sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] WebviewWindow is not created at position on macOS
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Creating a new `WebviewWindow` at specific x-y coordinates on a second display does not move to position.
Instead it is created on the primary display (at coordinates x = 0, y =0).

E.g. Assuming primary display is 3840 x 2160 (4k), we would expect the `WebviewWindow` to be draw fullscreen on the second display. This works correctly on Windows but not on macOS.

```
const window = new WebviewWindow('second-window', {
    title: 'Second Window',
    url: '/second-window',
    x: 3840,
    y: 0,
    fullscreen: true,
});
```

### Reproduction

See above snippet.

### Expected behavior

The `WebviewWindow` should be drawn fullscreen on the second display.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.2.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.12.0
    - pnpm: 9.15.2
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - @tauri-apps/api : 2.1.1 (outdated, latest: 2.2.0)
    - @tauri-apps/cli : 2.1.0 (outdated, latest: 2.2.1)

[-] Plugins
    - tauri-plugin-fs 🦀: 2.2.0
    - @tauri-apps/plugin-fs : 2.2.0
    - tauri-plugin-http 🦀: 2.2.0
    - @tauri-apps/plugin-http : 2.2.0
    - tauri-plugin-upload 🦀: 2.2.1
    - @tauri-apps/plugin-upload : 2.2.1
    - tauri-plugin-os 🦀: 2.2.0
    - @tauri-apps/plugin-os : 2.0.0 (outdated, latest: 2.2.0)
    - tauri-plugin-log 🦀: 2.2.0
    - @tauri-apps/plugin-log : 2.0.1 (outdated, latest: 2.2.0)
    - tauri-plugin-sql 🦀: 2.2.0
    - @tauri-apps/plugin-sql : 2.2.0

[-] App
    - build-type: bundle
    - CSP: default-src 'self' ipc: http://ipc.localhost; img-src 'self' asset: http://asset.localhost
    - frontendDist: ../dist
    - devUrl: http://localhost:5173/
    - framework: Vue.js
    - bundler: Rollup
```


### Stack trace

_No response_

### Additional context

#10420
#11170
Repository: go
Issue: x/net/websocket: unclear whether Conn.Read documentation refers to frame or message
Labels: Documentation,NeedsInvestigation

### Go version

any

### Output of `go env` in your module/workspace:

```shell
N/A
```


### What did you do?

The behavior of `websocket.Conn` is not clear. 



### What did you see happen?

In https://pkg.go.dev/golang.org/x/net/websocket#Conn.Read, we have:

> Read implements the io.Reader interface: it reads data of a frame from the WebSocket connection. if msg is not large enough for the frame data, it fills the msg and next Read will read the rest of the frame data. it reads Text frame or Binary frame.

Does `Read` read a frame or a message? The text keeps saying "frame", but it actually sounds like a message, or else we don't have a way to get messages. The variable says "msg".

There's more confusion in the documentation. In one of the examples we have:

```go
// receive text frame
var message string
websocket.Message.Receive(ws, &message)
```

Is it a frame or a message?


### What did you expect to see?

In Websockets frames and messages are two different things with [well defined meaning in the RFC](https://datatracker.ietf.org/doc/html/rfc6455#section-5.4). This needs to be clarified.
Repository: godot
Issue: Exported arrays in extended scripts of inherited scenes all have the type of the first array declared (yes, again)
Labels: bug,topic:gdscript,needs testing

### Tested versions

- Reproducible in 4.3-stable

### System information

MacOS Sonoma 14.4.1 (MacBook Pro M1)

### Issue description

The issue in #81526 hasn't been resolved, even though the supposed fix is part of 4.3. In summary, if an inherited scene with an extended script declares more than one typed array as an exported variable, the resulting `.tscn` file will incorrectly type all of the arrays to match the first one that was declared.

### Steps to reproduce

The MRP consists of two minimal scenes (one Node2D and nothing else): `foo.tscn` and `bar.tscn`. `bar.tscn` inherits from `foo.tscn` and has the following script:

```python
extends "res://foo.gd"

