sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: FormData uses chunked encoding rather than `Content-Length`, even for known-sized form uploads
Labels: web,ext/web,ext/fetch

Version: Deno 1.39.0

for  formData request build can't  got content-length header

```
 

const hander=async (req)=>{
   let data
    if (req.method === 'POST') {
            const formData = await req.formData()

            const file = formData.get('file')
 
            const FromEmail = formData.get('FromEmail')
            const ToEmail1 = formData.get('ToEmail1')
            const MessageText = formData.get('MessageText')
        
            let formDataNew = new FormData();
    
 
            formDataNew.append("FromEmail", FromEmail);
       
            formDataNew.append("ToEmail1",ToEmail1);
 
            formDataNew.append("MessageText",MessageText);
            formDataNew.append("upfile", file, file.name);

              const request = new Request("https://post.deno.dev", {
                 method: "POST",
                body: formDataNew });

                console.log(request.headers); 

                //todo 

               // fetch(request)
 

 
            data = { fileName:file.name  ,MessageText,FromEmail,ToEmail1,headers:{
                'content-type':request.headers.get('content-type'),
                'content-length':request.headers.get('content-length'),
            }}

            console.info(data)
        }

         const res = new Response(
            `<!DOCTYPE html>
            <html lang="en">
            <head>
                <meta charset="utf-8">
                <title>repro</title>
            </head>
            <body>
                <form method="post" action="" enctype="multipart/form-data">
                    <p><input type="file" required name="file"></p>
                    <p><input type="text" name="FromEmail" placeholder="FromEmail"  ></p>
                    <p><input type="text" name="ToEmail1" placeholder="ToEmail1"  ></p>
                    <p><input type="text" name="MessageText" placeholder="MessageText"  ></p>
                    
                    <p><input type="submit"></p>
                </form>
                ${data
                    ? `<pre>${
                        JSON.stringify(data, null, 4).replaceAll(/[&<>'"]/g, (m) => `&#${m.codePointAt(0)!};`)
                    }</pre>`
                    : ''
                }
            </body>
            <script>
                const file = new File(['file'], '选择文件')
                const dt = new DataTransfer()
                dt.items.add(file)

                document.querySelector('[name=file]').files = dt.files
            </script>
            </html>`,
            { headers: { 'Content-Type': 'text/html' } }
        )

 return res
}


Deno.serve(hander);

```
Repository: next.js
Issue: Class instances are being serialized with .toJSON method when passed from server to client
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/optimistic-black-sfny6l?file=%2Fcomponents%2Fclient.tsx%3A9%2C23

### To Reproduce

Create a custom class that implements `.toJSON` method.

```ts
class CustomClass {
  bigNum: bigint

  constructor(props) {
    this.bigNum = props.bigNum
  }

  toJSON() {
    return { bigNum: String(this.bigNum) }
  }
}
```

Create a client component that takes a value and logs it to the console.

```tsx
"use client"

const Client = ({ value }) => {
    console.log(value)
  
    return <p>Client component</p>
}

export default Client;
```

Inside a server component, create an instance of `CustomClass` and pass it to client component:

```tsx
const ServerComponent = () => {
  const value = new CustomClass({ bigNum: BigInt(100)})

  return <Client value={value} />
}
```

### Current vs. Expected behavior

**Current behaviour**

The value is serialized using `.toJSON` method and passed to the client.

**Expected behaviour**

The value should not be serialized as this can go unnoticed and cause issues. Normally when passing an instance as a prop an exception is thrown and would ideally be the case even if the class implements `.toJSON`.

### 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 23.2.0: Wed Nov 15 21:55:06 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6020
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: 7.33.6
Relevant Packages:
  next: 14.0.4
  eslint-config-next: 14.0.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: standalone
```


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

App Router

### Additional context

_No response_
Repository: transformers
Issue: OWL-VIT Vision Foundation Model deployment in the edge cases - Need SDPA support for OWL-ViT Model optimization for Edge Deployment
Labels: Good First Issue

### Feature request

Hi Team,
I am working with  OWL-ViT Size model which has around 611 MB size ( https://huggingface.co/google/owlvit-base-patch16).
I want to optimize this model and like to deploy in the edge device for object detection.

Come to know from the group torch.scaled_dot_product_attention can be used for model optimization. 

I need your feedback comments how optimally we can reduce the memory size so that we can deploy in the edge device.

waiting for your response.

with thanks

### Motivation

It will help to deploy the models in edge so that more applications we can use it.

### Your contribution

Like to know your feedback comments.
Repository: godot
Issue: `change_scene_to_*` needs to await for two `process_frame`s
Labels: enhancement,topic:core,documentation

### Tested versions

Godot 4.2+

### System information

Arch Linux

### Issue description

`change_scene_to_*()` methods always change scene in a deferred way.

The documentation says scene change happens at the end of the frame. But I have to await `SceneTree.process_frame` twice instead of once since #78988.

https://github.com/godotengine/godot/blob/2d0ee20ff30461b6b10f6fdfba87511a0ebc6642/doc/classes/SceneTree.xml#L55-L56

