sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Light attenuation is incorrect in VoxelGI (values above 1.0 are too dark)
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Xeon(R) CPU E3-1230 V2 @ 3.30GHz (8 Threads)

### Issue description

Light attenuation greatly affects VoxelGI, way more than it should, depending on the value it won't even show up, neither increasing the range solves it:

_Light attenuation set to 3.14_
![image](https://github.com/godotengine/godot/assets/61413244/05328dbb-dcaf-4f9a-8a7d-d29abfe3cda7)
![image](https://github.com/godotengine/godot/assets/61413244/b0d121ac-44be-4ed2-b384-867bab4c7370)

_Light attenuation set to 1.0_
![image](https://github.com/godotengine/godot/assets/61413244/c66d5de0-7da8-4184-9aa8-01ac8f850132)
![image](https://github.com/godotengine/godot/assets/61413244/658b85fa-11cf-4665-81f8-b1ae8d897fe5)



### Steps to reproduce

Add any kinds of 3D light, set the attenuation to a value bellow 1 and it will start showing up incorrectly, range and intensity will start to have no effect over the light, and it will have a hard cut

### Minimal reproduction project

[VoxelGIAttenuation.zip](https://github.com/godotengine/godot/files/12224989/VoxelGIAttenuation.zip)
Repository: excalidraw
Issue: Open from Camera on Android Google Chrome
Labels: mobile

The option to open a file and take a photo from android phone is no longer working.

Also not opening png/jpeg on desktop either via the open function in menu?
Repository: flutter
Issue: [Multiview] Make `SingletonFlutterWindow` safe to use when the implicit view is disabled
Labels: c: new feature,engine,c: proposal,P3,a: multi window,team-framework,triaged-framework

`SingletonFlutterWindow window` is a global variable that represents the only window of a single-view Flutter app. Since https://github.com/flutter/engine/pull/42991, this variable is a normal `FlutterView` with ID of `_implicitViewId!`, which will crash the app if the implicit view is disabled. We must address this issue by the end of phase 2 when the runners are allowed to disable the implicit view.

Part of:
* https://github.com/flutter/flutter/issues/144633

Goal:
* Using `window` in whatever ways should not trigger errors when the implicit view is disabled.
* Instead of mapping `window` to an arbitrary existing view, which should provide **expected** behaviors: the `window` corresponds to the implicit view, such as `FlutterEngine.viewController`.

Conclusion:
* Using `window` when the implicit view is disabled should be no-ops.
* All methods that accept a `FlutterView` should check whether the view refers to a disabled implicit view.
Repository: PowerToys
Issue: [MouseWithoutBorders] Introduce hotkey to cycle between machines
Labels: Needs-Triage

### Description of the new feature / enhancement

Pressing a (single, preferably custumizable) key cycles between the selected machines.
Instead of using the default Ctrl+Alt+F1/F2/F3/F4, pressing this key would switch to the next machine.

For instance, if the current active machine is bound to F3, pressing this key would switch to the machine bound to F4. Pressing the key again would cycle to F1.

### Scenario when this would be used?

Very useful if there are only two machines connected. Allows for a quick and easy switch, instead of having to press a different key combination each time you want to switch machines.

### Supporting information

Used a similar tool called Barrier before this, which allowed me to setup a single hotkey, the pause key in case, to cycle between my primary and secondary machine.
Repository: PowerToys
Issue: How to enable autostart /specific default settings through software deployment installation?
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

We couldn't find a GPO or any other note in the documentation which explains to rollout Powertoys with specific default settings. In our case we like to enable autostart by default. Is this missing in the docs or not possible at all?
Repository: go
Issue: cmd/compile: unhelpful error message with recursive constraint
Labels: NeedsInvestigation,generics,TypeInference,compiler/runtime,BadErrorMessage

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.21-af8f94e3c5 Tue Jul 11 21:30:51 2023 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

N/A

### What did you do?

https://go.dev/play/p/WWBorJLIgwe?v=gotip
```
package main

func main() {}

func New[T any](x any) {
	f(x.(I[T]))
}

func f[T I[T]](t T) {}

type I[T any] interface {
	M(t T)
}
```


### What did you expect to see?

A more helpful error message.