@export var bool_array: Array[bool] = []
@export var str_array: Array[String] = []
```

This causes `bar.tscn` to incorrectly save `str_array` as an array of `bool`, as can be seen here:
<img width="600" alt="Image" src="https://github.com/user-attachments/assets/d7d10113-407b-4bc5-b051-1d0cd62441f9" />

If you change the order of the declarations and save the scene again, then both will be typed as `Array[String]` in `bar.tscn`.

I think it's also relevant to mention that non-inherited scenes don't even save empty arrays to the `.tscn` file.

**UPDATE Nº 1**: It's not even necessary for `bar.gd` to extend `foo.gd` for the bug to surface. Scene inheritance is enough

**UPDATE Nº2**: If you remove the script attached to `foo.tscn`, the issue goes away. The empty arrays are not even saved in `bar.tscn`. The issue only seems to affect scenes that inherit from another scene and override or extend an existing script

### Minimal reproduction project (MRP)

[array-repro.zip](https://github.com/user-attachments/files/18301829/array-repro.zip)
Repository: flutter
Issue: [Flutter GPU] add compute support
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine,flutter-gpu

### Use case

This is needed for AI, post-processing and WebGPU.

### Proposal

The tracking issue for the new Flutter GPU that looks limited.
Repository: go
Issue: x/tools/gopls: include implementations in definition results for interfaces and interface methods
Labels: FeatureRequest,gopls,Tools,gopls/survey-candidate

**Is your feature request related to a problem? Please describe.**
Using the cmd+click/option+click flow, I always go to the interface instead of going to the source for the implementation.

**Describe the solution you'd like**
I would like a setting that opens the "Go to Implementations" dialog instead or might even go to the first implementation automatically.

**Describe alternatives you've considered**
https://github.com/microsoft/vscode/blob/e1de2a458dfb770545489daf499131fd328924e7/extensions/typescript-language-features/package.json#L1485 as a reference for how TypeScript extension deals with this. I've tried to see if I could add this behavior myself but for now I just rebound the cmd+f12 keybind instead.

**Additional context**
N/A
Repository: godot
Issue: [2D] `RemoteTransform2D` does not account for Camera offset when Target is Under a Separate `CanvasLayer`
Labels: bug,topic:2d

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 32.0.15.6603) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When the target for a `RemoteTransform2D` is under a separate CanvasLayer with `follow_viewport_enabled = false`, the transformation for the target is incorrect if the camera is at a position different from the origin.

https://github.com/user-attachments/assets/2a92b072-affa-47e5-a4b5-dac5266daa14


### Steps to reproduce

1. Download and open the MRP
2. Run the main scene.
3. Scales the window or move the camera.
4. Observe the malfunction.


### Minimal reproduction project (MRP)

[MrpRemoteTransform2dError.zip](https://github.com/user-attachments/files/18302112/MrpRemoteTransform2dError.zip)
Repository: ollama
Issue: Some Models seem to be crashing while using with JSON Schema mode
Labels: bug

### What is the issue?

OS: MacOS Sequoia | Linux
Processor | GPU: M3, M4 Pro, i7 with RTX 4070 [Same issue across various devices]
ollama version is 0.5.4

When I try running a batch to get results for it If I specify a format (JSON Schema), then it randomly stops processing randomly at a certain level of the batch. Let's say if I have 100 images, it will randomly stop at 15 or 16 etc. but when you restart the same batch, it does not pause/stop at the number it stopped before. When using Ollama Serve, I am not able to see any errors. But when using without the JSON Schema; it does not fail. This means the issue may be with certain models and how they are handling the JSON Schema.

I used the following models, with vision:
Llama 3.2-vision (never crashed or paused)
Llava-llama3 (crashes/stops occasionally with the JSON Schema)
Minicpm-v (crashes/stops occasionally with the JSON Schema)

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.5.4
Repository: flutter
Issue: [flutter_tools] Evaluate CMake BINARY_NAME instead of parsing the literal to allow conditional/dynamic value
Labels: tool,c: proposal,P2,team-tool,triaged-tool

Currently the following code is used to parse the BINARY_NAME variable's value and use it to run the built executable.