```gdscript
var tree := get_tree()

tree.change_scene_to_file(path)

await tree.process_frame
# expected & old behavior: new scene available here
# actual: still not available

await tree.process_frame
# actual: new scene available here
```

### Steps to reproduce

See above, or use the MRP.

### Minimal reproduction project (MRP)

[test-change-scene.zip](https://github.com/godotengine/godot/files/13700325/test-change-scene.zip)
Repository: godot
Issue: AcceptDialog does not show the whole title if the title is too long
Labels: bug,topic:gui

### Tested versions

Godot v4.3.dev (b94eb58d3)

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

When trying to reproduce https://github.com/godotengine/godot/issues/86226, I noticed that the AcceptDialog with the title : "Auto Create Tiles in Non-Transparent Texture Regions?" does not show the whole title as the image shown:

![image](https://github.com/godotengine/godot/assets/8315986/7182ab4e-1e78-4f63-b193-6f7d7f330cd2)

After some quick search, I find that in the ctor of AcceptDialog it did call the `set_keep_title_visible(true)`, but the window's window_id is -1 so the following responsible code did not get excuted.
```
if (!embedder && window_id != DisplayServer::INVALID_WINDOW_ID && keep_title_visible) {
	Size2i title_size = DisplayServer::get_singleton()->window_get_title_size(tr_title, window_id);
	size_limit = size_limit.max(title_size);
}
```


### Steps to reproduce

Follow the same step as https://github.com/godotengine/godot/issues/86226
After drag the provided png to create a tileset, the dialog will appear.

### Minimal reproduction project (MRP)

Same as https://github.com/godotengine/godot/issues/86226
Repository: PowerToys
Issue: Not Clear What Is Measured by Screen Ruler at https://learn.microsoft.com/en-us/windows/powertoys/screen-ruler
Labels: Issue-Docs,Needs-Triage,Product-Screen Ruler

### Provide a description of requested docs changes

greetings kind regards
at https://learn.microsoft.com/en-us/windows/powertoys/screen-ruler) it is stated  
Spacing (╋) and Horizontal (━) and Vertical (┃) refer to measuring spacing but does not state the spacing of what . experimentation seems to indicate a change in color from some origin . if so this origin is identifiable for Spacing (╋) but not for Horizontal (━) or Vertical (┃) . such measurements of spacing is not intuitive nor obviously useful . i assumed it would measure window dimensions . is there a use for measuring a change of pixel color along a line ?
thank you kindly
Repository: excalidraw
Issue: Round Arrowhead (r) missing for arrows
Labels: bug

I just realized that the rounded arrowhead seems to be missing: Existing arrows using the round arrowhead are still displayed correctly, but the toolbar for arrowheads seem to miss the option  option (r) for round arrowheads.

How to reproduce:
1. just add an arrow to a drawing
2. Klick on one of the arrowheads for the arrow:
<img width="261" alt="image" src="https://github.com/excalidraw/excalidraw/assets/5237113/d627e3b9-852d-4bf7-b719-e9858baf8653">

What am I missing?
MTIA
Sascha
Repository: PowerToys
Issue: UAC would break the contection of MWB
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

machineA has been contected with B by "Mouse without borders".
when I use the mouse of A to click a admin exe of B, the UAC pop up and then the contection is lost.

and I have checked the "use service"


### ✔️ Expected Behavior

keep contecting so that I can click the UAC on B with the mouse of A.

### ❌ Actual Behavior

cannot control B

### Other Software

Windows 10 home
Repository: PowerToys
Issue: Remap Arabic letters
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/38070568/887873ed-2103-434a-b017-da5e6fcd5427)
when I try to remap shortcut its convert automatically to lattin letter after saving
like this

![image](https://github.com/microsoft/PowerToys/assets/38070568/5e420597-b6f9-4635-9529-9a0351cc2db4)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: CGU reuse tracking used by incr. comp. testing is inaccurate wrt ThinLTO CGU reuse
Labels: C-cleanup,A-testsuite,T-compiler,A-incr-comp

Since https://github.com/rust-lang/rust/pull/115964, CGU reuse tracking does not report "post-lto" reuse when the compiler discovers that the cached post-LTO version of a CGU can be re-used during the ThinLTO phase in the LLVM backend.

Due to this some tests in https://github.com/rust-lang/rust/tree/cda4736f1eaad8af6f49388baa9b7e480df8e329/tests/incremental/thinlto state "pre-lto" even though we actually expect the "post-lto" artifacts to be reusable. We should look into
- restoring accurate reporting for the LLVM backend, and
- trying to make the tests in question compatible with other backends that don't have ThinLTO.
Repository: deno
Issue: Deno.KV - Semantic Vector Search
Labels: suggestion,ext/kv

Since Deno.KV is based on sqlite I think it might be possible to extend similarly as done with https://github.com/asg017/sqlite-vss then add method Deno.KV.search similarly to Deno.KV.list to perform semantic search given a query value and optional key prefix
Repository: go
Issue: x/crypto/ssh: connect to centos with cipher aes128-cbc , get an error  ssh: handshake failed: ssh: packet too large 
Labels: NeedsInvestigation

### Go version

 go1.21.1 windows/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\xxx\AppData\Local\go-build
set GOENV=C:\Users\xxx\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=D:\xxx\gopath\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=D:\xxx\gopath
set GOPRIVATE=
set GOPROXY=https://goproxy.cn
set GOROOT=D:\xxx\env\go\install
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=D:\xxx\env\go\install\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.1
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=0
set GOMOD=NUL
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\Users\xxx\AppData\Local\Temp\go-build1140378664=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

I want to connect a ssh server (a centos device) with cipher aes128-cbc, but get an error.
my code:
```go
cfg := &ssh.ClientConfig{
    User: "xxx",
    Auth: []ssh.AuthMethod{ssh.Password("xxx")},
    HostKeyCallback: func(hostname string, remote net.Addr, key ssh.PublicKey) error {
        return nil
    },
}

