sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Try to hoist the conversion of diverging calls to aborts to a layer above MIR lowering
Labels: T-compiler,A-MIR,E-help-wanted

In https://github.com/rust-lang/rust/pull/122580 I added some code that prevents the magic `compiler_builtins` crate from linking against `core`. The replacement of calls happens as late as possible, so we end up with some odd behavior, where the LLVM IR and LLVM bitcode contain declarations of panic functions from `core` that are never called. We have those declarations because of this loop:
https://github.com/rust-lang/rust/blob/d6eb0f5a09247ff8443e68b4d17e0350c74bafb1/compiler/rustc_codegen_llvm/src/base.rs#L87-L89

We have `MonoItem`s for the panic functions, and no calls to them. The key point is that we have `MonoItem`s for items that we _know_ would be invalid to call.

Is it possible to not have those `MonoItem`s in builds of `compiler_builtins`?

One possible implementation of this would be to hoist this "error or abort on upstream call" to a MIR transform that's only run when building `compiler_builtins`. Then maybe we could drop the logic from cg_ssa?
Repository: bitcoin
Issue: Wallet: Nondescript error message for 502nd unconfirmed transaction
Labels: Bug

### Is there an existing issue for this?

- [X] I have searched the existing issues

### Current behaviour

When creating a large number of unconfirmed transactions (e.g. 500+) with `bitcoin-cli` by spending/sending from a wallet, sending/spending the 502nd time results in a nondescript error message.  It may be the case that this is expected behavior (e.g. reaching a limit), and the error message could be made more descriptive/informative. 

```
error code: -1
error message:
map::at
```

This was encountered when creating a test to populate the mempool with a high number of transactions for the v27.0 RC Testing Guide.  This behavior was observed both on v26.0 and v27.0 rc1.

Confirming the transactions in a block allows the user to perform additional spending.

### Expected behaviour

A more descriptive error message would be provided to the user.  In this case, if a limit is being reached, the user could be informed and take appropriate action (e.g. wait until a block confirms transactions, etc.).

### Steps to reproduce

Start a node on regtest with its own datadir/bitcoin.conf:
```bash
export DATA_DIR=/tmp/tmpdatadir
mkdir $DATA_DIR
export BINARY_PATH=/path/to/dir/containing/bitcoind
alias bitcoind-test="$BINARY_PATH/bitcoind -datadir=$DATA_DIR"
alias bcli="$BINARY_PATH/bitcoin-cli -datadir=$DATA_DIR"
echo "regtest=1" > $DATA_DIR/bitcoin.conf
bitcoind-test -daemon
```
Create a wallet, fund it with coinbase outputs, and send 501 times:
```bash
bcli createwallet test
export ADDRESS=$(bcli -rpcwallet=test getnewaddress)
bcli -rpcwallet=test -generate 701
for i in $(seq 1 499); do bcli -rpcwallet=test -named send outputs="{\"$ADDRESS\": 1}" fee_rate=10; done
bcli -rpcwallet=test getmempoolinfo
bcli -rpcwallet=test -named send outputs="{\"$ADDRESS\": 1}" fee_rate=10
bcli -rpcwallet=test getmempoolinfo
bcli -rpcwallet=test -named send outputs="{\"$ADDRESS\": 1}" fee_rate=10
bcli -rpcwallet=test getmempoolinfo
```
Induce the error on the 502nd send:
```bash
bcli -rpcwallet=test -named send outputs="{\"$ADDRESS\": 1}" fee_rate=10
error code: -1
error message:
map::at
```
Confirm transactions, then add a new transaction:
```bash
bcli -rpcwallet=test -generate 1
bcli -rpcwallet=test -named send outputs="{\"$ADDRESS\": 1}" fee_rate=10
bcli -rpcwallet=test getmempoolinfo
```

### Relevant log output

Nothing relevant observed in debug.log at the time of the error received.

### How did you obtain Bitcoin Core

Pre-built binaries

### What version of Bitcoin Core are you using?

v26.0.0

### Operating system and version

Ubuntu 22.04 LTS

### Machine specifications

amd64
Repository: vscode
Issue: Allow to stop a test run from the location where I started it
Labels: feature-request,papercut :drop_of_blood:,testing

I am always stressed when I click the test button in the gutter knowing that I forgot a change because stopping test often means to restart VSCode for me.

