sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: consider how to make `when` clauses more discoverable for keyboard users
Labels: feature-request,accessibility,under-discussion

We have the command: `Developer: Inspect Context Keys` which takes a mouse click. 

@jooyoungseo said that when trying to come up with `when` clauses for the GHPR extension for example, this was tricky to do as a keyboard user. 

Could we have a command that tracks the previously focused item before the quickpick takes focus and use that as the element for which to inspect context keys?
Repository: flutter
Issue: Add an integration test for dart2js deferred part loading
Labels: a: tests,platform-web,c: proposal,P2,team-web,triaged-web

We should add an end-to-end integration test that compiles a flutter app that has deferred parts which will fail if we don't properly handle the partial JS files.
Repository: pytorch
Issue: torch.compile x custom ops: op that accepts float also accepts Tensor in eager-mode
Labels: triaged,oncall: pt2

ops that accept float will accept single-element Tensor in place of the float in eager-mode PyTorch. Underneath torch.compile, this errors:
```
import torch
import torch.ao.quantization.fx._decomposed
from torch._subclasses.fake_tensor import FakeTensorMode # W: 'torch.
from torch.library import Library # W: 'torch.library.cust
from torch import Tensor # W: 'torch.Tensor' imported but unused

lib = Library("mylib", "FRAGMENT") # W: Use `torch.library._scoped_li
lib.define("op(Tensor x, float scale) -> Tensor")
lib.impl("op", lambda x, y: x.clone(), "CompositeExplicitAutograd")
op = torch.ops.mylib.op.default

# @custom_op("mylib::op", mutates_args=())
# def op(x: Tensor, scale: float) -> Tensor:
#     return x.clone()

x = torch.zeros(3, 16, 8, 8, dtype=torch.int8)
scale = torch.tensor(0.01)

@torch.compile(backend="eager", fullgraph=True)
def f(x, scale):
    return op(x, scale)

f(x, scale)
```
gives:
```
TorchRuntimeError: Failed running call_function mylib.op.default(*(FakeTensor(..., size=(3, 16, 8, 8), dtype=torch.int8), FakeTensor(..., size=
())), **{}):
mylib::op() Expected a value of type 'float' for argument 'scale' but instead found type 'FakeTensor'.
Position: 1
Value: FakeTensor(..., size=())
Declaration: mylib::op(Tensor x, float scale) -> Tensor
Cast error details: Unable to cast Python instance of type <class 'torch._subclasses.fake_tensor.FakeTensor'> to C++ type '?' (#define PYBIND11
_DETAILED_ERROR_MESSAGES or compile in debug mode for details)

from user code:
   File "<ipython-input-2-4388c01b4a06>", line 21, in f
    return op(x, scale)

Set TORCH_LOGS="+dynamo" and TORCHDYNAMO_VERBOSE=1 for more information


You can suppress this exception and fall back to eager by setting:
    import torch._dynamo
    torch._dynamo.config.suppress_errors = True
```

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: godot
Issue: SDFGI broken with Intel Arc a750
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,topic:3d

### Tested versions

4.2.1 and 4.1.1

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Intel(R) Arc(TM) A750 Graphics (Intel Corporation; 31.0.101.5382) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)

### Issue description

On intel Arc a750 gpu, the global illumination gets blown out when there's roughness. When roughness is either 0 (or close to 0) or 100% (or close to 100%) it fades away. 

**Simple demo scene in 4.2.1**
GI on
![gi_on](https://github.com/godotengine/godot/assets/42893106/7b7d1544-c182-42bc-8747-c30b77fe796d)

GI off
![gi_off](https://github.com/godotengine/godot/assets/42893106/53ed3fcb-05b3-418d-aa90-ed487209e2df)

Video showing the effect
https://github.com/godotengine/godot/assets/42893106/bb03b3ac-a028-4a35-aaed-30d73eb78fe7


**Game project being worked on in 4.1.1**
GI on
![game_gi_on_4_1_1](https://github.com/godotengine/godot/assets/42893106/16f78bd8-abb3-4621-ba98-215eb5fc50f8)

GI off
![game_gi_off_4_1_1](https://github.com/godotengine/godot/assets/42893106/fbff13c6-93ef-447e-ab3f-a9272ac6aaf2)

How game should look like (on Nvidia 1070Ti)
https://vimeo.com/914046747/1ae8b3389e?share=copy

![image](https://github.com/godotengine/godot/assets/42893106/87f2b1f8-befb-4bfb-acd2-bfd99c8f2cd7)
![image](https://github.com/godotengine/godot/assets/42893106/91a5ba47-28c6-4700-9772-a0718ae2d437)




### Steps to reproduce

1. Make sure to have an Intel Arc a series card (I have a750)
2. create a simple 3d scene
3. Create an environment
4. create a mesh and apply standard material
5. Switch on SDFGI
6. Drag the roughness slider to see effect.

