sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] SvelteKit got upgraded - Tauri not working with SvelteKit@2.0.0 (V2)
Labels: type: bug,status: needs triage

### Describe the bug

After carefully following the [quickstart guide for SvelteKit](https://tauri.app/v1/guides/getting-started/setup/sveltekit), my Tauri application showed up blank (white/blank UI, but working on `localhost:localhost:5173`).

I noticed that recently SvelteKit got upgraded to version 2.
### Workaround
So i tried using older packages, which is a workaround for now:
`npm create svelte@5.3.4 my-app`
`npm install --save-dev @sveltejs/adapter-static@2.0.3`

### Reproduction

Follow instructions on [https://tauri.app/v1/guides/getting-started/setup/sveltekit](https://tauri.app/v1/guides/getting-started/setup/sveltekit)

### Expected behavior


# Welcome to SvelteKit

Visit [kit.svelte.dev](https://kit.svelte.dev/) to read the documentation
___ 
**_... Showing up in window - but it doesn't._**

:(

### Full `tauri info` output

```text
> tauri info


[✔] Environment
    - OS: Mac OS 10.15.7 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 21.5.0
    - pnpm: 8.6.9
    - npm: 10.2.5

[-] Packages
    - tauri [RUST]: 1.5.4
    - tauri-build [RUST]: 1.5.1    - wry [RUST]: 0.24.7
    - tao [RUST]: 0.16.5
    - @tauri-apps/api : not installed!    - @tauri-apps/cli [NPM]: 1.5.9

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../build
    - devPath: http://localhost:5173/
    - framework: Svelte
    - bundler: Vite
```
```


### Stack trace

_No response_

### Additional context

[The migration to V2](https://kit.svelte.dev/docs/migrating-to-sveltekit-2#vitepreprocess-is-no-longer-exported-from-sveltejs-kit-vite) doesn't seem to be that bad, but this is my first time using Tauri so i'm not even exactly sure how the tech works or where i would begin to debug.
Repository: kubernetes
Issue: Printing CLI parameters for Kubelet is misleading to users.
Labels: kind/bug,priority/backlog,sig/node,triage/accepted

### What happened?

While working on https://github.com/kubernetes/kubernetes/pull/122241, I ran into an issue where the CLI was reporting that `--fail-swap-on="true"`. But in the code it was actually set to "false". This is because the flag was set in the KubeletConfig.

We have users also noticing that the logs in Kubelet for CLI don't report the actual value as they are actually being read from the KubeletConfig.

### What did you expect to happen?

We should bring the values of these configurations that they are rather than the CLI fields.

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

Log at logs for a CLI parameter (swap, eviction, etc) and change those values in the KubeletConfig. 

Kubelet logs will display the CLI parameter rather than the KubeletConfig value.

### Anything else we need to know?

https://kubernetes.io/docs/reference/command-line-tools-reference/kubelet/

CLI parameters are deprecated and replaced for KubeletConfig but I'm not sure if we bring the actual values in the logs.

### Kubernetes version

master

### Cloud provider

NA


### OS version

NA

### Install tools

<details>

</details>


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

Container/CRIO

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

<details>

</details>
Repository: pytorch
Issue: Cpp-wrapper mode issue tracker
Labels: triaged,oncall: pt2,module: aotinductor

This is a tracker issue for solving problems hit when enabling cpp wrapper codegen for JITInductor. The same problems exist for AOTInductor as well, but JITInductor makes it easier to reproduce the problems.

# Non-ABI-compatible mode issues
Enable the cpp-wrapper mode for more Inductor unit tests. Basically, the task is to extend https://github.com/pytorch/pytorch/blob/main/test/inductor/test_cuda_cpp_wrapper.py to more unit tests, and still use the same non-ABI-compatible mode. Here is a task of found problems:

[Easy]
- [x] #117365
- [x] #117369
- [x] #117370
- [x] #117372

[Medium]
- [x] #117367
- [x] #117364 (@aakhundov)

# test_cpp_wrapper failures (ABI-compatible mode)
- [x] #121809
- [x] #121814
- [x] #123036 
- [x] #123039
- [x] #123040
- [x] #126574
- [x] #123050
- [x] #123173
- [x] #123174
- [x] #123176
- [x] #123184
- [x] #123187
- [x] #127392
- [x] #131333
- [x] #131334
- [x] #131335
- [x] #131336
- [x] #131337
- [x] #131338
- [x] #131339
- [x] #135781

# test_torchinductor_dynamicshapes failures (ABI-compatible mode)
- [x] #126779

# test_torchinductor failures (ABI-compatible mode)
- [x] #139411 
- [x] #139412 
- [x] #139435 
- [ ] #140620

# Features 
- [x] #121820
- [x] #121819
- [x] #121817 
- [ ] More informative CUDA error msg

# fbcode 
- [x] #123233
- [x] #123236

# Compilation speedup
- [ ] #142005

