sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: VSCode Emmet: specified the attribute as [(ngModel)], but in the output, it came as [(ngModel}] with a closing brace instead of a parenthesis
Labels: bug,upstream,emmet,confirmed,upstream-issue-linked

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: No, but I can't find Emmet in the Help > Report Issue > Extensions because Emmet, I believe is included with VSCode itself.

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: Version: 1.74.3 (Universal)
- OS Version: MacOS Big Sur

Steps to Reproduce:

1. Create a snippets.json with the following on your computer:
`{
    "html": {
      "snippets": {
        "input": "div.input>label.form-label+input[[(ngModel)] type='text' name id title]/br"
      }
    }
  }`
2. Open the VS Code settings (Code → Preferences → Settings) and search for “Emmet Extensions Path”
3. Click “Add Item,” enter the folder path where you’ve saved the snippets.json file, and press “OK”
4. In VSCode editor, use Emmet to auto complete an input tag
5. The output you get will be:
`<div class="input">
    <label for="" class="form-label"></label>
    <input [(ngModel}]="" type="text" name="" id="" title="">
    <br>
</div>`

So, the bug is that we specified the attribute as [(ngModel)], but in the output, it came as [(ngModel}] with a closing brace instead of a parenthesis.
Repository: rust
Issue: bootstrap: Don't use panics to report user errors
Labels: E-help-wanted,T-bootstrap,A-contributor-roadblock

Currently, bootstrap uses `assert!` interchangeably between "we expect this command to always succeed" and "you, the user, did something wrong and need to fix it". See https://github.com/rust-lang/rust/blob/d28ef9dbf1e9bedd0a30ad96ead65d95aaa09ebb/src/bootstrap/test.rs#L553 for an example of the former and https://github.com/rust-lang/rust/blob/d28ef9dbf1e9bedd0a30ad96ead65d95aaa09ebb/src/bootstrap/test.rs#L1611 for an example of the latter. We should have more helpful error reporting for the latter, to make it more clear that it's not a bug.

The background motivation is that people are used to seeing the latter panics, and so don't report bugs when they see the former. This makes it hard to fix bugs because we don't know things are broken.
Repository: HelloGitHub
Issue: 【开源自荐】定制兔年春节头像
Labels: JavaScript 项目

## 推荐——定制兔年春节头像

- 项目地址：https://github.com/xiaoli1999/custom-rabbitImage

- 类别：JS

- 项目标题：定制兔年春节头像是一个小工具；用户可自由选择效果图搭配，定制自己喜欢的春节头像

- 项目描述：该项目是基于vue3+typescript、fabric.js的一款头像合成工具。用户可以用来定制春节头像（兔年），开发者可以在次基础上二开。特点：使用最新的语言及工具，代码质量高，扩展性强，可玩度高；该工具轻量、灵活、自由，用户体验感较好。初衷：头像已经深入到大家的生活当中，wx、qq、抖音、github等平台都需要展示头像；春节将至，想让大家都有个春节头像、喜气洋洋过个春节。

- 项目预览
[主站地址✈️](https://www.xiaoli.vip/rabbit) <br />
[github pages✈️](https://xiaoli1999.github.io/custom-rabbitImage) 

- 亮点：操作简单，基本可以直接合成（设计师已经针对头像做了适配），不需要再进行微调。效果图喜庆、可爱、俏皮。

- 示例代码：
```typescript
/**
 * @file init.ts 初始化
 * @description 初始化画布、遮罩层、可视区域等
 */

/**
 * @function initCanvas 初始化画布
 * @param { String } inkId 画布dom id
 * @param { Object } size 画布大小 { width, height }
 * @param { Boolean } isStatic 是否静态画布
 * @return { Object } Canvas 返回画布实例对象
 */
export const initCanvas = (inkId: string, size: canvasType, isStatic: boolean) => {
    const Canvas: Canvas | StaticCanvas = new fabric[isStatic ? 'StaticCanvas' : 'Canvas'](inkId, size)
    Canvas.preserveObjectStacking = true
    Canvas.selection = false
    Canvas.centeredScaling = true
    return Canvas
}
```


- 截图：
![预览](https://raw.githubusercontent.com/xiaoli1999/custom-rabbitImage/main/public/priview.png)

- 后续更新计划：目前版本迭代到了v1.3.0，后面持续优化改进！
Repository: go
Issue: x/net/http2: add IdleConnTimeout, DisableKeepAlives, ExpectContinueTimeout, and ResponseHeaderTimeout to http2.Transport
Labels: Proposal,Proposal-Accepted

While it is possible to configure the IdleConnTimeout using the `ConfigureTransports` function, doing so is comparatively clunky to configuring it directly on the http2.Transport.