### Minimal reproduction project (MRP)

Test scene
[test.zip](https://github.com/godotengine/godot/files/14890477/test.zip)
Repository: godot
Issue: Renaming or changing path of a Resource does not update EditorResourcePicker immediately
Labels: bug,topic:editor,usability

### Tested versions

4.3 dev5 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Notice how the name updates only once I fold the picker.

https://github.com/godotengine/godot/assets/2223172/73af0d09-66d6-4bc7-90d8-bba56a60c0a8

This happens when you create a new built-in script and save the scene:

https://github.com/godotengine/godot/assets/2223172/82397f50-f947-44a7-bc2b-fd1f7220ebcf

The first one is easy to fix, because changing name emits `changed` signal, not sure about the other one.

### Steps to reproduce

1. In inspector, create a resource that displays its name (anything besides Script)
2. Change the resource name
3. Unfold the resource

1. Create a new built-in script
2. Save the scene
3. Unfold the script resource

### Minimal reproduction project (MRP)

N/A
Repository: opencv
Issue: Fisheye lens documentation is very confusing
Labels: category: documentation

### Describe the doc issue

The fisheye lens documentation at https://docs.opencv.org/4.x/db/d58/group__calib3d__fisheye.html now says (image screenshot shown):

<img width="186" alt="image" src="https://github.com/opencv/opencv/assets/1325676/4437ee97-298b-43c7-a969-37d9394f7b46">

This should say instead:

 x = Xc1, y = Xc2, z = Xc3

Same with the formula (shown as image):

<img width="272" alt="image" src="https://github.com/opencv/opencv/assets/1325676/346d484e-6e3e-4785-90c9-1a495bb6abbf">

This lacks commas, and is very hard to understand. It should be:

a = x/z, b = y/z, r^2 = a^2 + b^2, theta = atan(r).

Same problem with: 
<img width="148" alt="image" src="https://github.com/opencv/opencv/assets/1325676/0af0cbe7-5d3a-4c50-b052-1d936e4f73b5">

and also with 

<img width="221" alt="image" src="https://github.com/opencv/opencv/assets/1325676/c9c04c4e-7f93-4b03-b4a5-087fed136fb1">




### Fix suggestion

Add commas, so it is clear these are many formulas, not many symbols put together
Repository: deno
Issue: When deno running typescript, `SuppressedError` output does not obey spec
Labels: bug,upstream,swc

# BUG

When deno running typescript, `SuppressedError` output does not obey spec

## version

node v21.7.1

typescript 5.4.4

---

deno 1.42.1 (release, x86_64-unknown-linux-gnu)

v8 12.3.219.9

typescript 5.4.3

## reproduce

`src/reproduce.mts`

```ts
import { deepStrictEqual } from 'node:assert'
import process from 'node:process'

let err: any
try {
  await using _x1 = {
    async [Symbol.asyncDispose]() {
      throw 1
    }
  }

  await using _x2 = {
    async [Symbol.asyncDispose]() {
      throw 2
    }
  }

  await using _x3 = {
    async [Symbol.asyncDispose]() {
      throw 3
    }
  }

  await using _x4 = {
    async [Symbol.asyncDispose]() {
      throw 4
    }
  }

  throw 5
} catch (e) {
  err = e
}

if (process.env['ACCEPT_BUG'] === undefined) {
  deepStrictEqual(err.error, 1)
  deepStrictEqual(err.suppressed.error, 2)
  deepStrictEqual(err.suppressed.suppressed.error, 3)
  deepStrictEqual(err.suppressed.suppressed.suppressed.error, 4)
  deepStrictEqual(err.suppressed.suppressed.suppressed.suppressed, 5)
} else {
  deepStrictEqual(err.suppressed, 1)
  deepStrictEqual(err.error.suppressed, 2)
  deepStrictEqual(err.error.error.suppressed, 3)
  deepStrictEqual(err.error.error.error.suppressed, 4)
  deepStrictEqual(err.error.error.error.error, 5)
}

```

## actual

```sh
$ yarn tsc --build && yarn node ./src/reproduce.mjs && deno run -A ./src/reproduce.mjs  && ACCEPT_BUG=1 deno run -A ./src/reproduce.mts && echo OK
OK
```

