sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: An endless call when run zone.run in ApplicationRef.isStable
Labels: area: core,area: zones,core: change detection,P5,area: docs

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

core

### Is this a regression?

Yes

### Description

I followed the the guide about [ApplicationRef#is-stable-examples](https://angular.io/api/core/ApplicationRef#is-stable-examples). When i tried to delete the pipe like this, and the console.log executed endless until the browser crushed.

```
constructor(appRef: ApplicationRef), zone: NgZone)) {
  appRef.isStable.subscribe(state => zone.run(() => {
    console.log('endless call');
    // You don't want to do this
    ngZone.run(() => (this.value = state));
  }));
}
```

It is horrible to misuse it. Maybe `ApplicationRef`, `ngZone` or `zone.js` could take some protection to avoid this.  
Or at least, adding a warning in the doc.


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

https://stackblitz.com/edit/angular-hcxfu5?file=src%2Fmain.ts

### Please provide the exception or error you saw

```true
The browser crushed when run `ngZone.run` in the subscription of `ApplicationRef.isStable`.
```


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

```true
Angular CLI: 14.2.10
Node: 16.15.0
Package Manager: npm 8.5.5
OS: win32 x64

Angular: 14.2.0+sha-e811626-with-local-changes
... core

Package                             Version
-------------------------------------------------------------
@angular-devkit/architect           0.1402.10
@angular-devkit/build-angular       14.2.10
@angular-devkit/core                14.2.10
@angular-devkit/schematics          14.2.10
@angular/animations                 14.2.0
@angular/cli                        14.2.10
@angular/common                     14.2.0
@angular/compiler                   14.2.0
@angular/compiler-cli               14.2.0
@angular/forms                      14.2.0
@angular/platform-browser           14.2.0
@angular/platform-browser-dynamic   14.2.0
@angular/router                     14.2.0
@schematics/angular                 14.2.10
rxjs                                7.5.7
typescript                          4.7.4
```


### Anything else?

Otherwise, still in the doc of  [is-stable-examples](https://angular.io/api/core/ApplicationRef#is-stable-examples). I saw `cd.detectChanges()` is used in constructor from the example. Whether it is a bad example, cause it would cause  a `ASSERTION ERROR`.
Repository: go
Issue: cmd/link,cmd/pack: tests fail with `missing Go type information for global symbol .dynsym` on android/arm64
Labels: OS-Android,NeedsInvestigation,mobile,arch-arm64,compiler/runtime

In [CL 472096](https://go.dev/cl/472096), I am experimenting with enabling tests that use go build on android, because I don't see a good reason not to. Unfortunately, several `cmd/link` tests fail when run on `android/arm64`, with the failure mode:
```
    runtime.gcdata: missing Go type information for global symbol .dynsym: size 24
```

(Complete log in https://storage.googleapis.com/go-build-log/c86ce876/android-arm64-corellium_04a8c6e6.log.)

(attn @golang/android @golang/compiler)
Repository: godot
Issue: Nested Resource doesn't update NodePath when node renamed or moved
Labels: bug,topic:editor

### Godot version

4.0 STABLE :tada:

### System information

win 11

### Issue description

When I have a SkeletonModificationStack2D with a modification in the modification stack such as SkeletonModification2DFABRIK and I assign a NodePath such as "Target Node" and then I change the node's name or its position (changing the NodePath) the SkeletonModification2DFABRIK "Target Node" property is not updated.

### Steps to reproduce

Make SMS2D
Make SM2DF
Assign Target Node
Change Target Node NodePath

### Minimal reproduction project

N/A
Repository: go
Issue: cmd/link/internal/ld,cmd/nm: tests fail on android/arm64
Labels: OS-Android,NeedsInvestigation,mobile,arch-arm64,compiler/runtime

In [CL 472096](https://go.dev/cl/472096), I am experimenting with enabling tests that use go build on android, because I don't see a good reason not to. Unfortunately, several `cmd/link/internal/ld` tests fail when run on `android/arm64`:
```
--- FAIL: TestUndefinedRelocErrors (0.15s)
    ld_test.go:68: extra errors: function main is undeclared in the main package (x2)
--- FAIL: TestRuntimeTypeAttrExternal (0.94s)
    dwarf_test.go:987: DWARF type offset was 0x2b20+0x80fc0, but test program said 0x5ebd4d1ae0
--- FAIL: TestRuntimeTypeAttrInternal (0.19s)
    dwarf_test.go:987: DWARF type offset was 0x2b20+0xa0000, but test program said 0x5c2d85bb20
FAIL
FAIL	cmd/link/internal/ld	10.733s
```
(https://storage.googleapis.com/go-build-log/c86ce876/android-arm64-corellium_04a8c6e6.log)

(attn @golang/android @golang/compiler)
Repository: opencv
Issue: Is it possible to improve cv::cuda::remap performance by using Texture Mapping Units?
Labels: feature

### Descripe the feature and motivation

Graphics cards contain texture mapping units which are dedicated hardware for [remapping and interpolating textures](https://en.wikipedia.org/wiki/Texture_mapping_unit).