* It requires you to setup an http1 Transport which you may not otherwise need. you also need to guard against behavior differences elsewhere if the underlying transport is non-nil
* It requires you to reset the connPool as `ConfigureTransports` sets up a different connPool implementation than if it were left nil before the first usage

The proposal then is to add the following API

```
    // IdleConnTimeout is the maximum amount of time an idle
    // (keep-alive) connection will remain idle before closing
    // itself.
    // Zero means no limit.
    IdleConnTimeout time.Duration
``` 

which follows the existing http.Transport API. To preserve backwards compatibility, idleConnTimeout in http2.Transport will use the following rules

1. if the transport IdleConnTimeout is non-zero, return that
2. if the underlying transport is non-nil, return the underly transport's IdleConnTimeout
3. otherwise, return 0 (no timeout)
Repository: pytorch
Issue: [Inductor] support complex dtypes
Labels: feature,triaged,module: complex,module: random,oncall: pt2,module: inductor,oncall: cpu inductor

### 🚀 The feature, motivation and pitch

I see Inductor cpp codgegen `DTYPE_TO_CPP`, `DTYPE_TO_ATEN` do not support complex dtypes.
https://github.com/pytorch/pytorch/blob/9b173b87b2587ee085aaef65e1a0fdebd90d5229/torch/_inductor/codegen/cpp.py#L31-L55

 
For example, with `randn` (complex dtype support is missing for other ops as well (e.g., `rand`, `sqrt`, etc))
```python
import torch

def foo(x):
    return torch.randn(x.size(), dtype=x.dtype)

opt_foo = torch.compile(foo)
print("eager: ", foo(torch.empty(1, dtype=torch.complex64)))
print("inductor: ", opt_foo(torch.empty(1, dtype=torch.complex64))) 
```
raises the following error from codegen
```
return f"static_cast<{DTYPE_TO_CPP[dtype]}>(randn_cpu({seed}, {offset}));"
KeyError: 'torch.complex64\n\nWhile executing %randn : [#users=1] = call_method[target=randn](args = (%ops, %bitwise_xor, %constant_1, torch.complex64), kwargs = {})\nOriginal traceback:\nNone'
```


I wonder if there's any context to why complex dtypes are currently generally not supported in Inductor.

For `randn`, we can extend `Philox4_32` `randn` to support complex dtypes.
```
Z ~ Complex Normal(0, 1)
Z = 1/sqrt(2) * [X + Xj],     X ~ Normal(0, 1) 
```



### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @pbelevich @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @mlazos @soumith @yanboliang @chunyuan-w @Xia-Weiwen @desertfire
Repository: godot
Issue: DisplayServer `window_get_max_size` and `window_get_min_size` values changes on `get_tree().reload_current_scene()`
Labels: topic:porting

### Godot version

4.0.beta9 to 4.0.beta13

### System information

macOS Catalina, Intel Iris Plus Graphics 1536 MB

### Issue description

When calling `DisplayServer.window_get_max_size()` and `DisplayServer.window_get_min_size()` after a `get_tree().reload_current_scene()`, I expect the values to be the same ones before the reloading of the scene.  That's the behavior I got up to Godot 4.0.beta8.

Now, after reloading a scene, calling `DisplayServer.window_get_max_size()` will return `(16384, 16384)` (which is `2^14`) and calling `DisplayServer.window_get_min_size()` will return `(0, 0)`.

### Steps to reproduce

To see error:
Open project on any beta release after 4.0.beta8 (including 9 through 13) and run the project. After the window loads, press `r` on the keyboard.  You'll see the window become extremely large, likely larger than your monitor, and the viewport will be black.

