sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go/internal/modcmd: download with -json flag doesn't print JSON objects to stdout for some module download errors
Labels: NeedsInvestigation,GoCommand

### Go version

go version go1.23.1 darwin/arm64

### Output of `go env -changed` in your module/workspace

<details><br>

```sh
GOPROXY='http://127.0.0.1'
```

</details>

### What did you do?

https://pkg.go.dev/cmd/go#hdr-Download_modules_to_local_cache says:

> The -json flag causes download to print a sequence of JSON objects to standard output, describing each downloaded module (or failure), corresponding to this Go struct: `type Module struct { ... }`

It seems that doesn't always happen for some networking errors observed in the Go build system ([build 8736907273916323825](https://logs.chromium.org/logs/golang/buildbucket/cr-buildbucket/8736907273916323825/+/u/step/18/log/3) being one example). Consider a minimal set of steps which seems to reproduce the problem:

```
$ export GOPROXY=http://127.0.0.1  # simulate an error downloading modules
$ cd $(mktemp -d)
$ printf 'module test\nrequire example.com v0.0.0\n' > go.mod
$ go mod download -json
```

### What did you see happen?

No JSON is printed to stdout:

```
$ go mod download -json 2>/dev/null
$
```

### What did you expect to see?

JSON is printed to stdout, describing the error:

```
$ go mod download -json 2>/dev/null
{
	"Path": "example.com",
	"Version": "v0.0.0",
	"Error": "Get \"http://127.0.0.1/example.com/@v/v0.0.0.mod\": dial tcp 127.0.0.1:80: connect: connection refused"
}
$
```

CC @matloob, @samthanawalla.
Repository: rust
Issue: Tracking issue for pin ergonomics
Labels: T-lang,C-tracking-issue,B-experimental,F-pin_ergonomics

This is a tracking issue for work on pin ergonomics.

The feature gate for the issue is `#![feature(pin_ergonomics)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.  They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.  A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.  Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Approve as lang experiment.
  - We accepted this experiment in the 2024-09-18 lang triage meeting.
- [ ] Accept an RFC.
- [x] Implement pin reborrowing in nightly.
  - https://github.com/rust-lang/rust/pull/130526
  - https://github.com/rust-lang/rust/pull/130633
- [ ] Implement pin autoref in nightly.
- [ ] Implement `&pin const` / `&pin mut` constructor syntax in nightly.
- [x] Implement `&pin const` / `&pin mut` type syntax in nightly.
  - https://github.com/rust-lang/rust/pull/130635
- [ ] Implement `&pin const self` / `&pin mut self` argument syntax in nightly.
- [ ] Implement `#[pin]` struct field annotations and `drop` changes in nightly.
- [ ] Investigate affordances for unsafe parts of the `Pin` API.
- [ ] Add documentation to the [dev guide][].
  - See the [instructions][doc-guide].
- [ ] Add documentation to the [reference][].
  - See the [instructions][reference-instructions].
- [ ] Add formatting for new syntax to the [style guide][].
  - See the [nightly style procedure][].
- [ ] Stabilize.
  - See the [instructions][stabilization-instructions].

[dev guide]: https://github.com/rust-lang/rustc-dev-guide
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[edition guide]: https://github.com/rust-lang/edition-guide
[nightly style procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md
[reference]: https://github.com/rust-lang/reference
[reference-instructions]: https://github.com/rust-lang/reference/blob/master/CONTRIBUTING.md
[stabilization-instructions]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[style guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

TODO.

### Related

TODO.

cc @eholk @rust-lang/lang
Repository: next.js
Issue: revalidatePath doesn't work with debouncing and page navigation
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://codesandbox.io/p/github/eduardodallmann/app-next-server-action-problem-2

### To Reproduce

1. Go to the events page
2. Edit one of the events by clicking on edit
3. Quickly click on the backdrop
4. The list in the table will not be updated

![322840551-71964ccd-ac59-45d3-b4c0-1700ebeb4a57](https://github.com/user-attachments/assets/c2695c03-8b5a-4381-823d-7a880638f65d)


### Current vs. Expected behavior

I will describe how my application works.
It has a listing of events. When I click edit, I navigate to events/[slug]. The form will use a server action with debouncing to save. To control this debouncing I use context api, also to show on the screen that it is saving. After making an edit to the form and waiting 2 seconds, the data is saved and the /events path is revalidated. Everything works perfectly.

Now I will describe the problem.
When I edit the form and click on the backdrop quickly before 2 seconds, the drawer is closed and the application navigates to /events again. When the 2 seconds are complete, the server action is executed, the data change is saved, but the list in the table is not updated.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP Fri Mar 29 23:14:13 UTC 2024
  Available memory (MB): 31944
  Available CPU cores: 24
Binaries:
  Node: 18.19.0
  npm: 10.8.1
  Yarn: N/A
  pnpm: 9.10.0
Relevant Packages:
  next: 14.2.12 // Latest available version is detected (14.2.12).
  eslint-config-next: 14.2.12
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.6.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Navigation

### Which stage(s) are affected? (Select all that apply)

next dev (local), Vercel (Deployed)

### Additional context

I tested with 14.2.12 and 15.0.0-canary.158

Repo https://github.com/eduardodallmann/app-next-server-action-problem-2
Repository: flutter
Issue: flutter web textfield  is hard to open copy and paste menu with double-tap on ios phone
Labels: a: text input,platform-web,e: OS-version specific,has reproducible steps,P2,browser: safari-ios,team-web,triaged-web,found in release: 3.24,found in release: 3.26

### Steps to reproduce

On Flutter Web for Android, after long-pressing a TextField, the paste functionality appears correctly. However, on Flutter Web for iOS, users typically double-tap to bring up the paste menu. When double-tapping, the menu briefly appears but quickly disappears. If the TextField contains text, it gets fully selected. It seems that the "select all" action overrides the paste menu. Long-pressing, however, works as expected and correctly opens the paste functionality.