```dart
/// Extracts the `BINARY_NAME` from a project's CMake file.
///
/// Returns `null` if it cannot be found.
String? getCmakeExecutableName(CmakeBasedProject project) {
  if (!project.cmakeFile.existsSync()) {
    return null;
  }
  final RegExp nameSetPattern = RegExp(r'^\s*set\(BINARY_NAME\s*"(.*)"\s*\)\s*$');
  for (final String line in project.cmakeFile.readAsLinesSync()) {
    final RegExpMatch? match = nameSetPattern.firstMatch(line);
    if (match != null) {
      return match.group(1);
    }
  }
  return null;
}
```

https://github.com/flutter/flutter/blob/dbf9e32879140d484c9c184e580883ffab668410/packages/flutter_tools/lib/src/cmake.dart#L11C1-L26C2

I believe this behavior is undesireable because someone (e.g. I) might want to set the BINARY_NAME dynamically based on environment ot other cmake variables like this:

```cmake
if (DEFINED ENV{MY_APP_IS_PRO_VERSION} AND $ENV{MY_APP_IS_PRO_VERSION} STREQUAL true)
  set(BINARY_NAME "my_app_pro")
else()
  set(BINARY_NAME "my_app_free")
endif()
```

This works as expected for the whole build process but not for running the executable at the end of `flutter run` since `getCmakeExecutableName` only parses the first occurance of `set(BINARY_NAME "xxxxxx")`.

Also setting BINARY_NAME from another variable will not work because it just parses the value as is without evaluating any variables.

I suggest either evaluating environment variables if `BINARY_NAME` is set to something like `"ENV{MY_ENV_BIN_NAME}"` or use a variation of `cmake -L` to get cached values of variables after the build to get the exact value of `BINARY_NAME`
Repository: ollama
Issue: ollama should use `/usr/local` to store models in Linux
Labels: bug

### What is the issue?

Hello,

right now, ollama is using `/usr/share/ollama` as it's path to store models and other things when running at a system level (with systemd). 

If you care for the FHS: https://refspecs.linuxfoundation.org/FHS_3.0/index.html, you should put it in `/usr/local/ollama` as a default. Why? Because /usr is for the system to manage. Stuff that comes from the system's repos. 

In this case, ollama is external. 

Alternatively (not my taste), you could use `/opt/ollama` to store everything ollama related. I'd much rather you adhere to the FHS. 

And, that said, I started a conversation in the Fedora forums about where should models live in a system: https://discussion.fedoraproject.org/t/where-do-we-put-models-if-we-take-into-account-the-fhs/141302

Definitely not `/var` if you ask me since they're not variable. 

In any case, feel free to join the conversation. 

### OS

Linux

### GPU

AMD

### CPU

AMD

### Ollama version

0.5.4
Repository: godot
Issue: CapsuleShape2D does not allow to set programatically Radius and Height
Labels: documentation,topic:physics

### Tested versions

-Reproducible in version 4.3

### System information

Windows 11 - Godot Engine v4.3.stable.official.77dcf97d8 - OpenGL API 3.3.0 NVIDIA 546.18 - NVIDIA GeForce RTX 4060 Laptop GPU

### Issue description

When you try to set up CapsuleShape2D programatically, it does not allow you to set Radius and Height at the same time, if you set the Radius first, then it will be overriden when setting the height later, or vice-versa, if you set the Height first, it will be overriden when setting the Radius later in a way that Height = 2*Radius, having a final circular collisionShape.

### Steps to reproduce

-Set a basic 2D Scene containing an StaticBody2D as parent, and Sprite2D and CollisionShape2D as children.
-For this issue, Sprite can be whatever (or even unnecesary, I am just replicating the configuration of the scene I created).
-Set the CollisionShape2D to be a CapsuleShape in the editor.
-Create the following script for the StaticBody2D:

extends StaticBody2D

```gdscript
# Instantiating the Sprite2D and the CollisionShape2D
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision_shape: CollisionShape2D = $CollisionShape2D