It can be seen in [cuda/filters.hpp](https://github.com/opencv/opencv/blob/0052d46b8e33c7bfe0e1450e4bff28b88f455570/modules/core/include/opencv2/core/cuda/filters.hpp) which is used by [cuda/remap.cu](https://github.com/opencv/opencv_contrib/blob/ed1873bc2c58f1c2dc94f98c816be0d39068995f/modules/cudawarping/src/cuda/remap.cu) that OpenCV's CUDA remap is implemented in software without using the texture mapping unit.


It seems likely that the performance of `cv::cuda::remap` would be could be greatly improved if it used the dedicated hardware designed for texture mapping. Is there any technical reason why this can not be done?

### Additional context

CUDA appears to expose access to the texture mapping unit. [This presentation](https://on-demand.gputechconf.com/gtc-express/2011/presentations/texture_webinar_aug_2011.pdf) is a little old but explains the advantages well.
Repository: transformers
Issue: Add SpikeGPT model
Labels: New model

### Model description

**Abstract:**
>As the size of large language models continue to scale, so does the computational resources required to run it. Spiking neural networks (SNNs) have emerged as an energy-efficient approach to deep learning that leverage sparse and event-driven activations to reduce the computational overhead associated with model inference. While they have become competitive with non-spiking models on many computer vision tasks, SNNs have also proven to be more challenging to train. As a result, their performance lags behind modern deep learning, and we are yet to see the effectiveness of SNNs in language generation. In this paper, inspired by the RWKV language model, we successfully implement `SpikeGPT', a generative language model with pure binary, event-driven spiking activation units. We train the proposed model on three model variants: 45M, 125M and 260M parameters. To the best of our knowledge, this is 4x larger than any functional backprop-trained SNN to date. We achieve this by modifying the transformer block to replace multi-head self attention to reduce quadratic computational complexity to linear with increasing sequence length. Input tokens are instead streamed in sequentially to our attention mechanism (as with typical SNNs). Our preliminary experiments show that SpikeGPT remains competitive with non-spiking models on tested benchmarks, while maintaining 5x less energy consumption when processed on neuromorphic hardware that can leverage sparse, event-driven activations.

Concretely, it is a GPT model using Receptance Weighted Key Value (RWKV) instead of regular attention, and an adapted FFN layer.

### Open source status

- [X] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

[Paper](https://arxiv.org/abs/2302.13939) | [Code](https://github.com/ridgerchu/SpikeGPT)

Author: @ridgerchu
Repository: ant-design
Issue: Support css vendor-prefix
Labels: 💡 Feature Request,Inactive,5.x,unconfirmed

### What problem does this feature solve?

Currently css of 5.x does not have vendor-prefix, styles may not work in some browser.

### What does the proposed API look like?

Provide css vendor-prefix transformer.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: [Bug]: Performance regression in Astro UXDS
Labels: bug,performance issue,web-components,builder-webpack5,sev:S3

### Describe the bug

Before upgrade:
> Storybook 6.4.22 for Web-components started │ │ 5.22 s for preview

After upgrade:
> Storybook 7.0.0-beta.58 for web-components-webpack5 started │ │ 997 ms for manager and 8.92 s for preview

### To Reproduce

https://github.com/RocketCommunicationsInc/astro

vs

https://github.com/shilman/astro

```
npm install
cd packages/web-components
npm run start.storybook
```

### System

_No response_

### Additional context

_No response_
Repository: rust
Issue: "help: `}` may belong here" no longer reported
Labels: A-diagnostics,A-parser,P-low,T-compiler,C-bug

After https://github.com/rust-lang/rust/pull/108297, the help message for inserting closing delims is no longer emitted. (cc @chenyukang)