### What did you see instead?

```
./prog.go:6:3: T (type I[T]) does not satisfy I[T] (wrong type for method M)
		have M(T)
		want M(T)
```

AIUI, the actual error stems from the fact that the receiver type does not match the type in the method argument, but the error message only includes the method signature, which makes it hard to see what the actual problem is, particular in the context of a much larger program.
Repository: godot
Issue: Scene with texture resource corrupts when the autoload preload it
Labels: bug,topic:import

### Godot version

from 4.1.dev3 to 4.2.dev

### System information

Godot v4.1.dev3 - Windows 10.0.19044 - GLES3 (Compatibility) - AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.14051.5006) - AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

autoload game.gd
```gdscript
extends Node
var node = preload("res://scene/node.tscn")
```
node.tscn
One child node sprite with godot icon.

When the project doesn't have a .godot folder (e.g. cloning from github)
Opening node.tscn brings up a popup window stating that the scene is corrupt or invalid.

The following error can only be seen on the console(4.1.stable).
```
ERROR: Unable to open file: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex.
   at: (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:273)
ERROR: res://scene/node.tscn:9 - Parse Error:
   at: _parse_node_tag (scene/resources/resource_format_text.cpp:283)
ERROR: Failed loading resource: res://scene/node.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:273)
```
And the editor outputs
```
scene/resources/packed_scene.cpp:92 - Condition "nc == 0" is true. Returning: nullptr
editor/editor_data.cpp:626 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
```

Restarted the editor, the corrupted message disappeared, and I was able to open the scene normally.

Bisect reveals that the problem stems from the commit [Fix multi-threaded resource loading #74405](https://github.com/godotengine/godot/pull/74405) 4.1.dev3

Although this is a minor issue that can be resolved by restarting the editor, I chose to report it anyway, maybe it's related to other scene corruption issues?

### Steps to reproduce

1. Create an autoload with `var sceneA = preload(sceneA)`.
2. Create a sceneA and add a sprite with a texture.
3. Exit the editor and delete the .godot folder.
4. Re-open the project, open sceneA and a message will pop up that the sceneA is corrupted.
5. Restart the window without deleting the .godot folder, then you can open sceneA normally.
6. Delete the .godot folder, reopen the editor, and you will find the scene is corrupted again.

editor version >= 4.1.dev3

### Minimal reproduction project

[AutoLoadPreloadScene.zip](https://github.com/godotengine/godot/files/12225949/AutoLoadPreloadScene.zip)
Repository: PowerToys
Issue: "Peek" not working in the window "File - Open"
Labels: Issue-Bug,Idea-Enhancement,Needs-Triage,Product-Peek

### Microsoft PowerToys version

0.71.0

### Installation method

GitHub, PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

i dont know, what is the name of this window, **"File - Open" "Selection Windows"** or **"Win32 Windows",** i have attached a screenshot window, in this window does not work **Peek.** _( while I use **QuickLook (not UWP),** he works )_

![firefox_zkK8wAuWex](https://github.com/microsoft/PowerToys/assets/99795041/943b7e57-3c8d-493e-b752-6c90331797ac)

I would also like to be able to put keyboard shortcut on only **SPACE,** how in **QuickLook.**

![PowerToys Settings_7YNIVpUmM7](https://github.com/microsoft/PowerToys/assets/99795041/78e64660-d7f5-44ce-bbdb-63803d9a4397)