## expected

```sh
$ yarn tsc --build && yarn node ./src/reproduce.mjs && deno run -A ./src/reproduce.mjs  && deno run -A ./src/reproduce.mts && echo OK
OK
```

## additional

https://github.com/tc39/proposal-explicit-resource-management?tab=readme-ov-file#the-suppressederror-error

> e.suppressed.suppressed.suppressed
Repository: opencv
Issue: cv::fisheye::distortPoints is not documented fully
Labels: category: documentation,category: calib3d

### Describe the doc issue

The function cv::fisheye::distortPoints() does not explain in what coordinate system the input and output points are. It appears, by much experimentation (which takes time) that the inputs must have the optical center subtracted and then divided by focal length. While the output is multiplied by focal length with optical center added.

So, the input is normalized points and output is raw points.  That should be made clear.

### Fix suggestion

_No response_
Repository: godot
Issue: Syntax highlighting doesn't work in Script Editor if script is named lowercase.
Labels: bug,topic:editor,topic:dotnet

### Tested versions

- Reproducible in 4.2.1.stable.mono.official

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.3758) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

C# scripts named in lowercase will not be syntax highlighted correctly. 
![image](https://github.com/godotengine/godot/assets/5192273/54c2c8a7-4c88-4d01-9231-75dbe0b410d6)
![image](https://github.com/godotengine/godot/assets/5192273/03079add-0706-4116-9bc0-2d29e707e6e1)


### Steps to reproduce

Create a C# script named in lower camelCase, using Script Editor. Note that syntax highlighting does not work. Rename it to upper CamelCase, note that highlighting is fixed.

### Minimal reproduction project (MRP)

n/a
Repository: PowerToys
Issue: PowerToys V0.80.0-x64 is failing with AppCrash_PowerToys.Setting after completing install/reboot.
Labels: Issue-Bug,Product-Settings,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.80.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

Tried to use PowerToys taskbar Icon to open up PowerToys settings window after completing the install of v0.80 w/reboot.
Uninstall/reinstall of v0.80 did not correct the issue.  FYI going back to v0.70 corrected the issue.

PowerToys.Settings

Description
Faulting Application Path: C:\Program Files\PowerToys\WinUI3Apps\PowerToys.Settings.exe
Creation Time: 4/5/2024 8:48:16 PM
Problem: Stopped working
Status: Report sent

Problem signature
Problem Event Name:           APPCRASH
Application Name:             PowerToys.Settings.exe
Application Version:          0.80.0.0
Application Timestamp:        65cd0000
Fault Module Name:            coreclr.dll
Fault Module Version:         8.0.324.11423
Fault Module Timestamp:       65cd500d
Exception Code:               c0000005
Exception Offset:             000000000018c5e4

Extra information about the problem
Bucket ID: 6123119a19426e13f72b31cb85fb1692 (1669482837066847890)


### ✔️ Expected Behavior

After Installing PowerToysSetup-0.80.0-x64.exe and reboot Windows, expected PowerToys taskbar Icon to open up PowerToys settings window.
By uninstalling v0.80 and reinstalling v0.70 the problem went away.

### ❌ Actual Behavior

Failed with AppCrash_PowerToys.Setting:

PowerToys.Settings

Description
Faulting Application Path: C:\Program Files\PowerToys\WinUI3Apps\PowerToys.Settings.exe
Creation Time: 4/5/2024 8:48:16 PM
Problem: Stopped working
Status: Report sent

Problem signature
Problem Event Name:           APPCRASH
Application Name:             PowerToys.Settings.exe
Application Version:          0.80.0.0
Application Timestamp:        65cd0000
Fault Module Name:            coreclr.dll
Fault Module Version:         8.0.324.11423
Fault Module Timestamp:       65cd500d
Exception Code:               c0000005
Exception Offset:             000000000018c5e4

Extra information about the problem
Bucket ID: 6123119a19426e13f72b31cb85fb1692 (1669482837066847890)

### Other Software

_No response_
Repository: vscode
Issue: New line support in labels and `workbench.editor.customLabels.patterns` setting
Labels: feature-request,workbench-tabs

<!-- ⚠️⚠️ 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. -->

The new setting `workbench.editor.customLabels.patterns` was just released ([docs](https://code.visualstudio.com/docs/getstarted/userinterface#_customize-tab-labels)). I'm a maintainer of Svelte/SvelteKit and we're updating the Svelte VS Code extension to ensure users benefit from this new setting (https://github.com/sveltejs/language-tools/pull/2330). We would love to be able to use a new line in that setting to create a label using two lines at shown below