To see expected behavior:
Open project on 4.0.beta8 and run the project. After the window loads, press `r` on the keyboard. You'll see the window likely move a bit, but stay the same size after it reloads.



### Minimal reproduction project

[minimum-resize-bug-export.zip](https://github.com/godotengine/godot/files/10442650/minimum-resize-bug-export.zip)

Also available on repo: https://github.com/chamakits/minimum-resize-bug-godot4-beta
Repository: next.js
Issue: Dynamic routes fail to resolve params
Labels: bug

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 19.1.0
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: 7.18.2
    Relevant packages:
      next: 12.3.4
      eslint-config-next: 12.3.4
      react: 18.2.0
      react-dom: 18.2.0

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

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://gist.github.com/davletovalmir/14e9e6a01461356faed708488c88204c

### To Reproduce

This is issue is very hard to reproduce, so I added a link to the gist with `__NEXT_DATA__` that demonstrates the problem. It works normally in our staging environment, and occasionally occur in production (around 5-10% are affected in general).

We started facing this issue after switching to the React 18. Note that with React 17 we never had a single issue. More details on the bug are in the next section.

### Describe the Bug

One of our pages has the following path structure: `/problem/[slug]/[[...tab]]`, and it serves ISR with `{ fallback: true }`. These pages are quite high-loaded and during peak times may receive more than 100 requests per second. Whenever users request the pages where SSG page wasn't built and stored in the cache yet, they occasionally face runtime errors caused by the Next Dynamic Routing that resolves `[slug]` and `[[...tab]]` parameters as `"[slug]"` and `"[[...tab]]"` respectively.

We're not able to reproduce this issue on staging nor understand why Next might behave like that, and troubleshooting it in the production is simply unacceptable. Would appreciate your help troubleshooting this.

```
export async function getStaticPaths() {
  return {
    paths: [],
    fallback: true,
  }
}
```

`__NEXT_DATA__` content of the crashing page is here for reference: https://gist.github.com/davletovalmir/14e9e6a01461356faed708488c88204c

### Expected Behavior

Next Dynamic Routes resolve parameters properly, without passing their names with brackets as values.

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

Chrome, Firefox, Safari

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

next build
Repository: next.js
Issue: [v13] css modules not carried with dynamic imports
Labels: bug

### Verify canary release

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

### Provide environment information


    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:06:26 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T8112
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: 7.24.3
    Relevant packages:
      next: 13.1.2
      eslint-config-next: 13.1.2
      react: 18.2.0
      react-dom: 18.2.0



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

_No response_

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-laxqe1?file=next.config.js,components/hello-world/style.module.css,components/hello-world/index.tsx,app/%5Bslug%5D/page.tsx

### To Reproduce

1. Create a component with an import to a css modules file.

2. No matter what the context (in a `page.tsx`, etc...), load this component with `await import()`

### Describe the Bug

The styles aren't injected in the page

---

Note: if we use a classic import, of course, styles are injected.

### Expected Behavior

The styles should be injected in the page

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

_No response_

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

_No response_
Repository: pytorch
Issue: INTERNAL ASSERT FAILED: Expected OwnerRRef with id GloballyUniqueId(created_on=0, local_id=0) to be created.
Labels: oncall: distributed

### 🐛 Describe the bug

When data gets too big, an error is thrown and crashes.

[E request_callback_no_python.cpp:559] Received error while processing request type 261: false INTERNAL ASSERT FAILED at "../torch/csrc/distributed/rpc/rref_context.cpp":393, please report a bug to PyTorch. Expected OwnerRRef with id GloballyUniqueId(created_on=0, local_id=0) to be created.