### Code

I tried this code:

```rust
use std::{mem, ptr;
```

old output:
```
error: this file contains an unclosed delimiter
 --> src/main.rs:1:20
  |
1 | use std::{mem, ptr;
  |          -         ^
  |          |
  |          unclosed delimiter

error: expected one of `,`, `::`, `as`, or `}`, found `;`
 --> src/main.rs:1:10
  |
1 | use std::{mem, ptr;
  |          ^        ^
  |          |        |
  |          |        expected one of `,`, `::`, `as`, or `}`
  |          |        help: `}` may belong here
  |          unclosed delimiter

error: expected item, found `}`
 --> src/main.rs:1:20
  |
1 | use std::{mem, ptr;
  |                    ^ expected item
```

new output
```
error: this file contains an unclosed delimiter
 --> src/main.rs:1:20
  |
1 | use std::{mem, ptr;
  |          -         ^
  |          |
  |          unclosed delimiter
```

While noisy, the old output contains a concrete fix (`}` may belong here) and the new one doesn't.

### Version it worked on

<!--
Provide the most recent version this worked on, for example:

It most recently worked on: Rust 1.47
-->

It most recently worked on: rustc 1.69.0-nightly (31f858d9a 2023-02-28)

### Version with regression
master at 64165aac68af780182ff89a6eb3982e3c262266e, which will be in nightly 2023-03-01

@rustbot modify labels: +regression-from-stable-to-nightly -regression-untriaged +A-parser +A-diagnostics
Repository: PowerToys
Issue: Using power toys FANCY ZONES on docked computers is not ideal - optional setting on monitor resolution chane/monitor change 
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

there would ideally be a setting that when a monitor is changed or resolution changes,   the zones are disbanded and all apps go either fullscreen or back to their original window size.      or for fancy zones to be assigned to specific monitors to adapt to two primary display configurations,    undocked tablets and superultrawide monitors

### Scenario when this would be used?

The situation is needed as many people using fancy zones now are using it because of the new super ultrawides on the market,  i was convinced from two other people who also use this setup with fancy zones and it has transformed my experience!  
the issue is that when moving from a super ultrawide  5120 x 1440 which is 49"  switches to my surfacebook2 4k 15"  all the windows detach their zones and layer on eachother in skinny tiny windows, then i have to spend 5 minutes stretching out the windows again 

### Supporting information

i have played around with the settings there but it only seems to work when switching between monitors of similar sizes, the zones do not transfer from a 49inch super ultrawide to a 3:2 15" display,  the windows need to either modify their original window size or all go fullscreen,   

I would argue that a majority of people using fancy zones now are those with super ultrawide monitors and a significant portion of those people use docked laptops now.  I have heard this issue pop up from a number of poeple on youtube and in day to day conversation
Repository: tauri
Issue: [bug] Opening new Window in Fullscreen mode freezes Application on macOS
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Opening a new window with the `WindowBuilder` while the main window is in fullscreen mode irrecoverably freezes the application that has been installed from a `.dmg` on macOS.

### Reproduction

I did not manage to reproduce the issue in isolation yet. To see the behavior in real-life, one may download this application here (`.dmg`): https://github.com/holochain/launcher/releases/tag/v0.9.0



### Expected behavior

Opening an additional window while in fullscreen mode either switches to this new window in fullscreen mode or opens this new window in normal mode.

### Platform and versions

macOS

### Stack trace

_No response_

### Additional context

- I verified that the window building step works fine by inserting logs after the step where the window is built via the `WindowBuilder`
- While trying (and failing) to reproduce the issue with a minimal reproduction, I noticed that the fullscreen behavior differs between running the app via `cargo run` from within the `src-tauri` folder and running the built and bundled `.dmg`. In the first case, when I open a new window from within fullscreen mode, the new window opens in "normal mode", i.e. not in fullscreen mode. In the latter case (`.dmg`), the new window opens in fullscreen mode as well, i.e. the fullscreen mode switches to the second window. (see https://github.com/matthme/menu-stuck-tauri-macos for reproduction of this behavioral difference between `cargo run` and `.dmg`)
- When exiting fullscreen mode from a tauri window on macOS, I see the following error in the console app, which I suspect may be related to the issue:
```
ERROR: Setting <private> as the first responder for window <private>, but it is in a different window ((null))! This would eventually crash when the view is freed. The first responder will be set to nil.
<private>
```
Repository: go
Issue: cmd/compile: bad DWARF location for variable
Labels: NeedsInvestigation,compiler/runtime