![image](https://github.com/microsoft/vscode/assets/900690/334427b4-a29f-4132-81b5-615ecbbc8d0c)

Allow to stop the run from the gutter 🙏
Repository: ollama
Issue: "server stop" and "server status" commands
Labels: feature request

### What are you trying to do?

I would like to have more control over the ollama server.  As it stands, the ollama command line does not provide a convenient way to stop the server once it is running or get the server status.  Having a way to get memory, runtime, GPU and CPU statistics would also be a plus.


### How should we solve this?

I suggest adding either new commands or flags to the `serve` command; some examples follow, but it's the functionality, not the particular syntax (option flags vs. commands) I care about:

- `ollama serve --status` - Print server status (running/not running) and perhaps the loaded model and API URL
- `ollama serve --stop` - Stop the server if it is running
- `ollama stop` - Alias for `ollama serve --stop`
- `ollama unload` - Unload the model from memory but leave the server running
- `ollama stats` - Display server memory, runtime, and other statistics (eg, number of connected clients (max, current))

### What is the impact of not solving this?

It will remain hard for the average home user to control the ollama server process and determine the resources in use by it.

### Anything else?

This appears to be a near duplicate of #3182
Repository: flutter
Issue: [flutter_tools] Supports multi-platform module config
Labels: c: new feature,tool,c: proposal,team-tool

### Use case

The module config declaration is not extensibility friendly and departs from the concept of multi-platform separation.

```yaml
flutter:
  module:
    androidX: true
    androidPackage: {{androidIdentifier}}
    iosBundleIdentifier: {{iosIdentifier}}
```

### Proposal

It is necessary to re-configure the modules in pubspec in the same way as for plugin

```yaml
flutter:
  module:
    platforms:
      android:
        androidX: true
        package: {{androidIdentifier}}
      ios:
        bundleIdentifier: {{iosIdentifier}}
```
Repository: godot
Issue: PackedByteArray Unicode decoding functions decode invalid Unicode instead of returning empty strings
Labels: bug,discussion,topic:core,documentation

### Tested versions

- 4.2.stable

### System information

Godot v4.2.1.stable - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 530 (SKL GT2) () - Intel(R) Core(TM) i5-6440HQ CPU @ 2.60GHz (4 Threads)

### Issue description

The documentation states that for a PackedByteArray containing invalid Unicode data, the `get_string_from_utf*()` and `get_string_from_wchar()` methods will return an empty string. However, when this is actually attempted, the operation will print errors to the console and return a string with U+FFFD in place of the invalid codepoints.

The expected behavior is that no errors are printed and empty strings are returned. This way a project can do something like:

```gdscript
func decode_valid_utf8(b: PackedByteArray):
	var decoded = b.get_string_from_utf8()
	if decoded == '' and not b.is_empty():
		return null
	return decoded
```

To my knowledge, there is currently no way of validating Unicode.

### Steps to reproduce

```gdscript
PackedByteArray([0x80]).get_string_from_utf8()
# LE unpaired surrogate
PackedByteArray([0xFF, 0xDF]).get_string_from_utf16()
# LE unpaired surrogate
PackedByteArray([0xFF, 0xDF, 0x00, 0x00]).get_string_from_utf32()
# noncharacters
PackedByteArray([0xFF, 0xFF, 0xFF, 0xFF]).get_string_from_utf32()
PackedByteArray([0xFF, 0xFF, 0xFF, 0xFF]).get_string_from_wchar()
```

### Minimal reproduction project (MRP)

Refer to the "steps to reproduce" section.
Repository: flutter
Issue: Flutter CanvasKit Leaks Everything for Every Hot Reload
Labels: tool,engine,c: performance,t: hot reload,platform-web,perf: memory,e: web_canvaskit,has reproducible steps,P2,team-web,triaged-web,found in release: 3.19,found in release: 3.21

### Steps to reproduce

Hot reload. In the console run:

window.flutterCanvasKit.HEAP8.length / 1024 / 1024

Notice the heap size creep up every time you reload because canvaskit objects are never freed and the same canvaskit module is reused. Attached sample illustrates the problem with large images to make it easier to see, but it will eventually run you out of memory with just about anything if you hot reload enough.