cfg.SetDefaults()

cfg.Ciphers = []string{"aes128-cbc"}
cfg.KeyExchanges = []string{"curve25519-sha256@libssh.org"}

ssh.Dial("tcp", "xxx:22", cfg)
```

my console output:
```bash
panic: ssh: handshake failed: ssh: packet too large
```

I try to write a ssh server by github.com/gliderlabs/ssh and set the server cipher is aes128-cbc only. then the above code is work。

its looks like different implement for aes128-cbc between golang and other program language。





### What did you expect to see?

no any more

### What did you see instead?

no any more
Repository: pytorch
Issue: [Dynamo] bytecode transformed by Dynamo is not serializable by marshal
Labels: low priority,triaged,bug,oncall: pt2,module: dynamo

### 🐛 Describe the bug

By default, Python code object uses [`marshal`](https://docs.python.org/3/library/marshal.html) for serialization. However, I find that bytecode transformed by Dynamo sometimes is not serializable by `marshal`.

The reason is that Dynamo stores a class variable inside `co_consts`.

Finally, I managed to use [`dill`](https://pypi.org/project/dill/) to save the code object. For those who wants to see the live object, please download it [here](https://cloud.tsinghua.edu.cn/f/7f9dc5f9c27f4076bd56/?dl=1), and use the code below to load it (`pip install transformers` required):

