hull for contour.
Labels: bug,category: imgproc,needs investigation

### System Information

OpenCV python version: 4.8.1
Operating System / Platform: Windows 10
Python version: 3.11.5

### Detailed description

The "convexHull" function produces an incorrect result for the outer contour, making any further data processing and information extraction from the contour impossible. In my opinion, this contour is correct and does not have self-intersections, but it has two points of self-contact, which causes the incorrect result.


![zoom_0](https://github.com/opencv/opencv/assets/11032016/d14d7152-6701-4667-a448-bbabe622f779)
![zoom](https://github.com/opencv/opencv/assets/11032016/33ede85f-b13d-45d4-88cf-278c3d4f29f4)




Output log:
```
Contour:
[...

 [[ 74 100]]

 [[ 74 102]]

 [[ 73 103]]

 [[ 72 103]]

 [[ 73 103]]

 [[ 74 102]]

 [[ 83 102]]

 ...]
Convex hull:
[
 ...
 [37]
 [47]
 [46]
 [50]
 ...]
```
Expected:
```
Convex hull:
[
 ...
 [37]
 [47]
 [48]
 [50]
 ...]
```

### Steps to reproduce

[greyscale.zip](https://github.com/opencv/opencv/files/14013026/greyscale.zip)

```
import cv2 as cv

src_greyscale = cv.imread("greyscale.png", cv.IMREAD_GRAYSCALE)

contours, hierarchy = cv.findContours(src_greyscale, cv.RETR_TREE, cv.CHAIN_APPROX_SIMPLE)  

convex_hull_indices = cv.convexHull(contours[0], clockwise = True, returnPoints = False)

print("Contour:")
print(contours[0])
print("Convex hull:")
print(convex_hull_indices)
```


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: go
Issue: net/http/pprof,runtime/pprof: document expected overhead of profiling
Labels: Documentation,NeedsInvestigation,compiler/runtime

A common question from users is how much overhead it is to add profiling (most commonly through `net/http/pprof`) into a running production system, and whether it's safe to just leave it in a non-debug build.

The package doc should state the expected / target impact of just importing the package (negligible?) and when actively running a cpu/memory profile.

The last time the Go project seems to have said something about this was [10 years ago in a blog post](https://go.dev/blog/pprof) while people appear to cite 5% coming from [Google Cloud Profiler](https://medium.com/google-cloud/continuous-profiling-of-go-programs-96d4416af77b)
Repository: pytorch
Issue: [Feature] Foreach view
Labels: module: performance,triaged,module: mta

For per-parameter-sharding FSDP, we want to apply `view` ops on tensor lists (e.g. viewing 1D <> ND or viewing `uint8` <> other dtype). We currently do this by `for`-looping in Python. We request a `torch._foreach_view` that (1) stays in C++ for all views and (2) preferably avoids the dispatcher for each view if possible.

For (2), we are only requesting for it, and we can understand if it is not possible. (E.g., we know it would not work for MPS backend, but here we mainly care about CUDA backend.) @yifuwang has a benchmark showing that for `1024 * 50 = 51200` `as_strided` calls (from `split_with_sizes`), skipping the dispatcher yields almost a 5x speedup from ~100 ms to ~23 ms.

cc: @janeyx99 I added the `module: mta` label, but since this is a CPU-only op, maybe that is misclassified. Feel free to fix the labels.

cc @crcrpar @mcarilli @janeyx99
Repository: next.js
Issue: Parallel route not rendering in `not-found` or `error` when built
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/unruffled-bartik-3gnlyj

### To Reproduce

1. Add a parallel route and update root layout.tsx to render it
2. Add not-found.tsx slot component to root
3. Run in dev mode, visit a nonexistent route `/asdf`, see it working
4. Run in prod mode, visit a nonexistent route `/asdf`, see it broken

### Current vs. Expected behavior

Currently, when the app is built, the parallel routes do not render into not-found (or error). It works in dev mode, but not when built. I expect parallel routes to work the same when the app is built and served/"prod mode" as it does in dev mode.