### ✔️ Expected Behavior

**Peek,** work in this window
**Peek,** can be put on **SPACE** _(not combined with CTRL)_

### ❌ Actual Behavior

**Peek,** not work in this window
**Peek,** cant be put on **SPACE,** only combined 

### Other Software

_No response_
Repository: go
Issue: cmd/compile/internal/ir: panic in `IsSynthetic` on `openbsd/arm64`
Labels: help wanted,OS-OpenBSD,NeedsInvestigation,arch-arm64,compiler/runtime

```
#!watchflakes
post <- goos == "openbsd" && goarch == "arm64" && log ~ `panic: runtime error: invalid memory address or nil pointer dereference` && log ~ `^cmd/compile/internal/ir\.IsSynthetic`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/3d1ddc8fe005d6ee19cb6c9480b6e5e748ae8ad6)):

    panic: runtime error: invalid memory address or nil pointer dereference
    [signal SIGSEGV: segmentation violation code=0x1 addr=0x28 pc=0x32509c]
    
    goroutine 10 [running]:
    cmd/compile/internal/ir.IsSynthetic(...)
    	cmd/compile/internal/ir/node.go:68
    cmd/compile/internal/ssa.BuildFuncDebug(0x83e600?, 0x4000a941a0, 0x40002172c0?, 0x9?, 0x4000b15400)
    	cmd/compile/internal/ssa/debug.go:600 +0xb2c
    cmd/compile/internal/ssagen.genssa(0x4000a941a0, 0x4000e38af0)
    	cmd/compile/internal/ssagen/ssa.go:7327 +0xe00
    cmd/compile/internal/ssagen.Compile(0x40004869a0, 0x40006e6000?)
    	cmd/compile/internal/ssagen/pgen.go:197 +0x280
    cmd/compile/internal/gc.compileFunctions.func5.1(0x40006e6060?)
    	cmd/compile/internal/gc/compile.go:184 +0x3c
    cmd/compile/internal/gc.compileFunctions.func3.1()
    	cmd/compile/internal/gc/compile.go:166 +0x3c
    created by cmd/compile/internal/gc.compileFunctions.func3 in goroutine 9
    	cmd/compile/internal/gc/compile.go:165 +0x1d8
    go tool dist: FAILED: /home/gopher/build/go/pkg/tool/openbsd_arm64/go_bootstrap install std: exit status 1


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: cmd/compile: allow some calls to generic functions in pre-go1.18 code
Labels: NeedsInvestigation,generics,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.21-af8f94e3c5 Tue Jul 11 21:30:51 2023 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

N/A

### What did you do?

https://go.dev/play/p/a0oi0qhsoM1?v=gotip


### What did you expect to see?

Running code.

### What did you see instead?

```
foo/x.go:4:2: implicit function instantiation requires go1.18 or later (-lang was set to go1.14; check go.mod)
```

Even though the function signature has been changed in a (mostly) backwardly compatible manner, the version-agnostic code fails to call the new version of the function, even though no code change is required to make it do so.

Perhaps we should allow calls to generic functions where they don't involve explicit generic type parameter syntax.
Repository: pytorch
Issue: nll_loss reference shouldn't be registered as a decomposition.
Labels: triaged,module: primTorch,module: decompositions

### 🐛 Describe the bug

`nll_loss` is a CompositeImplicit Op

https://github.com/pytorch/pytorch/blob/16df54239fecb97afbda30026931bbcac09542c4/aten/src/ATen/native/native_functions.yaml#L11043-L11046

But it is also registered as a decomposition:
https://github.com/pytorch/pytorch/blob/16df54239fecb97afbda30026931bbcac09542c4/torch/_refs/nn/functional/__init__.py#L734-L740

So, `nll_loss` shouldn't be registered as decomposition and the reference should be similar to actual implementation calling into other ops.

Also, note that this is a ref for `torch.nn.functional.nll_loss` which calls into `nll_loss_nd`.

cc: @lezcano 

### Versions

master

cc @ezyang @mruberry @Lezcano @peterbell10 @SherlockNoMad
Repository: pytorch
Issue: Command to reproduce error is incorrect
Labels: needs reproduction,good first issue,module: tests,triaged,module: infra,module: testing

### 🐛 Describe the bug