<pre>
$ go version
go version go1.20.1 linux/amd64
</pre>

Given the following code:

```
package main

import "fmt"

func cul(row int64) bool {
	id := int((row >> 32) & 0x3fffffff)
	
	return id != 0
}

func main() {
	fmt.Println(cul(0))
}
```

Compiled with `-gcflags='all=-N -l', main.cul function compiles into:

```
  test.go:5		0x49c8c0		4883ec18		SUBQ $0x18, SP		
  test.go:5		0x49c8c4		48896c2410		MOVQ BP, 0x10(SP)	
  test.go:5		0x49c8c9		488d6c2410		LEAQ 0x10(SP), BP	
  test.go:5		0x49c8ce		4889442420		MOVQ AX, 0x20(SP)	
  test.go:5		0x49c8d3		c644240700		MOVB $0x0, 0x7(SP)	
  test.go:6		0x49c8d8		488b4c2420		MOVQ 0x20(SP), CX	
  test.go:6		0x49c8dd		48c1f920		SARQ $0x20, CX		
  test.go:6		0x49c8e1		81e1ffffff3f		ANDL $0x3fffffff, CX	
  test.go:8		0x49c8e7		4885c9			TESTQ CX, CX		
  test.go:8		0x49c8ea		0f95c0			SETNE AL		
  test.go:6		0x49c8ed		48894c2408		MOVQ CX, 0x8(SP)	
  test.go:8		0x49c8f2		88442407		MOVB AL, 0x7(SP)	
  test.go:8		0x49c8f6		488b6c2410		MOVQ 0x10(SP), BP	
  test.go:8		0x49c8fb		4883c418		ADDQ $0x18, SP		
  test.go:8		0x49c8ff		90			NOPL			
  test.go:8		0x49c900		c3			RET			
```

and the variable `id` has `DW_OP_fbreg -0x18` has its location, however at instruction 0x49c8ea, which is the instruction picked for a breakpoint on line `:8`, the variable is stored on register rcx, not in its stack location (where it gets moved only later at instruction 0x49c8ed).
Originally reported as https://github.com/go-delve/delve/issues/3290.

cc @dr2chase.
Repository: godot
Issue: Changing StretchMode by code from diasabled,ignore to 2D, doesn't remove the black bars.
Labels: bug,topic:core,documentation

### Godot version

3.5.1

### System information

Windows 10 Gles3,Gles2

### Issue description

Changing back to `Disabled, Ignore` stretch mode from `2D, Keep` with code does not remove the black bars.

### Steps to reproduce

I have a scene that has in _ready():
`get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_DISABLED,SceneTree.STRETCH_ASPECT_IGNORE,Vector2(960,540))`
![image](https://user-images.githubusercontent.com/114881518/222181974-cae4c85f-6b82-48cf-babc-59833e59ab14.png)

then I change to a different scene which has following line in it's _ready():
`get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_2D,SceneTree.STRETCH_ASPECT_KEEP,Vector2(960,540))`
![image](https://user-images.githubusercontent.com/114881518/222182075-435e0786-4d27-4b47-bae3-26a265d85ae5.png)

and then I change back to the first scene.
![image](https://user-images.githubusercontent.com/114881518/222182205-4c16d778-ca8a-4822-ba6c-e0621216f286.png)


### Minimal reproduction project

[minimal reproduction.zip](https://github.com/godotengine/godot/files/10862576/minimal.reproduction.zip)
Repository: PowerToys
Issue: Paste as plain text url generates a 404
Labels: Issue-Docs,External Dependency

### Provide a description of requested docs changes

The "Paste as Plain text" link in the "Current Utilities" section generates a 404.
Repository: pytorch
Issue: Static asserts on accessor templates
Labels: module: cpp-extensions,triaged

### 🚀 The feature, motivation and pitch

PyTorch got bug report #54406, which turned out as improper usage of provided accessor API. In the discussion two solutions were suggested to prevent this in the future:
- Update docs
- Introduce static asserts on accessor template

As second solution seems more bullet proof, I'd like to suggest implementing it. My thinking was to restrict set of allowed types only on those which are supported, but don't see enough into the logic to say it's right approach. Can somebody comment on the idea and suggest the way to go?