It only happens when data stored on ram gets too big

### Versions

torch==1.13.0

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: opencv
Issue: Behaviour of cv2.perspectiveTransform at infinity
Labels: bug,category: imgproc

### System Information

OpenCV: 4.6.0
Python: 3.10.8
OS: Windows 10

### Detailed description

Points that are mapped to infinity by `perspectiveTransform` are mapped to zero, instead of to a nan or inf value. A minimal example: 
```
import numpy as np
from cv2 import perspectiveTransform

x=np.array([1.,0]).reshape( (1,1,2))
H  =np.eye(3); H[2,0]=-1.

print(H)
print(x)

y=perspectiveTransform(x, H)

print(y) # is zero, but should be [inf, 0] or [nan, nan]

for v in np.linspace(0.95, 1, 30):
    x=np.array([v,0.]).reshape( (1,1,2))
    y=perspectiveTransform(x, H)
    print(f'value {v}: {y}' ) # value y[0] goes to infinity, but at v=1 it is all of a sudden 0
```
The fact that points at infinity are mapped to zero is not continuous and can be confusing. A better alternative would be to map to `nan` or `inf`.

In the documentation of `perspectiveTransform` the behaviour is described (the part `w=infinity, otherwise`, but there is no explanation why that behaviour is chosen. 


### Steps to reproduce

See the minimal example above.

### 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: rust
Issue: `ToOwned` doc is confusing
Labels: A-docs

https://github.com/rust-lang/rust/blob/1481fd9/library/alloc/src/borrow.rs#L34-L35

This sentence is confusing to me: "The `ToOwned` trait generalizes `Clone` to construct owned data from any borrow of a given type."

This is clearer, I think, if it's accurate? "The `ToOwned` trait generalizes `Clone` to construct any type of owned data from `&T`."
Repository: godot
Issue: Non-integer viewport stretch shows triangle artifact with Vulkan
Labels: bug,topic:rendering

### Godot version

4.0.beta12

### System information

Linux, AMD Radeon R9 (Vulkan)

### Issue description

When using:
- Stretch mode: viewport
- Default texture filter: Nearest
and having a window that's a non-integer multiple of the viewport size, an artifact of the triangles used to render the viewport blit becomes visible (the image is supposed to be just horizontal lines):

![repro2-vulkan](https://user-images.githubusercontent.com/43048142/213138281-36aa8f9e-aba9-4757-8e01-ad3a2fdab174.png)
(Vulkan)
![repro2-gl](https://user-images.githubusercontent.com/43048142/213138317-8ace8108-c5fd-4fb6-96ac-26775062b483.png)
(GL)

With GL the effect seems to be absent, at least at first glance.

I suspect the cause is a combination of using a nearest filter and sampling at the corners of texels. It becomes very sensitive to small differences in UV. The two adjacent triangles likely get rasterized slightly different, resulting in a small but large enough UV offset. Specifics could depend on hardware but I tried on two AMD GPUs on Linux.

A possible fix would be to use a single clipped triangle blit. Or sampling at the centers of texels instead, but this won't work nicely with other filters, I think.

### Steps to reproduce

- Run Godot in the repro2 directory. Scripts have also been provided, `launch_gl.sh` and `launch_vulkan.sh` to launch with a specific renderer.
- Above issue should be visible

### Minimal reproduction project

[repro2.zip](https://github.com/godotengine/godot/files/10444375/repro2.zip)
Repository: pytorch
Issue: multiprocessing not work on WSL2
Labels: module: multiprocessing,triaged,module: wsl

### 🐛 Describe the bug

Hi there,

**🐛 Describe the bug**

Torch multiprocessing seems not work on WSL2 + Ubuntu20.04. 

```
import torch
from torch.multiprocessing import set_start_method, Pipe, Process

def func(data):
    print("in func")
    # data = conn.recv()
    print(data) # .item()

if __name__ == "__main__":
    set_start_method('spawn', force=True)
    
    device = torch.device("cuda") # "cuda:0"
    data = torch.tensor([1, 2, 3]).to(device)
    proc = Process(target=func, args=(data,))
    proc.start()
    proc.join()
```

When trying to run this code, it is stuck. (Even `collect_env.py` stuck)


**Versions**:
```
Cuda 11.7
WSL2: ubuntu20.04
Pytorch:  1.13.1+cu117
```
I actually tried other pytorch versions still the same issue.

Thanks.