![vscode](https://github.com/microsoft/vscode/assets/322311/2a7d25ca-b833-43e1-8c5a-9d91d2267f01)

Originally suggested in a highly upvoted comment https://github.com/microsoft/vscode/issues/41909#issuecomment-1875768035. Filing this as a new issue per @benibenj's suggestions
Repository: godot
Issue: AudioStreamRecorder with AudioStreamMicrophone turns off autoplay when the icon.svg is missing with a StaticBody3D node present
Labels: bug,needs testing

### Tested versions

v4.3.dev3   
v4.2.1.stable

### System information

Godot v4.3.dev (b09f793f5) - NixOS #1-NixOS SMP PREEMPT_DYNAMIC Wed Apr  3 13:11:59 UTC 2024 - Wayland - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)

### Issue description

I had two different projects, one where the AudioStreamMicrophone worked (it plays on startup and you can hear it in reflected into your headphones), and one where the playing option would automatically switch off about 1.5 seconds after startup.

The differences remained after I deleted almost every single node from both projects until I found two tiny differences that should not have anything to do with it.

If the system is going to involuntarily switch off the `playing` flag in the UI after you had set the node as `autoplay` because of something it doesn't like, it should definitely report an error.  (Not even a `finished()` signal is emitted when the checkbox is cleared.)

### Steps to reproduce

Step 1:
Run this project and the microphone will play back to the speakers.

Step 2: 
Close project, delete `killedaudstream2/icon.svg` and re-open the project.  

The Project Manager (not the project) will print the following error on the command line.  
> ERROR: Error opening file '/home/julian/junk/killedaudstream2/icon.svg'.
>   at: load_image (core/io/image_loader.cpp:90)

Run the project, and there will be no sound from the microphone in the speakers.  If you view the remote debugger and quickly select the `AudioStreamRecorder` node, you can see the `Playing` option above the `Autoplay` in the Inspector turn itself off for no reported reason.

Step 3:
Delete the `StaticBody3D` node and run again.  Now the microphone works again.   Most other nodes don't affect it.  It's just the `StaticBody3D` that seems to cause the microphone to switch off, which is of course ridiculous.

### Minimal reproduction project (MRP)

[killedaudstream2.zip](https://github.com/godotengine/godot/files/14891937/killedaudstream2.zip)
Repository: godot
Issue: `PopupMenu` loops over items when the ui_down/ui_up button is pressed
Labels: bug,discussion,topic:gui

### Tested versions

4.2.2

### System information

win 10

### Issue description

after being visible in multi window mode (including editor), pressing the ui_down/ui_up loops over many items, because internal process is active when it becomes visible in multi window mode.

### Steps to reproduce

Press any main menu button in the editor and then press the ui_down/ui_up button.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: MWB Service not starting
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.80.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Start MWB service and it appears to have started. Refresh the list of services in Windows Services app and the MWB Service shows as not started. Event Viewer shows "Service stopped successfully."

This occurs on both my Windows 11 machines.

### ✔️ Expected Behavior

Of course, I expect the service to remain started just like Mouse Without Borders v 2.2.1.327 which I am currently using.

### ❌ Actual Behavior

Service starts and then stops.

### Other Software

_No response_
Repository: ollama
Issue: Databases
Labels: feature request

### What are you trying to do?

A way to manage, and create and train databases that can run on-top of models

### How should we solve this?

Docker has images, containers and volumes. Ollama currently only has models.

To add a new category for databases. Databases can be managed by...

- Import from file
- Export to file
- Download from registry
- Uploaded to registry
- Create new empty database
- Rename database
- Delete database
- Duplicate database (Copy/paste database)

Databases can be edited by training the databases on files (documents, images, videos, audios, web pages, etc). A Ollama GUI would be best for training a database.

Now you have models and databases, when you run a model, you can add one or more databases with it which it will use as additional trained data.

### What is the impact of not solving this?

Ollama will be limited to LLMs and unable to add additional training data on-top of LLMs.

### Anything else?

Adding an additional feature when running models to choose a database to send any trained data from prompt. If a response is good, user can send a like (thumbs up) to the database to train the model that the response was good. If a response is bad, user can send a dislike (thumbs down) to the database to train the model that the response was bad.

