sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Turn off admin?
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87-1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Clicked 'run as admin' on both machines, now realize I need to be just 'user' to re=position screens but can't figure out how to re-start w/o 'admin' selected

### ✔️ Expected Behavior

Re-start as 'user'.-

### ❌ Actual Behavior

Can't de-select 'admin.

### Other Software

_No response_
Repository: PowerToys
Issue: [PTRun][Calc] Add support for different list separators based on locale
Labels: Idea-Enhancement,Status-In progress,Run-Plugin

### Description of the new feature / enhancement

In cultures where the list separator isn't a comma, the only way to use functions that take multiple arguments is this weird workaround where you surround a comma with spaces (i.e. `max(2,7 , 3,5)`). I propose replacing the current culture's list separator with the target culture's (en-US) separator, so that you can do `max(2,7;3,5)`.

### Scenario when this would be used?

When the current culture uses a different list separator than `,`

### Supporting information

_No response_
Repository: neovim
Issue: API: relax api contract
Labels: enhancement,api,compatibility,channels-rpc

## Problem

`:help api-contract` has been very successful in supporting client stability, which allows Nvim to evolve without requiring clients to move in lockstep. But it has some restrictions that could be removed without breaking clients, while also allow us to evolve the API better.

Note that the primary concern of the api-contract is RUNTIME stability. BUILD-TIME stability is a secondary and almost negligible concern. The goal is to avoid breaking end-user GUIs/apps; the goal is NOT to avoid api client developers from having to adjust when they consume a new version of Nvim.

## Expected behavior

1. New *optional* parameters may be added to existing functions. **All following parameters** must also be optional.
    - Old clients that don't send the parameters will continue to work.
    - Clients written in languages that don't support "optional parameter" syntax will need to pass null. This may require some languages like java(?) to change a parameter from `int` to `Object`.
2. *Existing* parameters may be declared as optional. All **following parameters** must also be optional.
    - **Bonus:** `vim.api` no longer requires all parameters.
        - before: `lua =vim.api.nvim_exec2('echo "foo"', {})`
        - after: `lua =vim.api.nvim_exec2('echo "foo"')`
3. Functions that currently return void may be changed to return a value.
    - Old clients that don't expect the returned value will simply ignore it.
Repository: pytorch
Issue: Implement `Size.__radd__` (currently `tuple + Size` upcasts to `tuple`)
Labels: triaged,actionable,module: python frontend

### 🚀 The feature, motivation and pitch

`torch.Size`, just like `tuple` which it subclasses from, does not implement an `__radd__` function. This has the consequence that `Size + tuple` returns a `Size`, whereas `tuple + Size` returns a `tuple`, since it falls back to `tuple.__add__(left, right)`:

```py
>>> import torch
>>> torch.Size([1,2,3]) + (4,5,6)
torch.Size([1, 2, 3, 4, 5, 6])
>>> (4,5,6) + torch.Size([1,2,3])
(4, 5, 6, 1, 2, 3)
```

This can be unexpected, so it would be useful if `Size` implemented

```py
def __radd__(self, other: tuple[int, ...]) -> Size: ...
```

Since in most cases, upcasting to `tuple` is likely not the desired outcome.

cc @albanD
Repository: PowerToys
Issue: Slack windows do not respect FancyZones
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.87.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Ensure PowerToys is running and FancyZones enabled
Set a monitor to have a layout
Using shift+drag - try to snap any Slack window on a monitor with a FZ layout enabled



### ✔️ Expected Behavior

Act as any other window/application and work with FancyZones

### ❌ Actual Behavior

when holding SHIFT down and dragging any Slack window, the zones do not show up in any way whereas with any other window you can see the zones.  The window simply moves around irrespective of the zones available.


