sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inconsistent editor movement near arithmetic operators
Labels: discussion,topic:input,topic:gui

### Tested versions

Godot Engine v4.2.1.stable.official.b09f793f5

### System information

Linux (Pop!_OS 22.04 LTS)

### Issue description

`Ctrl + left/right` moves cursor inconsistently. It skips some operators and stops at others. This is particularly annoying with `+` and `-` operators.
 

### Steps to reproduce

Example code
```gdscript
	num1 = num0 + c1 
	num1 = num0 - c1
```
Setting the cursor in the line 1 and pressing `ctrl + left` twice will put it before `+`.  Doing so with the line 2 will put the cursor before `num0`. 

### Minimal reproduction project (MRP)

```gdscript
	#moves to the operator
	num1 = num0 + c1
	num1 = num0 ^ c1
	num1 = num0 > c1
	num1 = num0 >= c1
	num1 = num0 <= c1
	num1 = num0 < c1
	num1 = num0 == c1
	num1 = num0 << c1
	num1 = num0 >> c1
	num1 = num0 | c1
	
	# moves to the center of `!=` 
	num1 = num0 != c1
	
	# moves to `num0`
	num1 = num0 - c1
	num1 = num0 & c1
	num1 = num0 * c1
	num1 = num0 ** c1
	num1 = num0 / c1
	num1 = num0 % c1
	num1 = num0 % c1
	num1 = num0 % c1
```
Repository: ollama
Issue: The problem of sudden drop in download speed.
Labels: feature request

Hello engineers, regarding the download of the model, I have a suggestion and hope that the download process can maintain high speed. 
Problem : 
When downloading the model, the starting speed is very fast (for example, 10m/s), and when it is near the completion of the download (when the progress reaches 99%), the download speed drops rapidly, only 60k/s. The model that was supposed to be downloaded in 3 minutes had to be delayed to 8 minutes to finish downloading.This situation occurs with the download of every model.
Repository: storybook
Issue: [Documentation]: Vite's `build` options are silently ignored
Labels: documentation,needs triage

### Describe the problem

As described here https://github.com/storybookjs/storybook/blob/next/code/builders/builder-vite/src/vite-config.ts#L54-L58

One needs to use `viteFinal` to configure build options, and the config on the vite.config file is ignored.


This is not documented anywhere.

### Additional context

I think all these issues are related to build config being ignored:

https://github.com/storybookjs/storybook/issues/26993

https://github.com/storybookjs/storybook/issues/24161

https://github.com/storybookjs/storybook/issues/20491
Repository: excalidraw
Issue: Can't change Shape Text Color from Color Picker
Labels: bug

### Problem

It is currently possible to change a shape's text color independently of its stroke color by entering text edit mode on the shape, then choosing from the default stroke colors. If the color picker is clicked, this exits text editing mode and the color is not applied.

### Action Steps:

1. Create Shape
2. Press Enter, then add text
3. Escape to select Shape
4. Change Stroke Color
This changes both the Shape and Text Color
5. Press Enter to edit text
6. Change Stroke Color from default options 
This changes the text color only which allows the Shape Stroke and the Text color to be different colors
7. While in the text editing mode, if the Stroke Color Picker is clicked, the user is removed from text editing mode and the chosen color is not applied to text.

### Potential Solutions

- Add text color to the shape properties similar to Font Size and Text Align.
- Fix the text editing mode so that it does not exit text editing mode when the color picker is clicked.
Repository: godot
Issue: Godot 4.3 Beta Crash Bug - Advanced Signals in Editor
Labels: bug,topic:editor,crash

### Tested versions

Reproducible in: 4.3 dev 6, NOT reproducible in: v4.1.3.stable.official [f06b6836a]

### System information

Windows 10, MSI Laptop, 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz   2.30 GHz, 16GB Ram, NVIDIA GeForce RTX 3070 Laptop GPU

### Issue description

![Untitled](https://github.com/godotengine/godot/assets/172295679/0a57636f-c0a2-4f39-aa98-abeb7aae3b72)