Adding a tagging feature to databases would be useful
https://github.com/ollama/ollama/issues/2847
Repository: rust
Issue: Unnecessary branch when using enums as an array index
Labels: A-LLVM,A-codegen,T-compiler,S-has-mcve,C-optimization

The following should be codegen into a simple array access, but instead a jump table is emitted:

```rust
enum E { Q,W,E,R,T,Y }

fn foo(e: E, x: &[i32; 6]) -> &i32 {
  match e {
    E::Q => &x[0],
    E::W => &x[1],
    E::E => &x[2],
    E::R => &x[3],
    E::T => &x[4],
    E::Y => &x[5],
  }
}
```

The same issue (unsurprisingly) occurs when using a struct with the same layout:

```rust
enum E { Q,W,E,R,T,Y }

// Should also work without, but force the layout anyways
#[repr(C)]
struct S {
  q: i32,
  w: i32,
  e: i32,
  r: i32,
  t: i32,
  y: i32,
}

fn foo(e: E, x: &S) -> &i32 {
  match e {
    E::Q => &x.q,
    E::W => &x.w,
    E::E => &x.e,
    E::R => &x.r,
    E::T => &x.t,
    E::Y => &x.y,
  }
}
```

If the array access is moved outside the match then codegen works as expected:

```rust
enum E { Q,W,E,R,T,Y }

fn foo(e: E, x: &[i32; 6]) -> &i32 {
  &x[match e {
    E::Q => 0,
    E::W => 1,
    E::E => 2,
    E::R => 3,
    E::T => 4,
    E::Y => 5,
  }]
}
```

---

[godbolt](https://godbolt.org/z/ax5aYYfvW)
Repository: pytorch
Issue: Support Exceptions in Pytorch Export
Labels: module: dynamo,export-triage-review,oncall: export

### 🚀 The feature, motivation and pitch

Exceptions are currently not supported in pytorch export. Consider the following example documenting this:

```python
import os
import torch

class Model(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def validate(self, x):
        return torch.all(x >0)

    def compute(self, x):
        return x*x

    def forward(self, x):
        if not self.validate(x):
            raise RuntimeError("Exception")
        y = self.compute(x)
        if not self.validate(y):
            raise RuntimeError("Another exception")
        return self.compute(y)


with torch.no_grad():
    device = "cuda" if torch.cuda.is_available() else "cpu"
    model = Model().to(device=device)
    example_inputs=(torch.randn(8, 10, device=device),)
    torch.export.export(model, example_inputs)
```
However, exception are an idiomatic way to report errors and bail-out early. For example, I count 278 uses of exceptions in [diffusers models](https://github.com/huggingface/diffusers/tree/main/src/diffusers/models) folder. Furthermore, exceptions are supported in torch.jit. 

Is there any way exception can be supported in torch.compile? What would it take to implement this feature? 

### Alternatives

Alternatives are splitting the function into subfunctions, branching with `torch.cond` and then return empty tensors as status message if a predicate is not satisfied. That generates much  nested code, but is also not uncommon in embedded c programs which forbid using exceptions. 

### Additional context

_No response_

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @chauhang @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: rust
Issue: Pattern matching reborrowing
Labels: T-lang,T-compiler,A-patterns,C-discussion,S-has-mcve

Hello, sometimes you want to work with intermediate variables with pattern matching, but when introducing `@` bindings rust gives an error `cannot borrow value as mutable more than once at a time value is mutably borrowed by 'a' here`. But the same code can be made working if just split it into 2 pattern matches.


```rust
struct A(B);
struct B(i32);

fn main() {
    works(A(B(1)));
    not_works(A(B(1)));
}

fn not_works(mut foo: A) {
    if let A(a @ B(b)) = &mut foo {
        *b += 1;
        *a = B(8);
    }
}

fn works(mut foo: A) {
    if let A(a) = &mut foo {
        if let B(b) = a {
            *b += 1;
            *a = B(8);
        }
    }
}
```
Repository: godot
Issue: `LineEdit` interprets input events as keycodes even when the `ctrl` key is held
Labels: discussion,topic:input,topic:gui

### Tested versions

v4.3.dev.custom_build [655e93d58]

### System information

linux

### Issue description

- Pressing say `Ctrl + L` in a `LineEdit` types the letter `l` even though it shouldn't as it could be a shortcut.
- Even if there is no actual behavior linked to this key combination, the current behavior (typing a letter except if the `ctrl+key` combination is a shortcut) is wrong imo.
- `Ctrl+a`, `Ctrl+c` and `Ctrl+v` don't type letters, neither should `Ctrl+L` and so on.

For reference, `Ctrl + a key that's not an actual shortcut` doesn't type in firefox, gedit, and nautilus (the default file explorer of ubuntu).

### Steps to reproduce

focus any `LineEdit` in the editor and press `Ctrl+L` 

### Minimal reproduction project (MRP)

any