```
To execute this test, run the following from the base repo dir: TEST_WITH_TORCHINDUCTOR=1 python test/test_torch.py -k test_nondeterministic_alert_NLLLoss_cuda
```

But I had to run it with 
```
PYTORCH_TEST_WITH_INDUCTOR=1 python test/test_torch.py -k test_nondeterministic_alert_NLLLoss_cuda
```

Ref CI failure: https://github.com/pytorch/pytorch/actions/runs/5678841216/job/15391208767?pr=106118
Ref PR: https://github.com/pytorch/pytorch/pull/106118

### Versions

master

cc @mruberry @ZainRizvi
Repository: next.js
Issue: Url rewrites breaks url that contains multiple slashes
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/proud-haze-ylj2wz?file=%2Fpackage.json%3A21%2C4

### To Reproduce

Go to the codesandbox, and pop open the network console.

### Describe the Bug

When rewriting a url that contains multiple slashes, it gets stuck in an infinite loop.

For example `/image/https://i.imgur.com/V7WhMQt.jpeg`

For a real-life use case example for this, [cloudflare image optimization](https://developers.cloudflare.com/images/image-resizing/url-format/) requires us to pass the image source as part of the url.

<img width="1377" alt="Screenshot 2023-08-01 at 13 59 06" src="https://github.com/vercel/next.js/assets/80254260/34eb171a-7bf4-416c-a642-77aa0d2e725e">


### Expected Behavior

The image should not be redirected infinitely.

<sub>[NEXT-1488](https://linear.app/vercel/issue/NEXT-1488/url-rewrites-breaks-url-that-contains-multiple-slashes)</sub>
Repository: stable-diffusion-webui
Issue: [Bug]: I used ComfyUI-Impact-Packat at the same environment and got UnpicklingError.
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?

![39ea7747edecdcc72c70ba34f8711ae1](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/66541860/0ae4ec02-e9ad-4170-932a-269c83592834)

As shown in the image, I got that error.

### Steps to reproduce the problem

1. Install ComfyUI at the same environment.
2. Install [ComfyUI-Impact-Pack](https://github.com/ltdrdata/ComfyUI-Impact-Pack) (A node for ComfyUI).
3. Use the SAMLoader.
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/66541860/95ecef3a-6b28-4ef0-8315-424efd9df573)

When the loader load the model, I got UnpicklingError.

### What should have happened?

I referred to the code below:

https://github.com/ltdrdata/ComfyUI-Impact-Pack/issues/21

https://github.com/gamert/ComfyUI_tagger/pull/3/files

Then I modified the code:

https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/68f336bd994bed5442ad95bad6b6ad5564a5409a/modules/safe.py#L195

It works fine after I commented this line.

### Version or Commit where the problem happens

f865d3e1

### 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 (GTX 16 below)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
--lowvram --theme dark --precision full --no-half --opt-channelslast --disable-nan-check --api --autolaunch --listen --allow-code
```


### List of extensions

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/66541860/d148c626-1c50-4282-9ef3-e6a57f932f20)


### Console logs

![39ea7747edecdcc72c70ba34f8711ae1](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/66541860/0ae4ec02-e9ad-4170-932a-269c83592834)


### Additional information

Is there a better way to solve this problem ?
Repository: storybook
Issue: [Bug]: keyboard shortcuts cause focus los on custom elements
Labels: bug,good first issue,help wanted,has workaround

### Describe the bug

When I have a story which contains a custom element, I want to be able to type certain characters into the element such as "1". 

## Probable cause of the issue
Storybook has a check when you type inside an input element to verify if the keyboard event is emitted from an input, textarea or contenteditable element. This check, however, does not work from within custom elements because of event retargeting. 

<img width="575" alt="image" src="https://github.com/storybookjs/storybook/assets/2198205/9c43a437-9d08-4a21-8d2b-cb157dbd6f91">


### To Reproduce

https://stackblitz.com/edit/github-gdt3q9?file=src%2Fstories%2FInput.stories.ts

type 1 inside the given input

### System

```shell
Environment Info:

  System:
    OS: macOS 13.4.1
    CPU: (10) arm64 Apple M1 Max
  Binaries:
    Node: 18.17.0 - ~/.volta/tools/image/node/18.17.0/bin/node
    npm: 9.6.7 - ~/.volta/tools/image/node/18.17.0/bin/npm
  Browsers:
    Chrome: 115.0.5790.114
    Safari: 16.5.2
  npmPackages:
    @storybook/addon-a11y: ^7.0.4 => 7.1.1
    @storybook/addon-essentials: ^7.0.4 => 7.1.1
    @storybook/addon-links: ^7.0.4 => 7.1.1
    @storybook/addon-mdx-gfm: ^7.0.4 => 7.1.1
    @storybook/addon-storysource: ^7.0.4 => 7.1.1
    @storybook/addons: ^7.0.4 => 7.1.1
    @storybook/blocks: ^7.0.4 => 7.1.1
    @storybook/theming: ^7.0.4 => 7.1.1
    @storybook/web-components: ^7.0.4 => 7.1.1
    @storybook/web-components-vite: ^7.0.4 => 7.1.1
```