```[tasklist]
### Tasks
```
Repository: PowerToys
Issue: notification message truncated
Labels: Idea-Enhancement,Help Wanted,Good first issue,Product-FancyZones,Area-Runner,Product-Always On Top

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

The problem notification automatically appears when I have keep awake turned on but selected to off



### ✔️ Expected Behavior

I was expecting a complete notification

### ❌ Actual Behavior

As shown in the screenshot, the notification is truncated before showing the most important information, namely the relevant program. 
![Screenshot 2024-01-12 080629](https://github.com/microsoft/PowerToys/assets/50375305/cef65528-ce31-410c-bacc-a9fa65705d48)


### Other Software

win11 latest version notifications
Repository: PowerToys
Issue: [Feature request] Powertoys Run - URL on top when an actual URL is written.
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

I prefer having web searches high on my result list, but whenever I write an address (google.com for example) I'd really want it to be on top and not something I just search for when I press enter.
Setting the url with a higher priority won't work good though because then it will always give urls as top results even though I don't even write an actual url. So some kind of detection in powertoys run that automagically puts url on top IF I write something as an url would be awesome :)

### Scenario when this would be used?

If I want to search for something I just write and press enter, and if I want to go to a site I write google.com and press enter, just like in the browsers address bar.
As it is now if I write an address I have to press down and enter which ain't as powerful of a toy as it could be :)

### Supporting information

_No response_
Repository: flutter
Issue: [Impeller] Incorrect blending behavior in framework golden tests
Labels: engine,P2,e: impeller,team-engine,triaged-engine

In the golden tests painting.decoration_image.lerp.2 and painting.decoration_image.lerp.1 , the Impeller result looks very different from the Skia result. Not sure if this happens on real devices.


![image](https://github.com/flutter/flutter/assets/8975114/4dcad3bf-ae1a-45cd-8411-2ecd101a1a5e)
Repository: pytorch
Issue: PT2 CUDA graphs do not properly exclude dynamic output shape / data dependent output ops
Labels: triaged,module: cuda graphs,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Discovered in https://github.com/pytorch/pytorch/pull/114148

Intuitively, you want something like this