Also, Slack window **does** respond to native windows zoning.  Issue is specific to FancyZones

### Other Software

Slack - Windows Store 4.41.105 64-bit
Repository: vscode
Issue: Change UI to indicate when "Quick Fix" menu has actual fixes
Labels: feature-request,typescript

<!-- ⚠️⚠️ 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. -->
An annoying scenario that happens for me over and over again is the following:
1. I see a highlighted error.
  ![Image](https://github.com/user-attachments/assets/91394fb7-9578-4797-87ce-d643bcdb3c4d)
2. I press "Quick Fix" hoping it is auto-fixable.
3. It is not.
   ![Image](https://github.com/user-attachments/assets/da92521d-52f2-4f0a-9e65-a13eecbe9ff7)

My suggestions are:
1. either to use some visual element that would indicate that an auto-fix exists, like a green dot in superscript:
  ![Image](https://github.com/user-attachments/assets/212f4ba0-9044-4398-8d5e-ed4c3d68fc3d)
2. or to split the Quick Fix menu into two:
   ![Image](https://github.com/user-attachments/assets/183d9438-a3b0-4d7e-9c77-02270a0c384c)
   * one, "Quick Fix", that has actual auto-fixes:
     ![Image](https://github.com/user-attachments/assets/8c411585-413f-4dca-919d-d8b91450278d)
   * and the other, "Ignore", that has ignore/disable options:
     ![Image](https://github.com/user-attachments/assets/04a33353-e583-4158-b326-7173433c2404)

Thank you for your attention.
Repository: flutter
Issue: [macOS] Only bundle gen_snapshot_${target_arch}
Labels: tool,platform-mac,P2,team-macos,triaged-macos

On most platforms, we support only a single host architecture and a single target architecture per build. macOS supports both arm64 and x86_64 host platforms via multi-arch (universal) binaries generated with the `lipo` tool and as such, we have two gen_snapshot binaries, one for each target architecture. These binaries are universal binaries named `gen_snapshot_${target_arch}`. The unqualified `gen_snapshot` binary used for other platforms is unused on macOS and we should eliminate it from the cache, and update all references in the tool.

Related issues:
* https://github.com/flutter/flutter/issues/101138
* https://github.com/flutter/flutter/issues/69157

Previous attempt at this PR:
* https://github.com/flutter/engine/pull/53971
Repository: langchain
Issue: bulk_size not reverting to default value when calling OpenSearchVectorSearch.from_documents
Labels: Ɑ: vector store

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

```

docsearch = opensearch_vector_search.OpenSearchVectorSearch.from_documents(
        docs,
        embedding=BedrockEmbeddings(),
        opensearch_url=opensearch_host,
        index_name=index,
        engine="faiss",
        http_auth=awsauth,
        use_ssl=True,
        verify_certs=True,
        connection_class=RequestsHttpConnection
)
```

### Error Message and Stack Trace (if applicable)

Error: type object 'OpenSearchVectorSearch' has no attribute 'bulk_size'

### Description

Starting in langchain-community v0.3.12, you now need to pass in `bulk_size` into `OpenSearchVectorSearch.from_documents`, or else you get the above error. It is not reverting back to the default as was intended in https://github.com/langchain-ai/langchain/pull/28325/files


### System Info

System Information
------------------
> OS:  Darwin
> OS Version:  Darwin Kernel Version 24.2.0: Fri Dec  6 19:01:59 PST 2024; root:xnu-11215.61.5~2/RELEASE_ARM64_T6000
> Python Version:  3.9.6 (default, Nov 11 2024, 03:15:38) 
[Clang 16.0.0 (clang-1600.0.26.6)]

Package Information
-------------------
> langchain_core: 0.3.29
> langchain: 0.3.14
> langchain_community: 0.3.14
> langsmith: 0.1.143
> langchain_aws: 0.2.7
> langchain_cli: 0.0.31
> langchain_text_splitters: 0.3.5
> langserve: 0.3.0

Other Dependencies
------------------
> aiohttp: 3.11.1
> async-timeout: 4.0.3
> boto3: 1.35.61
> dataclasses-json: 0.6.7
> fastapi: 0.115.5
> gitpython: 3.1.43
> gritql: 0.1.5
> httpx: 0.27.2
> httpx-sse: 0.4.0
> jsonpatch: 1.33
> langserve[all]: Installed. No version info available.
> numpy: 1.26.4
> orjson: 3.10.11
> packaging: 24.2
> pydantic: 2.9.2
> pydantic-settings: 2.6.1
> PyYAML: 6.0.2
> requests: 2.32.3
> requests-toolbelt: 1.0.0
> SQLAlchemy: 2.0.35
> sse-starlette: 1.8.2
> tenacity: 9.0.0
> tomlkit: 0.12.5
> typer[all]: Installed. No version info available.
> typing-extensions: 4.12.2
> uvicorn: 0.23.2
Repository: vscode
Issue: Type filters for outline according to VSCode settings.
Labels: feature-request,notebook-toc-outline