### Expected results

Don't leak

### Actual results

Leaks everything

### Code sample



```dart
import 'dart:math';
import 'dart:ui';

import 'package:flutter/material.dart';
import 'package:flutter/src/painting/binding.dart';
import 'package:google_fonts/google_fonts.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      debugShowCheckedModeBanner: false,
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  final String title;

  const MyHomePage({
    super.key,
    required this.title,
  });

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Container(),
      ),
      body: GridView.count(crossAxisCount: 10, children: [
        for (var i = 0; i < 10; i++)
          Image.network(
              cacheWidth: 2000, // use native resolution of image so we get here faster
              cacheHeight: 3000,
              "https://images.pexels.com/photos/1366919/pexels-photo-1366919.jpeg?$i"),
      ]),
    );
  }
}
```

### 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
[Paste your output here]
```

</details>
Repository: flutter
Issue: Expose CanvasKit memory usage
Labels: engine,platform-web,c: proposal,perf: memory,e: web_canvaskit,P2,team-web,triaged-web

### Use case

We are building design tools on top of Flutter. At the moment it can be difficult to know how much memory is being used in order to display something like Figma does under low memory conditions and potentially disable rendering, unload assets, and deal with the problem gracefully without the app crashing:

![image](https://github.com/flutter/flutter/assets/22264/1dc08916-aece-4887-8050-47faa7793cff)


### Proposal

window.flutterCanvasKit.HEAP8.byteLength can be used to get the size of the HEAP via interop, but this grows in one way and isn't a representation of the free heap size, only the total heap size. ```mallinfo``` can be used to get the actual amount of space available to the internal malloc information, but this would need to be exported or wrapped by a function that is exported in order to be callable by clients.
Repository: flutter
Issue: [two_dimensional_scrollables] Add the ability to build a custom row layout
Labels: c: new feature,framework,f: scrolling,package,c: proposal,P3,team-framework,triaged-framework,p: two_dimensional_scrollables

### Use case

It should allow developers to create a custom "template" for the entire row that is being built, for example, in the buildRow method, I need to add a InkWell to the entire row, so it could be nice if I could write:
```dart
TableSpan(
      backgroundDecoration: decoration,
      cursor: SystemMouseCursors.click,
      extent: rowSpanExtent,
     builder: (context, layout) => Ink(
         child: InkWell(
               onTap: () => print("tap!"),
               child: layout,
         )     
       ),
      recognizerFactories: <Type, GestureRecognizerFactory>{
        TapGestureRecognizer: GestureRecognizerFactoryWithHandlers<TapGestureRecognizer>(
          () => TapGestureRecognizer(),
          (TapGestureRecognizer t) => t.onTap = () => debugPrint('Tap row $index'),
        ),
      },
    )
```

### Proposal

The same could be done for column builders. I tried to modify it by myself, but the only code that renders something I could find is `cell.layout()` in the `table.dart` file:
```dart
final BoxConstraints cellConstraints = BoxConstraints.tightFor(
            width: mergedColumnWidth ?? standardColumnWidth,
            height: mergedRowHeight ?? standardRowHeight,
          );
          cell.layout(cellConstraints);
```

Someone can guide me where to modify it?
Repository: godot
Issue: If you intend to create a child node, you may end up creating a sibling node.
Labels: bug,topic:editor,needs testing

### Tested versions

- Reproducible in: Godot v4.3.dev (c9c17d6ca)

### System information

Godot v4.3.dev (c9c17d6ca) - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (nvidia) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)

### Issue description

When a node is created, it is clearly selected in the left panel (labeled "scene") as well as in the left panel (labeled "inspector"). However, if you place your mouse pointer right over its name, right-click and select "Add Child Node", you will get a sibling node.

This problem is avoided by clicking first with the left button and then with the right button. However, it is annoying behavior.

### Steps to reproduce

**The key to reproducing this bug is to never left-click on the node name in the "scene" panel. YOU CAN EVEN MOVE AND ROTATE THE NODE (for example if it is a MeshInstance3D) in the central window, and this bug will still occur.**

In the screen captures I show what I said. You can clearly see which node is selected and that I have pulled down the menu by right clicking. However, as seen in the image, a sibling node is created. 
![01](https://github.com/godotengine/godot/assets/134328639/19452d23-8a5c-44ff-a17b-5daadd2c7415)
![02](https://github.com/godotengine/godot/assets/134328639/6ac07c47-5e7e-4e86-8b1e-0915f44f8580)
![03](https://github.com/godotengine/godot/assets/134328639/8a10eaf0-a53c-48c7-8f14-4a7ee8394b00)
![04](https://github.com/godotengine/godot/assets/134328639/a99bbd8f-1431-43fb-8a9a-6b60794dcd08)




### Minimal reproduction project (MRP)

I think a file is unnecessary
Repository: godot
Issue: [MacOS] Defining Wine Executable but not rcedit causes infinite instances of Wine to start
Labels: bug,platform:macos,needs testing,topic:export

### Tested versions

- 4.2.1

### System information

MacOS 14.4

### Issue description

I quickly deleted the path to rcedit because I was annoyed with how it opens an instance of the windows game on exit, and the next time I tried to export new instances of wine just kept opening forever until I killed them all in a batch in Activity Monitor. Godot froze and never recovered.
<img width="1440" alt="image" src="https://github.com/godotengine/godot/assets/28269330/226dad91-2331-4395-a2ba-5270f5b9595a">


### Steps to reproduce

Define a wine directory in Editor Settings for Windows exports, then try to export for windows on macOS.

### Minimal reproduction project (MRP)

Should happen with any.
Repository: godot
Issue: `PackedByteArray` copied and converted to `Array` without error when passed to a function with typed arguments
Labels: discussion,topic:gdscript

### Tested versions

`4.2.1.stable.arch_linux`

### System information

`Godot v4.2.1.stable unknown - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Fri Mar 15 21:05:45 UTC 2024 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (nvidia; 550.67) - Intel(R) Core(TM) i7-9700F CPU @ 3.00GHz (8 Threads)`

### Issue description

If a function has an `Array`-typed param, passing a `PackedByteArray` to it will not cause an error, and will silently convert the PBA to a normal `Array` (and making it effectively passed by value).