# Setting the initialization of the Scene
func _ready() -> void:
	configure_col_shape()

# Setting the texture and the CollisionShape from the Resource
func configure_col_shape():
	# Configura el CollisionShape2D
	if collision_shape and collision_shape.shape is CapsuleShape2D:
		collision_shape.shape.radius = 100
		collision_shape.shape.height = 20
		print("Radio: ", collision_shape.shape.radius, " Altura: ", collision_shape.shape.height)
```


-According to what happened to me, Collisionshape.shape.radius should be equal to 10 and Collisionshape.shape.height should be equal to 20.
	



### Minimal reproduction project (MRP)

I do not have right now an MRP, but if instructions above are followed, the bug is easily replicable.
Repository: go
Issue: internal/trace: failure to parse due to inconsistent status for proc
Labels: WaitingForInfo,NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "internal/trace" && log ~ "inconsistent status for proc"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8726805723477811937)):

    === RUN   TestTraceCPUProfile/Default
        reader_test.go:112: unexpected error while reading the trace: inconsistent status for proc 1: old Syscall vs. new Running
        trace_test.go:627: found bad trace; dumping to test log...
        trace_test.go:638: Trace Go1.23
            EventBatch gen=1 m=28747 time=2687627497990 size=65459
            ProcStart dt=365 p=2 p_seq=1
            GoStart dt=223 g=1 g_seq=1
            HeapAlloc dt=839 heapalloc_value=4194304
            GoStop dt=301 reason_string=16 stack=8
            ProcStop dt=54
    ...
            String id=138
            	data="runtime.traceStartReadCPU.func1"
            String id=139
            	data="/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/tracecpu.go"
            String id=140
            	data="runtime.traceLocker.ProcStart"
            String id=141
            	data="runtime.acquirep"
            
    --- FAIL: TestTraceCPUProfile/Default (18.13s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: deno
Issue: Creates duplicates in lockfiles
Labels: bug,node compat

Version: Deno 2.x.x (all)

Something's up with peer deps. My lockfile has 4 versions of `@vitest/ui`, and 3 versions of `vitest`.

https://github.com/lishaduck/effect-utils/blob/44843de95a2f80cb6277f9760869c05d1ca97fa0/deno.lock

This happens whenever Deno edits the lockfile (upgrade, outdated install), but it works when I manually edit it away. Sometimes, these duplicates cause type errors.
Repository: godot
Issue: RichTextLabel and Label don't display changed text
Labels: needs testing,topic:gui

### Tested versions

- Reproducible in: v4.3.stable.mono.official [77dcf97d8]
- v4.4.dev7

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.5186) - 13th Gen Intel(R) Core(TM) i5-1335U (12 Threads)

### Issue description

When trying to change the text of a label or richtextlabel, the text is only visually changed on the declaration of text in _ready() or by changing text manually. Despite the text not changing visually, using get_text() and printing that value gives the desired value.

### Steps to reproduce

1. Open the MRP
2. Run the project and press the button. It will print get_text() from the richtextlabel and visually show that text does not change.

### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/18303019/project.zip)
Repository: godot
Issue: Ctrl-Click on enum value/member does nothing
Labels: bug,topic:gdscript,topic:editor,regression

### Tested versions

- reproducible in: 4.4.dev7
- reproducible on master (tested with a 03-Jan-2025 build - `v4.4.dev.gh-101012 [c37ada786]`)
- works in: 4.4.dev6


### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 threads)

### Issue description

I mentioned this here: https://github.com/godotengine/godot/issues/100680#issuecomment-2557966392
While general control-click was restored with https://github.com/godotengine/godot/pull/100707 the enum issue remains.

CTRL-clicking on an enum value/member does nothing (well, it actually navigates to the beginning of the line).

E.g. enum like this:
```
class_name E extends Object

enum Team {
	None,
	One,
}

func test():
	var t = E.Team.None
```
and CTRL-clicking on the `None` of `E.Team.None` does not take you to the `None` under `enum Team`.


### Steps to reproduce

Open enum.gd in MRP - same code as in description.

### Minimal reproduction project (MRP)

[44dev7enum.zip](https://github.com/user-attachments/files/18303044/44dev7enum.zip)
Repository: terminal
Issue: Launch size, Launch position should each have a "as current window" button
Labels: Issue-Feature,Needs-Triage,Needs-Tag-Fix

### Description of the new feature

There are two settings that govern the size and position of the Terminal window. Both of these allow manual entry of values, so thank you for that.

Settings > Startup > Launch size
Settings > Startup > Launch position

However, using the *current size and position* of the *current terminal window* would be a super-convenient way to set either or both of these settings.

### Proposed technical implementation details

I suggest adding some affordance to the UI in both of those sections, such as a button, to "set from current window." That's the whole feature ask.
Repository: go
Issue: cmd/go: "cannot access the file because it is being used by another process" flakes on Windows
Labels: OS-Windows,NeedsInvestigation,GoCommand,BugReport

```
#!watchflakes
default <- pkg == "cmd/go" && test == "TestScript" && `The process cannot access the file because it is being used by another process.`
```

I am getting a lot of these flakes on the Windows TryBots, three just in the last day, and they are getting kinda tedious.