```
diff --git a/torch/_inductor/utils.py b/torch/_inductor/utils.py
index 188c19986936b73..97ede3f380b03e7 100644
--- a/torch/_inductor/utils.py
+++ b/torch/_inductor/utils.py
@@ -606,6 +611,11 @@ def has_incompatible_cudagraph_ops(gm):
     for node in gm.graph.nodes:
         if str(node.target) in forbidden_set:
             return True
+        if hasattr(node.target, "tags"):
+            if torch.Tag.dynamic_output_shape in node.target.tags:
+                return True
+            if torch.Tag.data_dependent_output in node.target.tags:
+                return True
     return False
 
```

But @eellison points out in https://github.com/pytorch/pytorch/pull/114148#discussion_r1448268172 that some ops are labeled as `dynamic_output_shape`, but they don't always produce dynamic output shapes. So we need a more precise test. One possible way is to look for unbacked symints in the output; another is to decompose such ops into an always data-dependent and never data-dependent variant.

### Versions

main

cc @gchanan @zou3519 @kadeng @mcarilli @eellison @msaroufim @bdhirsh @anijain2305 @wconstab
Repository: vscode
Issue: Add options for closing Tab/TabGroup without saving 
Labels: feature-request,api,workbench-editors

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I would like the capability to close a tab or tabgroup without this modal popping up.
<img width="369" alt="Screenshot 2024-01-12 at 10 39 06 AM" src="https://github.com/microsoft/vscode/assets/60113255/e45e499c-1ae7-4e8c-aa36-400d0e349fac">
Repository: flutter
Issue: Clean up `gclient_variables` logic for Engine standalone targets
Labels: team-infra,P3,triaged-infra

To unblock Engine standalone targets which define `gclient_variables`, we added a workaround to checkout the repo, read the .json file and obtain the `gclient_variables`.

We can clean up the logic when we have a generic schedule to create a LUCI build.
Repository: vscode
Issue: Fuzzy Search in Open File/Open Folder simple dialogs
Labels: feature-request,simple-file-dialog

<!-- ⚠️⚠️ 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. -->
Add Fuzzy Search for Simple Dialogs.

If you do `Go To File...` action (Ctrl+E) then there is fuzzy search and files get filtered based on what you typed.
This is not true when you do `Open File...` (Ctrl+O) with Simple Dialog enabled (or on SSH machine). Instead you get only the first item selected that matches your description and if the list is long then it will be at the very bottom of the list thus you don't even see other variants and can't easily select what you are searching for.

Working Fuzzy Search in Go To File:
![image](https://github.com/microsoft/vscode/assets/9883873/b7e1d81e-69c0-4d58-a02c-76be4b1ea27d)

No Fuzzy Search in `Open File...` (actual):
![image](https://github.com/microsoft/vscode/assets/9883873/e13d20e6-f8fc-440c-a969-3a16ba72c46b)

Expected output of `Open File...`:
![image](https://github.com/microsoft/vscode/assets/9883873/a24fd069-5706-4126-bc85-4c75a239fb4b)

Reproduction:
1. In Settings set `files.simpledialog.enable` option to `true`
```
"files.simpleDialog.enable": true
```
2. Find folder with a lot of files (more than 18 files)
3. `Open File...` (Ctrl+O)
4. Start typing the name of one of the files in the folder that are not visible in the UI
Repository: godot
Issue: Extending from an abstract class bloats the `tscn` file with properties with default values
Labels: topic:core,confirmed

### Tested versions

Godot Engine v4.2.1

### System information

Godot v4.2.1.stable (b09f793f5) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - GLES3 (Compatibility) - AMD Radeon Vega 8 Graphics (radeonsi, raven, LLVM 17.0.6, DRM 3.42, 5.15.0-91-generic) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

As the title suggests.

The following is the (partial) content of the `tscn` file that I got when I did the `steps to reproduce` below:
```
[gd_scene load_steps=2 format=3 uid="uid://c0rcsci2apet4"]

[ext_resource type="Script" path="res://test1.gd" id="1_iw8vt"]