When trying to connect a signal to a script in the scene tree (in the example image: connecting the "pressed" signal of "button" to the parent nodes script), the signal properties popup window appears, however, when pressing the "advanced" button (to access advanced signal properties within the popup window), Godot will crash. Even bigger issue however! is that when reloading the project, trying to open any signal menu (by trying to connect a new signal: from anywhere, to anywhere) Godot will again crash, making the project unable to connect any new signals via the editor



### Steps to reproduce

1. Have a scene tree with at least one node containing a script, example: A single "control" node with a blank script attached
2. Create a child "button" node
3. In the editor, go to the "button", and try connect a signal from the "Signals and Groups" tab
4. with the signal popup window now opened, press the sliding button named "advanced", towards the bottom of the popup window
5. Godot crashes
6. Restart Godot and reload the same project
7. attempt to open the signal popup window again via the "Signals and Groups" tab
8. Godot crashes as soon as the popup window opens, preventing the ability to connect signals via the editor
9. Sadness


### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/15776279/project.zip)
Repository: excalidraw
Issue: Add new elements such as images programmatically
Labels: support,package:excalidraw

As an extension of what was done previously and described here: https://docs.excalidraw.com/docs/@excalidraw/excalidraw/api/excalidraw-element-skeleton 

It would be great to be able to programmatically add icons and images (and text around them), and connect these entities.

I would like to use this feature to create AWS architectures diagrams programmatically from (AWS CDK) code.
Repository: PowerToys
Issue: Powertoys run unit conversion should perform math
Labels: Needs-Triage

### Description of the new feature / enhancement

The unit conversion functionality in Powertoys run does not seem to perform simple math.

### Scenario when this would be used?

Often when converting units we want to perform math. Suppose I have a 1080p RGB video at 60fps and I want to determine the data rate I should be able to use the following expression:
`%% 1920*1080*3bytes*60 in Mb`
Currently Powertoys Run does not support doing math for unit conversions, as a result this example requires using both the math tool and the unit conversion tool:
`=1920*1080*60*36bytes`
`%% 373248000 bytes in Mb`

### Supporting information

_No response_
Repository: flutter
Issue: [camera] startVideoRecording can be called after startImageStream
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

### Steps to reproduce

1. run sample code

### Expected results

No zeros. When `startImageStream` is called after `startVideoRecording` then it throws an exception but there is missing a similar check when they are called in reverse order in which case it causes audio sample buffers flowing into `startImageStream` callback.

### Actual results

```
flutter: 0 0 0
flutter: 2160 3840 33177600
flutter: 0 0 0
flutter: 2160 3840 33177600
flutter: 0 0 0
flutter: 2160 3840 33177600
flutter: 0 0 0
flutter: 2160 3840 33177600
```


### Code sample

<details open><summary>Code sample</summary>

```dart
import "package:flutter/material.dart";
import "package:camera/camera.dart";

void main() async
{
	WidgetsFlutterBinding.ensureInitialized();
	final cameras = await availableCameras();
	final camera_cont = CameraController(cameras.firstWhere((camera) => camera.lensDirection == CameraLensDirection.back), ResolutionPreset.ultraHigh);
	await camera_cont.initialize();
	await camera_cont.startImageStream((img) => print("${img.width} ${img.height} ${img.planes[0].bytes.length}"));
	await camera_cont.startVideoRecording();
}
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.22.2, on macOS 14.5 23F79 darwin-x64)
[✓] Xcode - develop for iOS and macOS (Xcode 15.4)
```

</details>
Repository: vscode
Issue: Feature request: Issue reporter could automatically append a tag for language pack issues
Labels: feature-request,issue-reporter

<!-- ⚠️⚠️ 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 created a [test issue](https://github.com/microsoft/vscode-loc/issues/1640) on the Simplified Chinese language pack to see how the issue reporter handles language pack issues.
I noticed that it files issues to vscode-loc, but that it doesn't contain a language tag prefix such as [zh-cn] by default.