### Additional context

## Suggested solution
- Extend the check to the first element in the [target.composedPath()](https://developer.mozilla.org/en-US/docs/Web/API/Event/composedPath)
- Extend the check to elements that have an aria role like input, searchbox, textbox or combobox
Repository: angular
Issue: Multiple formControlName/formControl directives using the same FormControl do not stay in sync
Labels: area: forms,P3,bug

### Which @angular/* package(s) are the source of the bug?

forms

### Is this a regression?

No

### Description

This is still an issue: https://github.com/angular/angular/issues/10036

```
<form [formGroup]="form">
  <input type="text" formControlName="control"/>
  <input type="text" formControlName="control"/>
</form>
```

Updating one control should automatically update the state of the other controls. Otherwise the UI is out of sync with the model. Sometimes multiple controls with the same name are needed for responsive layouts.


Was able to work around it with this custom directive (based on some of the solutions in that linked issue)

```
import { DestroyRef, Directive, OnInit, inject } from "@angular/core";
import { takeUntilDestroyed } from "@angular/core/rxjs-interop";
import { NgControl } from "@angular/forms";

@Directive({
  /* eslint-disable */
  selector: "[formControlName],[formControl]",
  standalone: true,
})
export class FormControlSyncDirective implements OnInit {
  controlDirective = inject(NgControl);
  destroyRef = inject(DestroyRef);
  ngOnInit() {
    this.controlDirective?.control.valueChanges.pipe(takeUntilDestroyed(this.destroyRef)).subscribe(value => {
      this.controlDirective.control.setValue(value, { emitEvent: false });
    });
  }
}
```

### Please provide a link to a minimal reproduction of the bug

https://github.com/angular/angular/issues/10036

### Please provide the exception or error you saw

```true
When using formControl or formControlName multiple times, the updating one control did not cause the others to update. They no longer reflected the true model state.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 16.1.4
Node: 16.20.0
Package Manager: npm 8.19.4
OS: darwin arm64

Angular: 16.1.5
... animations, cdk, common, compiler, compiler-cli, core, forms
... material, material-date-fns-adapter, platform-browser
... platform-browser-dynamic, router, service-worker

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1601.4
@angular-devkit/build-angular   16.1.4
@angular-devkit/core            16.1.4
@angular-devkit/schematics      16.1.4
@angular/cli                    16.1.4
@schematics/angular             16.1.4
rxjs                            7.4.0
typescript                      5.1.6
```


### Anything else?

_No response_
Repository: pytorch
Issue: Installing torchvision for CPU leads to unwanted upgrade of torch + pip would not install nightly as considers that release is the latest (?)
Labels: module: binaries,triaged

### 🐛 Describe the bug

I have torch cpu install '2.0.0+cpu' (laptop without CUDA/GPU; no torchvision installed). Doing official `python3 -m pip install torchvision --index-url https://download.pytorch.org/whl/cpu` command downloads `torchvision-0.15.2%2Bcpu-cp38-cp38-linux_x86_64.whl` and then leads to undesired large upgrade of torch core to `torch-2.0.1%2Bcpu-cp38-cp38-linux_x86_64.whl`. Is it expected? Can it install automatically the good version of torchvision?  Or should one manually specify the right version from https://pytorch.org/get-started/previous-versions/?

Also, `torchvision` seems to have `requests` as a hard dependency, which is not ideal, as `requests` module can sometimes be broken (because of broken certificate intalls etc)? I can understand that this module can be required when calling some dataset/model download, but not at general `import torchvision.transforms.functional as TF`

### Versions

2.0.0+cpu

cc @seemethere @malfet