VSCode added [type filters](https://code.visualstudio.com/updates/v1_40#_type-filters-for-outline-and-breadcrumbs) in 1.40. Please respect those settings so that we can customize what the outline shows.
Repository: godot
Issue: ResourceLoader.load() doesn't recognize files created with custom importer when they are placed in newly-created directory
Labels: bug,topic:editor

### Tested versions

- Reproducible in 4.4.dev7, 4.3.stable

### System information

Godot v4.4.dev (035a12cf9) - Windows 10 (build 19045) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 32.0.11027.1003) - AMD Ryzen 7 5700G with Radeon Graphics (16 threads)

### Issue description

I'm working on a complex 2D asset importer, which extracts asset hierarchy as well as textures from a single file. The general idea is to import hierarchy to PackedScene and textures into separate files, atlasing them into bigger bitmaps in the process, and store those atlases in separate subdirectory to avoid filesystem clutter.

Here's simplified importer code:

```gdscript
func _import(
	source_file: String,
	save_path: String,
	_options: Dictionary,
	_platform_variants: Array[String],
	_gen_files: Array[String]
) -> Error:
	var file := FileAccess.open(source_file, FileAccess.READ)
	var contents := file.get_as_text()

	var base_name := source_file.get_basename()

	var img_dir := "{0}_images".format([base_name])
	DirAccess.make_dir_recursive_absolute(img_dir)
	EditorInterface.get_resource_filesystem().update_file(img_dir)  # omitting this doesn't make a difference

	# spoof: extract images from file contents and put them in separate directory to reduce clutter
	var img_save_path := "{0}/image.png".format([img_dir])
	var img := Image.create_empty(256, 256, false, Image.Format.FORMAT_RGB8)
	img.save_png(img_save_path)
	EditorInterface.get_resource_filesystem().update_file(img_save_path)
	_gen_files.append(img_save_path)

	var texture_resource := ResourceLoader.load(img_save_path, "Texture2D") as Texture2D

	var top_node := TextureRect.new()
	top_node.texture = texture_resource
	top_node.name = contents

	var scene := PackedScene.new()
	scene.pack(top_node)

	return ResourceSaver.save(scene, "{0}.{1}".format([save_path, _get_save_extension()]))
```

Unfortunately, creating directory this way makes the ResourceLoader complain about unrecognized file type, leaving file unimported. The problem doesn't occur when the directory exists or image files are created in same place as the imported file.

### Steps to reproduce

- Open MRP
- Observe the error message in output:  `ERROR: No loader found for resource: res://test_files/first_images/image.png (expected type: Texture2D)`
- alt-tab to other window and back for Godot to discover newly created directory
- Reimport the `test_files/first.foo` file
- Observe the lack of error

### Minimal reproduction project (MRP)

[importer_repro.zip](https://github.com/user-attachments/files/18337057/importer_repro.zip)
Repository: godot
Issue: XROrigin3D World Scale Issues
Labels: bug,topic:xr

### Tested versions

Godot v4.4.dev7, Godot 4.3 Stable

### System information

Godot v4.4.dev7 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Thu, 02 Jan 2025 10:28:29 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3060 (nvidia; 565.77) - AMD Ryzen 9 9900X 12-Core Processor (24 threads)

### Issue description

I've been doing XR development of an interactive map with a Quest 3

Unfortunately I can't just directly scale the XROrigin3D node to fit the size of the world as nothing seems to be rendered properly if I do that, so I use the "World Scale" option. This is somehow reset each time I re-open the editor despite having saved the scene with a modified scale. 

But then the OpenXRCompositionLayer nodes are also broken when a non 1 scale is set for the "World Scale"

Ideally I would just be able to use my own code to adjust the XROrigin3D node position and scale to create my own movement logic as you change scale and explore the map. This is currently not possible, and I assume it is a bug since all rendering and controller positioning *should* be relative to the XROrigin3D in every aspect. 