### Versions

Hi there,

**🐛 Describe the bug**

Torch multiprocessing seems not work on WSL2 + Ubuntu20.04. 

```
import torch
from torch.multiprocessing import set_start_method, Pipe, Process

def func(data):
    print("in func")
    # data = conn.recv()
    print(data) # .item()

if __name__ == "__main__":
    set_start_method('spawn', force=True)
    
    device = torch.device("cuda") # "cuda:0"
    data = torch.tensor([1, 2, 3]).to(device)
    proc = Process(target=func, args=(data,))
    proc.start()
    proc.join()
```

When trying to run this code, it is stuck. (Even `collect_env.py` stuck)


**Versions**:
```
Cuda 11.7
WSL2: ubuntu20.04
Pytorch:  1.13.1+cu117
```
I actually tried other pytorch versions still the same issue.

Thanks.


cc @VitalyFedyunin @ejguan
Repository: flutter
Issue: Add a way to exclude widgets from IgnorePointer
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

## Use case

Using IgnorePointer is great to easily disable clicks for the whole widget tree, but sometimes there might be a single widget somewhere below that should still be able to clicked. Imagine a form, where all the TextFields should be protected, but there is a button that still needs to be clickable. From what I have found this is not possible at the moment.
Right now you would have to separately wrap all your widgets with an IgnorePointer, except the one to be excluded to make this work.

## Proposal

Add a way to exclude widgets from IgnorePointer, maybe another widget that you can surround the to be excluded widget with.
Repository: godot
Issue: Godot Crash
Labels: needs testing,crash

### Godot version

3.5.1

### System information

Windows 10, GLES 2.0/3.0, AMD Radeon HD 6300M

### Issue description

Godot crashes after opening a project on 3.5, i didn't notice that on 3.3,3.4 and 4.0

### Steps to reproduce

Open a project in godot 3.5

### Minimal reproduction project

N/A
Repository: Web-Dev-For-Beginners
Issue: [TRANSLATIONS] 
Labels: translations,no-issue-activity

- [ ] Base README.md
- [ ] for-teachers.md
- [ ] Quizzes
- [ ] 1-getting-started-lessons base README
   - [ ] intro-to-programming-languages README
   - [ ] intro-to-programming-languages assignment
   - [ ] github-basics README
   - [ ] accessibility README
   - [ ] accessibility assignment
- [ ] 2-js-basics base README
   - [ ] data-types README
   - [ ] data-types assignment
   - [ ] functions-methods README
   - [ ] functions-methods assignment
   - [ ] making-decisions README
   - [ ] making-decisions assignment
   - [ ] arrays-loops README
   - [ ] arrays-loops assignment
- [ ] 3-terrarium base README
   - [ ] intro-to-html README
   - [ ] intro-to-html assignment
   - [ ] intro-to-css README
   - [ ] intro-to-css assignment
   - [ ] intro-to-DOM-and-closures README
   - [ ] intro-to-DOM-and-closures assignment
- [ ] 4-typing-game base README
   - [ ] typing-game README
   - [ ] typing-game assignment
- [ ] 5-browser-extension base README
   - [ ] about-browsers README
   - [ ] about-browsers assignment
   - [ ] forms-browsers-local-storage README
   - [ ] forms-browsers-local-storage assignment
   - [ ] background-tasks-and-performance README
   - [ ] background-tasks-and-performance assignment
   - [ ] solution base README
   - [ ] start base README
- [ ] 6-space-game base README
   - [ ] introduction README
   - [ ] introduction assignment
   - [ ] drawing-to-canvas README
   - [ ] drawing-to-canvas  assignment
   - [ ] moving-elements-around README
   - [ ] moving-elements-around  assignment
   - [ ] collision-detection README
   - [ ] collision-detection assignment
   - [ ] keeping-score README
   - [ ] keeping-score assignment
   - [ ] end-condition README
   - [ ] end-condition assignment
- [ ] 7-bank-project base README
   - [ ] template-route README
   - [ ] template-route assignment
   - [ ] forms README
   - [ ] forms  assignment
   - [ ] data README
   - [ ] data assignment
   - [ ] state-management README
   - [ ] state-management  assignment
   - [ ] solution base README
   - [ ] API base README