### Provide environment information

```bash
$ /workspace/node_modules/.bin/next info

Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.1.1-canary.5 // Latest available version is detected (14.1.1-canary.5).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Other (Deployed)

### Additional context

I am using `output: "standalone"`, however, I see the issue in all output modes.

The high level use case here is just "I want to use a parallel route as a shared header and I want "error" and "not-found" slots to respect that the same as it does page slots."
Repository: ant-design
Issue: layout shift bug if add loading.tsx in next app
Labels: Inactive,Next.JS

### Reproduction link

[https://stackblitz.com/~/github.com/DmitryLebedevDev/antd-layout-shift-bug](https://stackblitz.com/~/github.com/DmitryLebedevDev/antd-layout-shift-bug)

### Steps to reproduce

reload page many times

### What is expected?

after loading -> view html skeleton -> expected page

### What is actually happening?

after loading -> view html skeleton -> layout shift -> expected page

| Environment | Info |
| --- | --- |
| antd | 5.13.2 |
| React | ^18 |
| System | linux |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: Middleware causing duplicate /GET logs
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/jordanpurinton/next-middleware-dupe-logging

### To Reproduce

1. Start app using `npm run dev`
2. Hit http://localhost:3000 in the browser
3. Observe multiple GETs in the next logs (with `fullUrl: true`)

### Current vs. Expected behavior

This happens in a larger app I'm working on, but even using create next app I'm seeing duplicate logs for GET/POST requests on routes in my application when using middleware. This behavior seems to go away when turning off the middleware. 

Why are these logs being omitted more than once? Ideally, I would only see one request being omitted in the logs, however there are multiple GET requests omitted. 

Why is this the case when using middleware? Is there something I'm missing or misunderstanding here?

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.5.0
Binaries:
  Node: 18.17.0
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

App Router, Middleware / Edge (API routes, runtime)

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

next dev (local)

### Additional context

<img width="206" alt="Screenshot 2024-01-22 at 10 31 01 AM" src="https://github.com/vercel/next.js/assets/12102971/a5e1d36f-3e75-4b73-9356-b102d05a5cdc">
Repository: angular
Issue: Add a way to set new default values to reactive form controls
Labels: feature,area: forms,feature: under consideration

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

For typical CRUD operations, it's often required to
- reset the dialog to its initial state
- query if a particular FormControl has a value that's different than the original one.

The defaultValue/reset() Feature is quite suitable for this. Unfortunately, there's no way to change the defaultValue, e.g. once the user performs a "Save action".

### Proposed solution

I propose to enhance the Reactive FormControl API with the following methods:

- `setDefaultValue(newDefaultValue: TValue)`: Updates the defaultValue of the FormControl to `newDefaultValue`. Calls to the reset() operation in particular will use this new defaultValue.
- `setCurrentValuesAsDefault()`: Convenience method for `formControl.setDefaultValue(formControl.getRawValue())`.


I'd be happy to develop and raise a PR for this feature.

### Alternatives considered

Another alternative would be to build entirely new FormControls if new default values are required. However, this might be less convenient and has issues currently with 2-way-data-binding, I believe.
Repository: flutter
Issue: [Go_router] Add current and next uri to redirects
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Use case

I want to access the current uri from inside a redirect function. While it's possible today, it is a bit ugly.

Let's take this common scenario, of unprotected and protected routes:

 - /products/:id (unprotected)
 - /products/:id/edit ( requires account)
 - /suppliers/:id (unprotected)
 - /suppliers/:id/edit (requires account)
 - /create-account (requires authentification)
 - /sign-in

Due to how go_router redirection work, when an unauthenticated user is on /products/:id and access /products/:id/edit he will be redirected to /create-account then finally to /sign-in. The page stack will only contain the /sign-in page. Since there is only one page on the stack, the Scaffold will not display a BackButton, rendering the user stuck on the /sign-in page.

As of today it is possible to display a BackButton by adding it manually to the scaffold and somehow get access to the current uri in the redirect method to redirect to :  `/sign-in?onSuccess=the-url-user-wanted-to-access&onNavBack=previous-url` (note onNavBack query param) to allow navigation to the previous page.



### Proposal

The proposal is to give the `current` state and the `next` state to the redirect function.  Currently only the target state is passed.

IE: transform

```dart
/// The signature of the redirect callback.
typedef GoRouterRedirect = FutureOr<String?> Function(
    BuildContext context, GoRouterState state);
```

into

```dart
typedef GoRouterRedirect = FutureOr<String?> Function(
    BuildContext context, 
    GoRouterState current,
    GoRouteState next,
);
```
Repository: go
Issue: x/pkgsite-metrics: failed to create new OS thread with new gvisor version
Labels: NeedsInvestigation

### Go version

1.21.2

### Output of `go env` in your module/workspace:

```shell
-
```


### What did you do?

Run pkgsite-metrics in production.

### What did you see happen?

`'go clean' failed with output runtime: failed to create new OS thread`

The number of long-lived processes grows with each served request. After about 500 requests, the number of alive processes is > 32k and that kills the server. This happens with a new version of runsc [20240115.0](https://github.com/google/gvisor/releases/tag/release-20240115.0)

### What did you expect to see?

The number of processes should remain near constant.
Repository: vscode
Issue: Persist variable expansion state through variable update events in notebook variables view
Labels: bug,notebook-variables

1. create a list in a notebook
2. view the list in the variables view and expand the children
3. execute a cell

:bug: list is no longer expanded in the view
Repository: godot
Issue: "Building Android Project (gradle)" does not appear.
Labels: bug,platform:android,topic:editor,topic:export

### Tested versions

v3.5.3.stable.official

### System information

Windows 10, Godot 3.5.3

### Issue description

When exporting a large project to Android, the "Building Android Project (gradle)" window does not appear. I didn't notice any errors or anything like that. Apk/aab files appear in the folder, but I don't see the build logs. Godot freezes completely while building aab file. As soon as the aab file is ready, everything returns to normal.

Tried with simple projects from examples, works fine.

I don't care about freeze, but I would like to see "Building Android Project (gradle)" window. Any ideas how could I fix it?

### Steps to reproduce

1. Start Godot 3.5.3
2. Open some large project (I have the only my project and cannot add it here).
3. Project -> install Build template
4. Editor -> Export -> Android -> set SDK path and Keystore, enable "Use custom Build", export Format AAB
5. Export Project.

### Minimal reproduction project (MRP)

I can not add my project here. I’ve tried with few projects. The larger the project, the less likely you are to see the "Building Android Project (gradle)" window.
Repository: TypeScript
Issue: Respect Node's `--loader` for VS Code Intellisense
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ 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. -->

I would like VS Code to be able to use a custom Node.js loader for Intellisense. 

For example, if I remove the `.mjs` extension from my code, I can no longer see the Intellisense for `mime-types.mjs`.

But my custom loader does not require the extension.

Here is what I am hoping to see: (without the `.mjs` extension on the import)

![image](https://github.com/microsoft/vscode/assets/1218446/23abf075-2a08-422b-a377-1e5c1a5642f0)

I can see the `.html` reference in the Intellisense drop down.

![image](https://github.com/microsoft/vscode/assets/1218446/b82a753c-951f-42ab-9f64-51abad36fc50)

But here is what I actually see:

![image](https://github.com/microsoft/vscode/assets/1218446/93460422-0c9d-448b-b91f-f1db267fa476)

I think that now Node.js loaders are going through the normalization process - heading out of experimental, it is a good time for VS Code to start working on respecting loaders.

Perhaps this could live in `.vscode/settings.json`:

```json
// .vscode/settings.json
{
    "loader": "./loader.mjs"
}
``` 

It would be important to provide different loaders for different directories for more complex projects/monorepos, etc:

```json
// .vscode/settings.json
{
    "loader": {
        "./app-one": "./loaders/my-custom-loader-1.mjs",
        "./app-two": "./loaders/my-custom-loader-2.mjs",
        "./app-three": "react-loader"  // <-- Uses a package as a loader
    }
}
```
Repository: godot
Issue: Blender/GLTF vertex coloring is wrong with OpenGL Compatibility renderer.
Labels: bug,topic:rendering,topic:3d

### Tested versions

Reproducible from Godot 4.0+.
I noticed this with 4.2.1.stable but it also happens with 4.0.stable and 4.3.dev2.
Not a regression from a prior release of Godot 4.

### System information

Godot v4.2.1.stable - macOS 14.1.1 - Vulkan (Mobile) - integrated Apple M1 Pro - Apple M1 Pro (10 Threads)

### Issue description

With the compatibility renderer, vertex colors are way darker than they should be, like there's some incorrect sRGB <-> Linear color space conversion going on or something. They appear correct with the Mobile and Forward+ renderers. I've observed this with models made in Blender at least... Here are a couple of comparisons. The wall model provided with the reproduction project I made and colored using Blender. It has no textures, just vertex colors.

Vulkan:
![Screenshot 2024-01-22 at 21 09 11](https://github.com/godotengine/godot/assets/103377610/08ccf7d7-c74a-4605-ba0c-b5d66b42cba5)
OpenGL:
![Screenshot 2024-01-22 at 21 10 14](https://github.com/godotengine/godot/assets/103377610/48518f7e-5b7d-455f-8c8a-1ed80c8cf2eb)

Vulkan:
![Screenshot 2024-01-22 at 21 11 49](https://github.com/godotengine/godot/assets/103377610/17da3025-84c3-4323-81c8-ca1061d005c2)
OpenGL (Different map position but it shows the color difference):
![Screenshot 2024-01-22 at 21 12 27](https://github.com/godotengine/godot/assets/103377610/4df7aaf9-bc83-475c-9a28-75cc9e4aeac2)

I worry that fixing this bug would be a breaking change for some users, but as it stands, vertex colors aren't very useful.

### Steps to reproduce

Open the test project in any version of Godot 4.
Observe how the coloring is different between OpenGL and Vulkan. The Vulkan colors are the correct ones, at least on my computer. Maybe it depends on OS or GPU?

### Minimal reproduction project (MRP)

[Repro_VertexColorCompatibilityRenderer.zip](https://github.com/godotengine/godot/files/14015162/Repro_VertexColorCompatibilityRenderer.zip)
Repository: pytorch
Issue: Disable tests UX suggestions
Labels: triaged,module: devx

I've been working through some Disabled tests. Here are a collection of asks for making the UX better:
- @huydhn The Disabled Test page should have the examples already on it (https://github.com/pytorch/pytorch/issues/117649). Clicking through to github actions is annoying, especially because the UX bugs out sometimes due to very long logs
- There should be a histogram of recent runs of the disabled test that says if the test is failing or succeeding. I don't know if the test is consistently succeeding, consistently failing, or consistently flaky. Also, "Over the past 3 hours, it has been determined flaky in 6 workflow(s) with 18 failures and 6 successes." in the test issue is not helpful without logs.
- There's not really a need to parse logs -- we can just parse the test-reports file, which will give us a lot of information.
- Can we include a repro command on the Disabled tests page? I can construct one but this doesn't seem too difficult to do.
- There should be some sort of indication if the page is loaded or not. For example, I see the following sometimes, and it's unclear if something just bugged out or if there is no data.
<img width="1589" alt="image" src="https://github.com/pytorch/pytorch/assets/5652049/50dc36c3-3083-4420-ae27-ca4779212fcd">

cc @ZainRizvi @kit1980 @huydhn @clee2000 @pytorch/pytorch-dev-infra
Repository: pytorch
Issue: Enable all optimizers (except SparseAdam + LBFGS) to be capturable
Labels: feature,module: optimizer,triaged,actionable,module: cuda graphs

### 🚀 The feature, motivation and pitch

Thanks to the community + @mlazos, we now have more and more capturable implementations of core optimizers. It would be a feature to allow all optimizers to be capturable if possible (SparseAdam and LBFGS would not follow the same pattern and can be addressed outside of this issue tracker).

This would require:
- Adding a capturable param to the constructor
- Ensuring all tensors go onto the device of the parameter when capturable
- Tweaking the implementations for the single_tensor and multi_tensor variations if necessary
- Adding tests in common_optimizers.py
- Adding tests in test_cuda.py for cuda graphs

For an example, see https://github.com/pytorch/pytorch/pull/106615.

One can start a PR with SGD.

### Alternatives

Do nothing

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @crcrpar @mcarilli @ezyang
Repository: go
Issue: x/tools/gopls: provide useful snippets as completion suggestions for language keywords 
Labels: NeedsInvestigation,FeatureRequest,gopls,Tools,gopls/completion

I always wondered what is supplying `func` as a completion suggestion after typing func
which I rarely end up selecting. Looking at  https://github.com/golang/vscode-go/issues/3144,
I finally bothered to check it, and obviously, it was `gopls`. 

```
[Trace - 16:54:46.674 PM] Received response 'textDocument/completion - (260)' in 81ms.
Result: {"isIncomplete":true,"items":[
{"label":"func","kind":14,"documentation":{"kind":"markdown","value":""},"preselect":true,"sortText":"00000","filterText":"func","insertTextFormat":2,"textEdit":{"range":{"start":{"line":16,"character":0},"end":{"line":16,"character":4}},"newText":"func"}},
{"label":"functional","kind":9,"detail":"\"github.com/vmware/govmomi/test/functional\"","documentation":{"kind":"markdown","value":""},"sortText":"00001","filterText":"functional","insertTextFormat":2,"textEdit":{"range":{"start":{"line":16,"character":0},"end":{"line":16,"character":4}},"newText":"functional"},"additionalTextEdits":[{"range":{"start":{"line":2,"character":7},"end":{"line":2,"character":7}},"newText":"(\n\t"} ...
```

If clients can handle snippets, and gopls is relatively sure that the user is about to type `func F() {}` (e.g. there is no following character in the same line, etc), is it better to provide longer snippets?

Similarly, I type `c`, gopls suggests `const` as the first candidate. If that's what I really intended, couldn't gopls even go further and place a space and move my cursor to define a const var rather than just stopping at `const` and letting me type space after accepting the keyword?