```python
import dill
code = dill.load(open("__transformed_code_0_for_resume_in_forward.py.transformed_bytecode", "rb"))
```

The object in question is `code.co_consts[7]`, which is a `transformers.models.longformer.modeling_longformer.LongformerMaskedLMOutput` class.

The class variable also causes problems for debuggers. When I view the code object in debuggers (I'm using VS Code), these variables are invisible. The following screenshot shows the problem: the object in index `7` is not shown.

<img width="760" alt="image" src="https://github.com/pytorch/pytorch/assets/23236638/1fa32425-dff5-469f-b6c1-5e5b3429fd11">

In summary, while storing class variables in `co_consts` works for Python VM execution, it might not be compatible with the Python ecosystem.

### Versions

I'm using PyTorch version `2.2.0.dev20231213`.

cc @ezyang @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov
Repository: godot
Issue: GridMap/MeshLibrary doesn't instance GPUParticlesCollision nodes converted from scene
Labels: enhancement,topic:3d,topic:particles

### Tested versions

- Godot Version 4.1.1 and 4.2.1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (NVIDIA; 31.0.15.4584) - Intel(R) Core(TM) i7-5930K CPU @ 3.50GHz (12 Threads)

### Issue description

The gridmap works with normal collision shapes, but not with collision with particles like GPUParticlesCollision nodes. 
![particle_test](https://github.com/godotengine/godot/assets/42893106/534f8917-ce30-4c17-af6d-378523012be4)
(image) to the left -> normal mesh with collision shape, right -> gridmap with both collisionshape and GPUParticlesCollisionBox 

### Steps to reproduce

1. create a 3D scene with the gridmap assets and make sure it includes both collision shape and GPUParticlesCollisionBox
2. export the scene as a meshlib
3. create a new 3d scene and create a gridmap.
4. create GPUParticles3D and make sure the particles are in range to collide with the gridmap

### Minimal reproduction project (MRP)

[particle_test.zip](https://github.com/godotengine/godot/files/13702963/particle_test.zip)
Repository: PowerToys
Issue: Custom folder thumbnails
Labels: Idea-New PowerToy,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Make it possible to set any image on the device as a folder thumbnail for any folder when using large or extra large icons in the file explorer. Also make it possible to assign a custom color to the folder graphics when using any of the icon preview sizes.

![customfolders](https://github.com/microsoft/PowerToys/assets/99956019/abd9c169-070c-4f05-ae4d-f2c09649c9fd)

### Scenario when this would be used?

In case you have a lot of folders that you need to navigate quickly, a custom visual thumbnail would give the opportunity to do so more efficiently.

Currently the system generates a preview of the files in the folder, but this may not be the most accurate representation of the folder's content in many cases. I have used the workaround of creating sub-folders to be able to keep a dedicated icon as the only "loose file" in the main folder for the system to pick it as the preview, but this creates even longer pathways to get to the desired destination and makes the folders more cluttered as a result. There's also the problem that each time you place another loose file in the folder, the preview changes so there is no guaranteed continuity or "getting used to" in this method. Ideally, it should be possible to keep all thumbnail files in one location on the computer and assign them to desired folders via a Power Toys feature.

Changing folder colors isn't possible at all even with a workaround so they always appear the same pale yellow. Providing a color picker to change the hue would be very efficient for categorizing vast amounts of folders.

### Supporting information

Custom folder or album thumbnails are widely used on the web to make navigation much more intuitive. Think about Facebook's albums for example where you can pick any photo in the album as the preview for that specific album. The exact same function for Windows would not be ideal though, because not all folders on the PC are photo albums - thus the ability to pick a thumbnail from another folder would be crucial.

Categorizing similar content by color is also a widely used function in many applications, be it assigning custom colors to layers in Photoshop or to audio tracks in most DAW-s.
Repository: godot
Issue: Offset SubViewport children resize controls not correctly aligned or shown
Labels: bug,topic:editor,topic:2d

### Tested versions

Reproducible in 4.2 stable and 4.1.3

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

I noticed the controls for resizing collision shapes which are contained in an _offset_ subviewport are not aligned with the collision shapes themselves. We can see the anchors are relative to the editor viewport:
 
![image](https://github.com/godotengine/godot/assets/19207171/ec804dd6-ddda-4260-b643-b0e60f90360b)

![image](https://github.com/godotengine/godot/assets/19207171/d0212eb8-cc5f-4a69-9958-85bab210f122)

Upon further investigation, the sprite's resize controls are not shown in the editor from what I can tell with this setup (note both sprites are positioned in the same area using the subviewport offset)

![image](https://github.com/godotengine/godot/assets/19207171/df393994-ba68-4668-ab67-f862b5aa0891)

![image](https://github.com/godotengine/godot/assets/19207171/397f994b-14c9-47b0-a2d5-043bfed91d0f)


### Steps to reproduce

Set up scene with subviewport, move the position of the viewport
Add e.g. collision shapes to the subviewport

### Minimal reproduction project (MRP)

[ControlIssueRepo.zip](https://github.com/godotengine/godot/files/13703958/ControlIssueRepo.zip)
Repository: next.js
Issue: [RSC] Nested Promises in multiple suspense boundaries
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/suspense-nested-promise-33zfhn?file=%2Fapp%2Fmodels.tsx%3A14%2C1

### To Reproduce

1. Navigate to the `server.tsx` file
2. replace line 10 with line 12
3. Look for a server error in the console

### Current vs. Expected behavior

I would expect the example to not throw. 

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
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: 14.0.5-canary.17
  eslint-config-next: 14.0.5-canary.17
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


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

Not sure, App Router

### Additional context

Logging:`A previously unvisited boundary must have exactly one root segment.`.

Seems like back-to-back promises does not work great with Suspense in the specific scenario where a parent node introduces a suspense boundary which's `fallback` actually want's to continue rendering it's children &mdash; I'm really believe this is a valid scenario.

It's possible that this bug is in the `react` package itself as the report log's indicate, but it's hardly reproducible outside of NextJS + app router + RSC.
Repository: go
Issue: proposal: crypto/tls: add RemoteAddr to ConnectionState struct
Labels: Proposal,Proposal-Crypto

### Proposal Details

In certain cases it might be usefuy to have the remote address on the connection state.

For example, I want to validate during handhsake process (VerifyConnection callback) that the peer certificate was issued with the remote address.


```
type ConnectionState struct {
	...
        RemoteAddr Addr
}
```