Example issue with language tag: https://github.com/microsoft/vscode-loc/issues/1508
Repository: PowerToys
Issue: Alt Gr does not work to type symbols like the EURO one (€)
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.79.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Pressing "Alt Gr" + "E" keys while Power Toys is running does not type in the EURO symbol (€).

### ✔️ Expected Behavior

Pressing "Alt Gr" + "E" keys while Power Toys is running should type in the EURO symbol (€).

### ❌ Actual Behavior

Pressing "Alt Gr" + "E" keys while Power Toys is running DOES NOT type in the EURO symbol (€).

### Other Software

_No response_
Repository: node
Issue: Clear kResourceStore in timers and intervals
Labels: async_hooks

As noted in [this article](https://lucumr.pocoo.org/2024/6/5/node-timeout), the timeout/interval objects keep a reference to the store even after they have been cleared.

I think it would be better to clear up that reference inside the `clearTimeout()` and `clearInterval()` functions. We might also want to consider exposing an API for end-users and explicit lifetime tracking.
Repository: go
Issue: x/tools/gopls: don't offer code lenses/actions that assume go build when using GOPACKAGESDRIVER
Labels: gopls,Tools

Gopls should not offer any commands that assume the underlying build command is `go` when using a go packages driver (e.g. bazel). See https://github.com/golang/go/issues/67615#issuecomment-2158863721 for the various commands that need tweaking.
Repository: flutter
Issue: Mac_arm64 framework_tests_misc times out on Mac-14
Labels: platform-mac,P2,team-ios,triaged-ios

The test hangs here:

```
00:00 +0: loading /Volumes/Work/s/w/ir/x/w/flutter/examples/api/integration_test/smoke_integration_test.dart
 Running pod install...                                           1,506ms
 Building macOS application...                                   
 Detected macOS app running in CI, turning off sandboxing.
 --- xcodebuild: WARNING: Using the first of multiple matching destinations:
 { platform:macOS, arch:arm64, id:00008103-000C31943ABB001E }
 { platform:macOS, arch:x86_64, id:00008103-000C31943ABB001E }
 warning: Run script build phase 'Run Script' will be run during every build because it does not specify any outputs. To address this warning, either add output dependencies to the script phase, or configure it to run in every build by unchecking "Based on dependency analysis" in the script phase. (in target 'Flutter Assemble' from project 'Runner')
 ✓ Built build/macos/Build/Products/Debug/Flutter API Sample.app
 00:00 +0: Smoke test animation/animation_controller/animated_digit.0.dart
```

https://luci-milo.appspot.com/ui/p/flutter/builders/prod/Mac_arm64%20framework_tests_misc/2224/overview
https://ci.chromium.org/ui/p/flutter/builders/staging.shadow/Mac_arm64%20framework_tests_misc/2/infra

Interestingly, the x86 version seems to work fine:
https://ci.chromium.org/ui/p/flutter/builders/staging.shadow/Mac_x64%20framework_tests_misc/2/infra
https://ci.chromium.org/ui/p/flutter/builders/staging.shadow/Mac_x64%20framework_tests_misc/3/infra
Repository: ollama
Issue: Llama 3 70b 16bit precision
Labels: feature request

As per Ollama documentation, it supports Llama 3 70b 4bit precision.
I was wondering if and how can I use 16bit or 32 bit precision model.
Repository: vscode
Issue: Git - Add Git Squash Commits UI feature
Labels: feature-request,git

<!-- ⚠️⚠️ 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. -->

Add an ability to select any number of potentially non-consecutive commits in the Git branch and squash them into one commit with a place and date of the oldest selected commit.  This flow should also allow to edit the description of the final squashed commit.
This ability will allow using VS Code to reorganize and clean up git branch history without switching to competing IDEs that support this functionality.