### Steps to reproduce

Create a scene with a non-one world scale or scale for the XXOrigin3D

With non-one scale on the origin node stereoscopic rendering is completely broken.
With non-one scale on the "world scale" property the XRCompositionLayer nodes are broken (incorrect placement)

### Minimal reproduction project (MRP)

[xr-origin-scaling.zip](https://github.com/user-attachments/files/18337195/xr-origin-scaling.zip)
I have had to remove the xrvendor plugin and the hand models and textures from the XrTools for this to fit. But it is a very simple setup. Simply mess with the XrOrigin3D node world scale property and actual scale and you will see the issues I'm referring to
Repository: vscode
Issue: Linux: writing elevated fails with high `ulimit` values
Labels: bug,linux,file-io,workbench-run-as-admin,confirmed,mitigated

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- VS Code Version: 1.96.2 (code_1.96.2-1734607745_amd64.deb)
- OS Version: Ubuntu 24.10

Steps to Reproduce:

1. Open a file that is not writable by the user
2. Edit the file
3. Try to save it
4. Error pops up stating that not enough permissions
5. Retry as Sudo option appears
6. Enter password
7. Saving process running forever

Same problem has been discussed here: https://github.com/microsoft/vscode/issues/234311. 
Is there any progress or plan? Or any workaround ?
Repository: vscode
Issue: Consolidate Copilot status bar items
Labels: feature-request,plan-item,workbench-copilot

Refs: https://github.com/github/copilot/issues/13043

Todo:
- convert Copilot status contribution to language status indicator
  - what does it mean for the core provided language status that also shows for completions ([link](https://github.com/microsoft/vscode/blob/5f888fae91ed3f1e5b0437440947b7258c9e6e89/src/vs/workbench/contrib/inlineCompletions/browser/inlineCompletionLanguageStatusBarContribution.ts#L16))
- convert Copilot quota indication into a full status indicator
- explore a more permanent Copilot status indicator as entry point to chat and setup

//cc @bamurtaugh
Repository: vscode
Issue: Expose `Find in tree` command in Command Palette
Labels: feature-request,tree-widget

We could have `Find in tree` appear in F1, when a tree just had focus.
Repository: rust
Issue: CoercePointee leaks unstable unsizing impls
Labels: T-compiler,A-coercions,T-types,F-derive_coerce_pointee

```rust
#![feature(derive_coerce_pointee)]
use std::marker::PhantomData;
use std::marker::CoercePointee; 
#[derive(CoercePointee)] #[repr(transparent)]
struct MyPointer<'a, T, #[pointee] U: ?Sized> {
    ptr: &'a (T, U),
}

fn main() {
    let x = MyPointer { ptr: &(1u32, 1u32) };
    let _: MyPointer<u32, dyn Send> = x;
}
```

_Originally posted by @lcnr in https://github.com/rust-lang/rust/issues/133820#issuecomment-2559403237_
Repository: transformers
Issue: 4.47.1 Hugging Face Trainer loss accumulated by sum instead of mean
Labels: bug

### System Info

Version: `transformers==4.47.1`

When I training model using this version of hugging face trainer, the loss is accumulated by sum instead of mean. Or it's better saying that the `tr_loss_step` did not divide by the global batch size. That means, the reported loss will scale proportionally with the global batch size. 

![image](https://github.com/user-attachments/assets/55c0ca9a-c4b0-400b-9059-9b4fc9686810)

When I change the transformer version to be 4.44.0, this problem is and everything works good.
![image](https://github.com/user-attachments/assets/144b01d5-e133-49cc-b5e5-bd5267deef2a)

My global batch size is set to 128 here. You can see from the above image that `tr_loss_step=original_loss / 128`, which is not the case when transformers version is 4.47.1, where  `tr_loss_step=original_loss`.





### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

1. Any training with `transformers==4.47.1`

### Expected behavior

loss accumulated by sum instead of mean
Repository: go
Issue: x/telemetry/config: `collect go/platform/host/darwin/major-version:{20,21,22,23,24}`
Labels: telemetry,Telemetry-Proposal

### Summary

We propose to add `go/platform/host/darwin/major-version:{20,21,22,23,24}` to the counters collected in the telemetry config. These counters correspond to macOS major versions 11 through 15 (11 is the oldest version we support, and 15 is the latest released version.