```
=== RUN   TestScript
vcs-test.golang.org rerouted to http://127.0.0.1:49858
https://vcs-test.golang.org rerouted to https://127.0.0.1:49859
go test proxy running at GOPROXY=http://127.0.0.1:49860/mod
    script_test.go:54: remove C:\b\s\w\ir\x\t\cmd-go-test-3977021774\vcstest3518644654\auth\or401\.access: The process cannot access the file because it is being used by another process.
```

https://ci.chromium.org/ui/p/golang/builders/try/gotip-windows-amd64/b8726767142354977169/overview
https://ci.chromium.org/ui/p/golang/builders/try/gotip-windows-386/b8726850438465216129/overview
https://ci.chromium.org/ui/p/golang/builders/try/gotip-windows-amd64/b8726734771386763217/overview

AFAICT, there is no tracking issue, just a sea of TestScript testflakes issues, with this specific message showing up about 3 weeks ago in golang/go#66337, which has a catch-all `pkg == "cmd/go" && test == "TestScript"` testflakes definition.

https://github.com/golang/go/issues/66337#issuecomment-2540131223
https://github.com/golang/go/issues/66337#issuecomment-2541947109
https://github.com/golang/go/issues/66337#issuecomment-2563772528
https://github.com/golang/go/issues/66337#issuecomment-2565929105
Repository: go
Issue: x/build: update gopls version requirements as part of the Go toolchain release workflow
Labels: Builders,NeedsDecision

In https://go.dev/cl/640035, we apparently added an iterator use in gopls that made it susceptible to #70035. Thankfully, this was caught due to our legacy Go version builders. (Aside: this is a use-case for legacy builders that I'd not considered; apart from verifying integration with older Go commands, they also confirm that our minimum toolchain version is adequate).

We'll fix this by updating our minimum toolchain version, but that begs the question: why don't we *always* update our toolchain requirement to point to the latest patch release? Could we update the Go release workflow to send a CL against gopls? By analogy, we update VS Code following a gopls release.

The only reason that I can think of not to do this is that it may cause users to download more toolchain versions, or cause more friction for users that don't have GOTOOLCHAIN=auto. But given the frequency that we release new gopls versions, this seems acceptable. Am I missing something?

CC @adonovan @h9jiang @dmitshur
Repository: rust
Issue: `core::iter::from_fn` and `core::iter::successors` documentation does not explain callback function signature
Labels: A-docs,T-libs

### Location

[`core::iter::from_fn`](https://doc.rust-lang.org/core/iter/fn.from_fn.html)
[`core::iter::successors`](https://doc.rust-lang.org/core/iter/fn.successors.html)

### Summary

Both of these functions take callback methods that return an `Option<T>`. However, nowhere is actually described that this `Option<T>` is used to detect the end of the iterator (i.e. return `Some` while there are items, return `None` when at the end). I was able to deduce how things worked eventually by looking at the examples, but I was definitely a bit confused at first.

There should be a clear description on what the callback is expected to return, not just when the callback is called.
Repository: tauri
Issue: [bug] App does not initialize when debugging from Xcode
Labels: type: bug,status: needs triage

### Describe the bug

When debugging a Tauri app in an iOS simulator or device from Xcode, the app _deploys_ but does not _initialize_. An empty white webview is show.

### Reproduction

Clone the example app in the `plugins-workspace` [repository](https://github.com/tauri-apps/plugins-workspace).
Confirm the app builds/deploys using the CLI to an iOS simulator.

Run the following command:
`pnpm tauri ios dev --open`

![Screenshot 2025-01-01 at 16 21 41](https://github.com/user-attachments/assets/c9851e97-2b3c-4a15-95e0-a26fa317ae7c)

### Expected behavior

App should build, deploy and run on the iOS simulator.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.2.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.12.0
    - pnpm: 9.15.2
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - @tauri-apps/api : 2.1.1 (outdated, latest: 2.2.0)
    - @tauri-apps/cli : 2.1.0 (outdated, latest: 2.2.1)
```


### Stack trace

_No response_

### Additional context

_No response_