It would be a great addition to the graph representation of the git history graph requested in #179053

<!-- Describe the feature you'd like. -->
Repository: rust
Issue: Bootstrap rustc wrapper verbosity not tracked
Labels: T-bootstrap,C-bug

```
x build -vvv
```
this causes lots of output from the rustc wrapper.
```
x build
```
cargo then caches the output from the rustc wrapper, not realizing the the var used to control this has been changed.
I'm not sure what the easiest way would be to make cargo aware of it, it would somehow have to end up in the dep file.
Repository: godot
Issue: Error marker does not update automatically in the script editor when saving script (need to wait for the next idle parse)
Labels: enhancement,topic:gdscript,topic:editor,usability

### Tested versions

- Reproducible in: 3.5.3.stable, 4.2.2.stable, 4.3.beta 5833f5978

### System information

 Godot v4.3.beta (5833f5978) - Fedora Linux 39 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 550.78) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

When saving a script or all scenes (which saves scripts at the same time), the error marker in the script editor won't update until the Idle Parse Delay has passed and the script editor is done parsing the script. This feels strange, because even though the marker hasn't appeared yet, you can already see an error message in the editor Output panel:

https://github.com/godotengine/godot/assets/180032/17cae36c-15d5-4e51-a7f1-ac4d85bd181e

Ideally, a reparse should be forced just after saving the script, so that the error marker is instantly up-to-date (and appears in sync with messages in the Output panel).

### Steps to reproduce

- Create a script in the script editor.
- Cause a script error by modifying the script with something invalid, then quickly press <kbd>Ctrl + S</kbd> while the editor Output panel is open.
- Notice how the error message appears in the Output panel first. The error marker (red line highlight in the script editor) will only appear after ~2 seconds with the default editor settings.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Error marker does not appear if an error occurs past the script's last line in the script editor
Labels: discussion,topic:gdscript,topic:editor

### Tested versions

- Reproducible in: 4.3.beta 5833f5978

### System information

Godot v4.3.beta (5833f5978) - Fedora Linux 39 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 550.78) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

I discovered this while reporting https://github.com/godotengine/godot/issues/92998. The error marker does not appear if an error occurs past the script's last line in the script editor:

https://github.com/godotengine/godot/assets/180032/4ce85526-f04d-4e56-9579-d8f3f498dd6c

This can look confusing at first, as some users may be looking for the error for a while if they don't see a red marker line. We should do one of the following:

- Clamp the error line to always be located somewhere within the script. This might help with third-party tools and the LSP too.
- Clamp the error marker position to always be located somewhere within the script.
- Perhaps both, as a defensive measure for issues in the future?

### Steps to reproduce

- Create a new script with the default template. Remove the `_process()` method entirely (including its comment).
- Remove the `pass` keyword in `_ready()`, which will cause a script error to occur on line 7 (even though the script only has 6 lines, including its final trailing newline).
- Notice how the error gutter has a message at the bottom, but there's no red error marker on the script editor itself.

### Minimal reproduction project (MRP)

N/A
Repository: storybook
Issue: [Bug]: `BrandImage` resizes itself in dark theme when resizing sidebar
Labels: bug,good first issue,help wanted,ui

### Describe the bug

When switching to the Storybook dark theme, the `BrandImage` resizes itself when changing the width of the sidebar. The same problem seems to have been addressed for the light theme in this issue: https://github.com/storybookjs/storybook/issues/24702. 

Depending on the width of the sidebar, the logos might be different sizes when switching between themes. 

I think the dark theme should behave like the light theme.

https://github.com/storybookjs/storybook/assets/69268452/b32aaac0-f50c-4ea8-a367-547a5a280530