[node name="Test" type="Control"]
layout_mode = 3
anchors_preset = 0

[node name="TestClass" type="BaseButton" parent="."]
_import_path = NodePath("")
unique_name_in_owner = false
process_mode = 0
process_priority = 0
process_physics_priority = 0
process_thread_group = 0
editor_description = ""
visible = true
modulate = Color(1, 1, 1, 1)
self_modulate = Color(1, 1, 1, 1)
show_behind_parent = false
top_level = false
clip_children = 0
light_mask = 1
visibility_layer = 1
z_index = 0
z_as_relative = true
y_sort_enabled = false
texture_filter = 0
texture_repeat = 0
material = null
use_parent_material = false
clip_contents = false
custom_minimum_size = Vector2(0, 0)
layout_direction = 0
layout_mode = 0
anchors_preset = 0
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 0.0
offset_top = 0.0
offset_right = 40.0
offset_bottom = 40.0
(and so on)
```

### Steps to reproduce

- Create a new script with the following code:
```
class_name TestClass
extends BaseButton		# I only tested BaseButton & Range
```
- Create a new scene, then add the `TestClass` as a child node.

### Minimal reproduction project (MRP)

n/a
Repository: PowerToys
Issue: Software disconnects from noon primary computer
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

When I don't access the secondary pc for a few seconds, the mouse will not go over to the secondary PC.  I have to click somewhere on the primary pc (in an unused portion of the screen) before the mouse will move to the other screen.  Thhis also happens sometimes when a window pops up on the primary pc, even if the mouse cursor is on the secondary one.

### ✔️ Expected Behavior

The mouse should go to the other pc screen whenever I move it there.

### ❌ Actual Behavior

When I don't access the secondary pc for a few seconds, the mouse will not go over to the secondary PC.  I have to click somewhere on the primary pc (in an unused portion of the screen, can't just click anywhere on the screen) before the mouse will move to the other screen.  This also happens sometimes when a window pops up on the primary pc, even if the mouse cursor is on the secondary one.

### Other Software

_No response_
Repository: ollama
Issue: Self-extend support
Labels: feature request

I’m not sure what all would be involved, but something that’s making waves is “self extend”, where it seems to be possible to make models work at larger context sizes than what they were originally designed for.

In a hypothetical outcome, it would be amazing if models were automatically self-extended when the requested context is larger than the trained context. 

Some relevant links:

https://www.reddit.com/r/LocalLLaMA/comments/194mmki/selfextend_works_for_phi2_now_looks_good/

https://github.com/ggerganov/llama.cpp/pull/4889
Repository: PowerToys
Issue: Size adjustment for PowerToys Run
Labels: Idea-Enhancement,Product-PowerToys Run,Area-User Interface

### Description of the new feature / enhancement

As I and others mentioned in #30168 , changing only the size of font will not solve this problem. People with high resolution monitors would like larger size of the bar, and scale the size of font without the whole UI will only breaks the ratio of it. 

### Scenario when this would be used?

When using PowerToys Run

### Supporting information

_No response_
Repository: godot
Issue: C# `_GetPropertyList` return a Callable to the `Clear` method, instead of a custom-made `Clear` property
Labels: bug,needs testing,topic:dotnet

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

When exporting a long list of properties in a custom Resource in C# using `_GetPropertyList`, that also implements the `IDictionary` interface, I encounter the following error whenever I try to create an instance of the Resource or open one in the inspector:
```
ERROR: BUG: Unreferenced static string to 0: Clear
   at: unref (core/string/string_name.cpp:129)
```
I don't know the exact number of properties that causes this, but I know it's more than 23 (the number of constants defined by the `JoyButton` enum) and no more than 193 (the number of constants defined by the `Key` enum).

### Steps to reproduce

Create a new C# script that extends `Resource` and `IDictionary`, then override `_GetPropertyList`, `_Get`, and `_Set` in the new Resource such that the number of properties is large (making it 193 items, such as by using the names of the `Key` enum constants, will trigger this).

Build, then create an instance of the new Resource. After a few seconds, the above error will appear in the output window and Godot may crash.  In my experience, deleting the `%APPDATA%/Godot` directory temporarily fixes the crash, but eventually it will start crashing every time this error occurs.

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/13924013/Test.zip)
Repository: rust
Issue: rustc is unable to evaluate a singular conditional pathway predicated on the length of an array literal
Labels: A-lints,T-compiler,C-bug,A-const-prop,L-unconditional_panic

**rustc is unable to evaluate a singular conditional pathway predicated on the length of an array literal.**

This behavior prevents an obviously correct code to compile
(conditional should be eliminated altogether, instead of throwing a compile error in this case):
```Rust
fn main() {
    let x: [i32; 0] = [];
    if !x.is_empty() {
        x[0];
    }
}
```
thanks @compiler-errors 👍🏼 

[Reproducible example playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=db3135f7508eb61f4b54adfdbcd415d7).

### Meta
`rustc --version --verbose`:
```
rustc 1.75.0 (82e1608df 2023-12-21)
binary: rustc
commit-hash: 82e1608dfa6e0b5569232559e3d385fea5a93112
commit-date: 2023-12-21
host: aarch64-apple-darwin
release: 1.75.0
LLVM version: 17.0.6
```
(`stable`, `beta` & `nightly` are all affected seemingly independent of the platform or edition, incl. `2024`)

### Error output