### Alternatives

Documentation update

### Additional context

_No response_

cc @malfet @zou3519 @jbschlosser
Repository: flutter
Issue: allow passing build flags to `xcodebuild` command for building Apple apps.
Labels: c: new feature,platform-ios,tool,platform-mac,c: proposal,a: build,P3,team-ios,triaged-ios

## Use case

Hey there 👋 , I'm a maintainer at [FlutterFire](https://github.com/firebase/flutterfire). We're looking to pass a build flag to the `xcodebuild` command ran when building a macOS app. We have an keychain issue on our CI that could possibly be resolved by passing in the `--allowProvisioningUpdates` build flag which you can read in the logs for the failed CI run [here](https://github.com/firebase/flutterfire/actions/runs/4293698092/jobs/7483300590#step:12:33).

I found that it is possible to pass a key/value to the build [here](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/macos/build_macos.dart#L129). The problem is, we would like to pass a build flag which isn't possible with the current setup as implemented [here](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/ios/xcodeproj.dart#L344-L353).


## Proposal

I propose updating this [implementation](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/ios/xcodeproj.dart#L344-L353). It could, perhaps,  look for an environment variable with the signature: `FLUTTER_XCODE_FLAG_*`.

For illustration, I could export  `FLUTTER_XCODE_FLAG_provisioning_profile=--allowProvisioningUpdates` as an environment variable. The updated implementation would find keys that match on `FLUTTER_XCODE_FLAG_` and take whatever value it has and pass it to `xcodebuild` as a flag rather than a key/value pair.

Hopefully, that makes sense. Let me know if you have any questions! Thanks 🙏.
Repository: kubernetes
Issue: Should be able to exclude unknown controllers
Labels: priority/awaiting-more-evidence,sig/api-machinery,kind/feature,triage/accepted

### What happened?

When passing a controller to exclude to GCE cloud-controller-manager, but using an old version when the controller does not exist yet, the cloud-controller-manager failed to launch because the controller was not found.

The error was `"gkenetworkparams" is not in the list of known controllers`

### What did you expect to happen?

I asked for the controller not to run, it was not going to run => no error.

### How can we reproduce it (as minimally and precisely as possible)?

Pass an unknown controller like `--controllers=-nope` for any binary using k8s.io/controller-manager/options

### Anything else we need to know?

_No response_

### Kubernetes version

Latest

### Cloud provider

n/a

### OS version

_No response_

### Install tools

_No response_

### Container runtime (CRI) and version (if applicable)

_No response_

### Related plugins (CNI, CSI, ...) and versions (if applicable)

_No response_
Repository: PowerToys
Issue: PowerRename not showing file names in window
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.67.1

### Installation method

Chocolatey

### Running as admin

No

### Area(s) with issue?

PowerRename

### Steps to reproduce

1. In Explorer, Open a folder with more than 20 files
2. Press Ctrl+A to select all files
3. Right click on one of them, and select "PowerRename"


### ✔️ Expected Behavior

PowerRename window shows the full list of filenames on the window, to enable renaming them in batches

### ❌ Actual Behavior

PowerRename window opens, but with no file names in the window.
![image](https://user-images.githubusercontent.com/3267561/222194081-180e743a-eb75-4033-9407-6b04fc03cad3.png)



### Other Software

_No response_
Repository: PowerToys
Issue: [Peek] Use SVG thumbnails generated by PreviewPane
Labels: Product-File Explorer,Product-Peek

Change the name of the saved by PreviewPane thumbnails to allow using it by Peek.
Repository: react-native
Issue: `@react-native/assets` ships Flow instead of JS
Labels: Never gets stale

### Description

The assets package is shipping flow JS directly, making it break when importing on Next.js. It should build prior to publishing and remove types.

See: https://github.com/facebook/react-native/blob/main/packages/assets/registry.js

Let me know if I should PR, though I know TypeScript and not flow. Could also migrate it.

### React Native Version

0.71

### Output of `npx react-native info`

N/A

### Steps to reproduce

See https://github.com/facebook/react-native/blob/main/packages/assets/registry.js

### Snack, code example, screenshot, or link to a repository

If you need a repro, you can try importing `@react-native/assets` in Next.js. It's pretty self-explanatory though.

Thanks!
Repository: PowerToys
Issue: Request: for "Quick accent" tool, also offer the special characters in Hebrew of Niqqud (similar to vowels in English)
Labels: Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

As the title says.
Niqqud is like vowels in English, but they are optional and they are added in/around the letter, usually as dots (Niqqud=putting a dot).

https://en.wikipedia.org/wiki/Niqqud

Please offer them there too.

### Scenario when this would be used?

Write in Hebrew, but when we also want to write with Niqqud 

### Supporting information

Was originally here for some reason:
https://github.com/MicrosoftDocs/windows-dev-docs/issues/4267
Sorry