### Reproduction link

N/A

### Reproduction steps

_No response_

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.5
    CPU: (10) arm64 Apple M1 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.7.0 - ~/.nvm/versions/node/v18.7.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.7.0/bin/yarn
    npm: 8.15.0 - ~/.nvm/versions/node/v18.7.0/bin/npm
    pnpm: 8.3.1 - ~/.nvm/versions/node/v18.7.0/bin/pnpm <----- active
  Browsers:
    Chrome: 125.0.6422.142
    Edge: 125.0.2535.92
    Safari: 17.5
  npmPackages:
    @storybook/addon-a11y: 8.0.9 => 8.0.9 
    @storybook/addon-actions: 8.0.9 => 8.0.9 
    @storybook/addon-essentials: 8.0.9 => 8.0.9 
    @storybook/blocks: 8.0.9 => 8.0.9 
    @storybook/theming: 8.0.9 => 8.0.9 
    @storybook/web-components: 8.0.9 => 8.0.9 
    @storybook/web-components-vite: 8.0.9 => 8.0.9 
    chromatic: 5.8.3 => 5.8.3 
    storybook: 8.0.9 => 8.0.9 
    storybook-dark-mode: 4.0.1 => 4.0.1
```


### Additional context

_No response_
Repository: rust
Issue: `unnameable_types` lint emits incorrect visibility syntax
Labels: A-lints,A-diagnostics,T-compiler,D-papercut,L-unnameable_types

### Code

```Rust
#![warn(unnameable_types)]

pub mod foo {
    pub fn get() -> bar::Baz {
        bar::Baz
    }
    
    mod bar {
        pub struct Baz;
    }
}
```


### Current output

```Shell
warning: struct `Baz` is reachable but cannot be named
 --> src/lib.rs:9:9
  |
9 |         pub struct Baz;
  |         ^^^^^^^^^^^^^^ reachable at visibility `pub`, but can only be named at visibility `pub(foo)`
  |
note: the lint level is defined here
 --> src/lib.rs:1:9
  |
1 | #![warn(unnameable_types)]
  |         ^^^^^^^^^^^^^^^^

warning: `playground` (lib) generated 1 warning
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.27s
```


### Desired output

```diff
- reachable at visibility `pub`, but can only be named at visibility `pub(foo)`
+ reachable at visibility `pub`, but can only be named at visibility `pub(in crate::foo)`
```


### Rationale and extra context

`pub(foo)` is not valid visibility syntax.

### Rust Version

```Shell
rustc 1.79.0 (129f3b996 2024-06-10)
binary: rustc
commit-hash: 129f3b9964af4d4a709d1383930ade12dfe7c081
commit-date: 2024-06-10
host: x86_64-apple-darwin
release: 1.79.0
LLVM version: 18.1.7
```

Note that this is the pre-release of stable 1.79.0. Nightly has the same flaw.
Repository: ollama
Issue: API Silently Truncates Conversation 
Labels: bug

### What is the issue?

### Problem Description

The chat API currently truncates conversations without warning when the context limit is exceeded. This behavior can cause significant problems in downstream applications. For instance, if a document is provided for summarization, silently removing part of the document may lead to an incomplete or inaccurate summary. Similarly, for other tasks, critical instructions can be forgotten if they do not appear in the initial prompt.

### Desired Behavior

Ideally, the API should reject requests that do not fit within the context window with a clear error message. For example, the (official)  OpenAI API provides the following error if the context limit is exceeded:

```
1 validation error for request body → content ensure this value has at most 32768 characters
```

This enables downstream applications to notify users about the issue, allowing them to decide whether to extend the context, truncate the document, or accept a response based on the truncated prompt.

### Current Behavior and Documentation

If this is the intended behavior for the API, it is currently undocumented and can be considered user-unfriendly. It appears this behavior might be inherited from the `llama.cpp`.

### Example

The issue can be demonstrated with the following example:

```bash
CONTENT=$(python -c 'print("In language modeling, the context window refers to a predefined number of tokens that the model takes into account while predicting the next token within a text sequence. " * 68)')
curl http://localhost:11434/api/chat -d "{ \"model\": \"gemma:2b\",  \"messages\": [ { \"role\": \"user\", \"content\": \"$CONTENT\" } ]}"
```

With 68 repetitions of the sequence, the prompt contains `1041` tokens, as determined by `prompt_eval_count`. However, with 67 repetitions, the prompt contains `2027` tokens.

### Similar Issues

#299 - Adjusted the truncation behavior to spare the prompt formatting.
#2653 - Documents a similar issue with the CLI

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.1.41