```gdscript
extends Node2D

func _ready():
    var val := PackedByteArray()
    val.resize(10)
    val.fill(0)
    print(val)  	# [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
    f1(val) 		# No error!
    print(val)	# [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

func f1(param: Array):
    param[5] = 10
    print(param) 	# [0, 0, 0, 0, 0, 10, 0, 0, 0, 0]
```

### Steps to reproduce

Run the above code - there is no type error and `val` is not updated in `_ready`

### Minimal reproduction project (MRP)

N/A
Repository: svelte
Issue: Transition on SVG path appears to not be working properly
Labels: transition/animation

### Describe the bug

Transitions on SVG `<path>` elements appears to not be working properly. Not sure if it's got something to do with the path itself.

- Fade transitions pop in all at once after the full duration, but fade out.
- Slide transitions pop in all at once, and fade out.
- Draw transition pops in immediately, and pops out after the full duration.

Edit: To add, the fade in works _once_. Then it stops working.

Edit 2: I installed Chromium to compare (I was using Firefox). The fade in/out works there, but the others have the same problem still. Firefox 124.0 is where I see the fade-in only work once.

### Reproduction

1. Paste this into the REPL: https://gist.github.com/rhoot/207cb56fc898ae7134beadbd023accff
2. Try checking/unchecking the checkboxes.

### Logs

_No response_

### System Info