```
Compiling playground v0.0.1 (/playground)
error: this operation will panic at runtime
 --> src/main.rs:4:9
  |
4 |         x[0];
  |         ^^^^ index out of bounds: the length is 0 but the index is 0
  |
  = note: `#[deny(unconditional_panic)]` on by default

error: could not compile `playground` (bin "playground") due to previous error
```

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Repository: vscode
Issue: Support for V8 sandbox in the extension host
Labels: upstream,plan-item,chromium

Issue is starting point to reduce the patch set added for https://github.com/microsoft/vscode/issues/177338 in our internal builds and a way to get https://github.com/electron/electron/pull/37582 into OSS Electron.

1) Patch at chromium layer is about a way to initialize the configurable pool for the utility process. At the moment, the [configurable pool](https://chromium.googlesource.com/chromium/src/+/refs/heads/main/base/allocator/partition_allocator/glossary.md#other-terms) is only meant to be used by V8 array buffer allocations. First step would be to create a discussion with upstream to see if there is interest in exposing the pool for embedder use case.

2) Second patch at chromium layer disables BRP feature for utility process since the configurable pool does not work with the feature. This can be also be solved as part of 1)

~~Once the above points are resolved we should be able to move the PR in Electron forward no patch overhead.~~
Repository: vscode
Issue: MiniMap: Side = Left Breaks EditorGroup.Border
Labels: bug,editor-minimap

Type: <b>Bug</b>

Open multiple tabbed editor groups.
It doesn't appear to matter if these are User settings or Workspace settings.

Settings > User (or Workspace) > Workbench: Color Customizations
Edit Settings.json
Add `"editorGroup.border": "#006400"` to "workbench.colorCustomizations"
Save settings.json.

Actual and Expected result:
The border between editor groups will change to Green and the colored border will extend down from the bottom of the TitleBar (titleBar.border) at the top, to the top of the StatusBar (statusBar.border) at the bottom.
![MiniMap-Right](https://github.com/microsoft/vscode/assets/156484441/4f5663b4-0e47-47be-b59e-399b8ffee6bb)


Return to settings.json.
add `"editor.minimap.side": "left"` 
Save settings.json.
Or in Settings, change Editor > Minimap: Side to "Left".

Actual result:
The colored border between editor groups will extend down from the bottom of the TitleBar (titleBar.border) at the top, stopping just below the breadcrumbs (editorGroupHeader.border). 
![MiniMap-Left](https://github.com/microsoft/vscode/assets/156484441/bae61e98-417f-4034-afa3-e779b0cb381c)


Expected result:
The color for "editorGroup.border" should extend all the way to the StatusBar regardless of which side the MiniMap is on.


VS Code version: Code 1.85.1 
Date: 2023-12-13T09:49:37.021Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|13th Gen Intel(R) Core(TM) i5-1345U (12 x 2496)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.69GB (3.42GB free)|
|Process Argv|C:\\temp\\psscripts\\ProvisioningScripts.code-workspace --crash-reporter-id 662be872-ff45-4f06-91f8-1e185b4608e7|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (7)</summary>

Extension|Author (truncated)|Version
---|---|---
chaiscript-syntax|cod|0.0.7
vsc-material-theme|Equ|34.3.1
vsc-material-theme-icons|equ|3.3.1
python|ms-|2023.22.1
vscode-pylance|ms-|2023.12.1
powershell|ms-|2024.0.0
pester-test|psp|2023.7.1

(2 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: Various CI configurations are missing a slow equivalent
Labels: module: ci,triaged

As in title, they should have a slow equivalent so that tests marked by the auto slow marking still get tested.

Pretty much every non default test config 
Also slow gradcheck needs one ironically, and some architectures are also missing it, ex onnx needs one as well (#116319)



cc @seemethere @malfet @pytorch/pytorch-dev-infra