### Proposed Config Change

https://go-review.googlesource.com/c/telemetry/+/640738
Repository: flutter
Issue: Replace `onSurfaceDestroyed` with `onSurfaceCleanup` in packages repo
Labels: platform-android,p: camera,p: video_player,P2,team-android,triaged-android,p: waiting for stable update

`onSurfaceDestroyed` has been deprecated for Flutter 3.28+: https://github.com/flutter/flutter/blob/e3b301f23d35cacf5e054cf0e23ac49ea7f0086d/engine/src/flutter/shell/platform/android/io/flutter/view/TextureRegistry.java#L156

Known plugin usage:
`camera_android_camerax`
`video_player_android`
Repository: ollama
Issue: [feature] start ollama automatically on startup
Labels: feature request

i've been playing with this feature to automatically start ollama serve from startup (docker php init) but it won't start with an & (background process). then i tried to put it in a script with a lock file in cron and sees if that start the script. it starts my script but it then does not start `ollama serve` which should !
running it in bash works like a charm, but automating this is currently a pain in the ...
Repository: storybook
Issue: [Bug]: SvelteKit mocks doesn't support the `$app/state` module
Labels: bug,sveltekit

### Describe the bug

[SvelteKit 2.12.0](https://github.com/sveltejs/kit/releases/tag/%40sveltejs%2Fkit%402.12.0) introduced a new built-in module, `$app/state`, intended for Svelte 5 usage.

- https://bsky.app/profile/svelte.dev/post/3ldhdcfc62k2k
- https://svelte.dev/docs/kit/$app-state

It functions similarly to the existing `$app/stores` module, but is based on runes instead of stores.

We have an (experimental) API that allows users to mock these SvelteKit-level built-in modules (originally contributed by @paoloricciuti), and we need to extend that to support `$app/state` as well. See:

- https://storybook.js.org/docs/get-started/frameworks/sveltekit#how-to-mock
- https://storybook.js.org/docs/get-started/frameworks/sveltekit#stores

### Additional context

The mocks lives in https://github.com/storybookjs/storybook/blob/next/code/frameworks/sveltekit/src/mocks/app
Repository: go
Issue: x/tools/gopls: check spelling of identifiers in declarations
Labels: gopls,gopls/analysis

It would be nice if gopls could reliably point out misspellings in declarations (but not in references, where it is just a nuisance), while being aware of Go conventions for capitalization, word breaking, and local project naming conventions. An analyzer seems like the easiest integration. (Semantic tokens doesn't have a "misspelled" modifier, nor the means to suggest a fix.)

One way to do this is to develop something from scratch, but I bet there are spell checkers out there that we could reuse. The tricky part will be to define a loosely coupled interface to avoid x/tools from having to add a dependency on them.
Repository: storybook
Issue: [Bug]: Svelte 5 docgen crashes with `MyComponent is not defined` if a variable has the same name as the filename
Labels: bug,svelte,docgen

### Describe the bug

In Svelte 5+Vite (or SvelteKit), if you have a variable _anywhere_ inside your Svelte component that is called the same as the filename, our internal Svelte docgen Vite plugin will crash with `MyComponent is not defined`.

Given the following Svelte component called `Greeting.svelte`:

```svelte
<script>
	let Greeting = 'world';
</script>

Hello {Greeting}
```

It will crash with said error.

The reason for this, is that the above is compiled to something like this by Svelte:

```js
... imports
 
export default function Greeting_1($$anchor) {
	let Greeting = 'world';

    ...
}
```

The default function has a `_1` appended to the name, to not cause a collision with the internal variable named `Greeting`.

See https://svelte.dev/playground/23d895f41dc9451997d8ee7ead4e7be9?version=5.16.6

However our Svelte docgen logic adds a `__docgen` property to the default export, using different naming heuristics from Svelte 4, doing:

```js
... imports
 
export default function Greeting_1($$anchor) {
	let Greeting = 'world';

    ...
}

Greeting.__docgen = ...
// 👆 whoops, wrong variable name, should have been Greeting_1
```

We fixed a similar issue in `@storybook/addon-svelte-csf` v5 by instead of trying to replicate the variable naming logic, we used AST parsing to get the name of the default export and use that as the reference. We could potentially do the same here. We could also try to update the naming logic to mimic Svelte 5 behavior too, but AFAIK that is easier said than done, because that logic is now spread out through multiple flows in Svelte internally.

### Additional context

This is the naming logic that only works with Svelte 4: https://github.com/storybookjs/storybook/blob/next/code/frameworks/svelte-vite/src/plugins/svelte-docgen.ts/#L41-L71

This is where we add the `__docgen` property: https://github.com/storybookjs/storybook/blob/next/code/frameworks/svelte-vite/src/plugins/svelte-docgen.ts/#L228-L230