```shell
System:
    OS: Linux 6.8 EndeavourOS
    CPU: (32) x64 AMD Ryzen 9 5950X 16-Core Processor
    Memory: 13.82 GB / 31.27 GB
    Container: Yes
    Shell: 5.2.26 - /bin/bash
  Binaries:
    Node: 21.7.0 - /usr/bin/node
    npm: 10.5.0 - /usr/bin/npm
```


### Severity

annoyance
Repository: tauri
Issue: Turning on `unstable` feature breaks keyboard shortcuts for text manipulation [bug] [beta]
Labels: type: bug,status: needs triage,scope: unstable flag

### Describe the bug

When you create a new app, and then turn on the `unstable` feature, the keyboard shortcuts for text manipulation (cmd a, cmd c, cmd v) no longer trigger. The actions can still be triggered by using the system menu bar.

### Reproduction

1. Create a new tauri app (e.g. create-tauri-app --beta)
2. Enable the `unstable` feature on crate `tauri = 2.0.0-beta.13`

Keyboard shortcuts for text manipulation (cmd a, cmd c, cmd v) don't work.

### Expected behavior

They do work.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 13.5.2 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.0 (aedd173a2 2024-03-17)
    ✔ cargo: 1.77.0 (3fe68eabf 2024-02-29)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.6.1
    - pnpm: 8.11.0
    - npm: 9.8.1

[-] Packages
    - tauri [RUST]: 2.0.0-beta.13
    - tauri-build [RUST]: 2.0.0-beta.10
    - wry [RUST]: 0.37.0
    - tao [RUST]: 0.26.1
    - tauri-cli [RUST]: 2.0.0-beta.11
    - @tauri-apps/api [NPM]: 2.0.0-beta.6
    - @tauri-apps/cli [NPM]: 2.0.0-beta.11

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: neovim
Issue: provide continuation for `vim.lsp.buf.rename`
Labels: enhancement,lsp,async

### Problem

I needed to perform an LSP replace using the same pattern on different files on a project. Easy enough: `live_grep` with `Telescope`, send to quickfix, `cdo` with some positioning and then running `vim.lsp.buf.rename("newName")`, right? Unfortunately it does not work, it only changes the last file in a broken way.

It took me a bit to realize that `vim.lsp.buf.rename` works asynchronously. I don't exactly understand _why_ the problem manifests itself in this particular way, but anyway using a _sync_ approach for the operation is probably the right thing to when performing this sort of automation.

### Expected behavior

The documentation should suggest to avoid using `rename` for scripting purposes, and it should suggest its _sync_ alternative (which obviously should exist). I am not totally sure if the behavior should depend on a parameter (similarly to `vim.lsp.buf.format`, but using `async = true` by default instead) or if it should be a separated function (i.e. `vim.lsp.buf.rename_sync`). In theory, it could be also helpful to have a _callback_ parameter to the current `rename` function to be called after the operation ends, however this is not so useful when using `cdo` and similar functions, therefore out of scope for this issue.
Repository: awesome-mac
Issue: Easy CSV Editor
Labels: addition

### 🪩 Provide a link to the proposed addition

https://apps.apple.com/de/app/easy-csv-editor/id1171346381
https://vdt-labs.com/easy-csv-editor/

### 😳 Explain why it should be added

CSV Editor with all the features you would look at, but still with a clean UI for a relative cheap price. Other CSV Editors for Windows or Mac haven't often such a good and clean UI and cost much more.

### 📖 Additional context

- [Product Website](https://vdt-labs.com/easy-csv-editor/)
- Mobile Version available too.

### 🧨 Issue Checklist

- [X] I have checked for other similar issues
- [X] I have explained why this change is important
- [X] I have added necessary documentation (if appropriate)
Repository: tensorflow
Issue: Improper use of PluggableDevice data pointer
Labels: stat:awaiting tensorflower,type:bug,comp:runtime,comp:core,TF 2.15

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

2.15.0

### Custom code

Yes

### OS platform and distribution

Linux Arch

### Mobile device

_No response_

### Python version

3.11.8

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

TensorListFromTensor op assumes that the data pointer from a PluggableDevice tensor is to virtual address space and can add an offset to it.
https://github.com/tensorflow/tensorflow/blob/39cb3719012c249ba40bffc4cebaad66311a4669/tensorflow/core/kernels/list_kernels.h#L805-L821

The assumption that all PluggableDevices set the data pointer of Tensor to be virtual address space is false.
https://github.com/tensorflow/tensorflow/blob/39cb3719012c249ba40bffc4cebaad66311a4669/tensorflow/c/experimental/stream_executor/stream_executor.h#L144-L146

Unfortunately, this is not the only occurrence of a bug like this. I have seen similar issues with distributed training offsetting PluggableDevice data pointers on copy as well but I have not taken the time to look into it yet.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import numpy as np

tf.debugging.set_log_device_placement(True)
tf.config.run_functions_eagerly(False)
a = np.zeros((8, 1), dtype=np.float32)

with tf.device("MY_DEVICE:0"):
    b = tf.raw_ops.TensorListFromTensor(tensor=a, element_shape=[1])

print(b)
```


### Relevant log output

_No response_