### Expected results

When double-tapping on ios web, shows the copy and paste menu.

### Actual results

When double-tapping, the menu briefly appears but quickly disappears.

### Code sample

<details open><summary>Code sample</summary>

```dart
  @override
  Widget build(BuildContext context) {
    return  TextField();
  }
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>


https://github.com/user-attachments/assets/59595084-3379-40f4-a5b1-e51f6a67a66e



</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.24.1, on macOS 14.5 23F79 darwin-arm64, locale zh-Hant-TW)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.0.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] VS Code (version 1.92.2)

```

</details>
Repository: godot
Issue: Unexpected resizing behavior between Godot Simulator and mobile hardware. 
Labels: bug,topic:porting,needs testing

### Tested versions

Reproducible in Godot 4.3 and 4.2 at least. 

### System information

macOS 14.5 - 15.0 - Godot 4.3 and 4.2 stable - Mobile

### Issue description

The stretch mode is inconsistent between the Godot editor window and mobile devices. The window does exactly what you'd expect, where as the mobile device pins the screen to the upper left, meaning your game is stuck on phones like the iPhone pros due to the Dynamic Island (see image): 

![issue](https://github.com/user-attachments/assets/5a0e47d1-d292-49ff-b4fd-26e3b7f9f064)

The stretch mode is set to Viewport and Aspect is set to Expand in order to fill the device screen without any black borders. In the first image, the game is as it appears in the editor. In the second image, the game is running in the Godot simulator (or whatever it's called). Stretch mode works perfectly when sizing the screen but the last image is on actual device hardware where the game screen is pinned to the upper left. 

### Steps to reproduce

There is a text file explaining how to reproduce it in the MRP attached below. I also will paste it here: 

Please note: This isn't so much of a bug as it is an unexpected behavior with the stretch settings. 

If you run the scene and pull the window straight down, you'll get the expected behavior of the mode: viewport, aspect: expand Stretch settings. Many games want expansion to happen from the center so we can just add more of a scene behind the main game for different device sizes for anything that goes outside the camera. 

If you run it on device, it does the unexpected (but current according to the docs) behavior of expanding from the top and adding space to the bottom. 

In the document for ContentScaleAspect, it does state the content will expand from the bottom: 

	_ContentScaleAspect CONTENT_SCALE_ASPECT_EXPAND = 4
	The content's aspect will be preserved. If the target size has different aspect from the base one, the content will stay in the top-left corner and add an extra visible area in the stretched space._
	
But that isn't the behavior you see in the game window of Godot nor is it really useful. In project settings the initial position type is set to "Center of Primary Screen" so the behavior I would expect is that the content expands from the center of the screen so that content can expand without black bars on the top and bottom.

### Minimal reproduction project (MRP)

[mrp-expansion-issue.zip](https://github.com/user-attachments/files/17037815/mrp-expansion-issue.zip)
Repository: kubernetes
Issue: Can we add necessary labels when volume controller annotate PVC?
Labels: sig/storage,kind/feature,lifecycle/stale,needs-triage

### What would you like to be added?

Currently, volume controller will add `volume.kubernetes.io/storage-provisioner` annotation to the PVC to inform specific external-provisioner to provision the volume.  

However, external-provisioner list and watch PVC objects without any filter, that means it will save all the PVC objects in memory, not only the ones should be handled by it. This will cause oom when there are too many PVCs in the cluster, even though the PVCs are not to be handled by the external-provisioner. 

Can we add labels when volume controller add `volume.kubernetes.io/storage-provisioner` annotation to the PVC and add label filter in external-provisioner's informer to only list-watch the PVCs that should be provisioned by it?

### Why is this needed?

external-provisioner will OOM when there are too many PVCs in the cluster, even the PVCs should not be handled by it. We can use label-filter to avoid saving all the PVCs in memory.
Repository: pytorch
Issue: A question about `getDLDevice`
Labels: triaged,module: dlpack

### 🐛 Describe the bug

I'm wondering why pytorch do not return a `DLDeviceType::kDLCPUPinned` directly as code below when it is a CPU pinned device, as `kDLCPU` and `kDLCPUPinned` is discriminative in dlpack and having their own macro number, kDLCPU=1, kDLCPUPinned=3. Is there something I missed or it is a small bug? 

In addition, `kDLCPUPinned` in pytorch python code seems deprecated for it is renamed to `kDLCUDAHost` and not consistent with `aten/src/Aten/dlpack.h`.

<https://github.com/pytorch/pytorch/blob/a0207c8471989f13b0a30d7b532545793fc20cc1/aten/src/ATen/DLConvertor.cpp#L91-L125>



### Versions

main
Repository: terminal
Issue: Cannot install/update Windows Terminal: error 0x80070005
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Culprit-Centennial

### Windows Terminal version

1.21.2361.0

### Windows build number

10.0.19045.4894

### Other Software

_No response_

### Steps to reproduce

1. Download the `msixbundle` and double-click to install

Note that I _am_ able to install the latest version on Microsoft Store (v1.20.11781.0; I've checked after uninstalling and trying to install again), but I _am not_ able to install the latest GitHub release (v1.21.2361.0). Some hasty Googling tells me this is a probably an issue with permissions; how do I begin to debug this?

### Expected Behavior

I am able to install/update Windows Terminal successfully.

### Actual Behavior

I'm getting the following error message in the installer UI:

> App installation failed with error message: error 0x80070005: Opening the package from location Microsoft.WindowsTerminal_1.21.2361.0_8wekyb3d8bbwe.msixbundle failed. (0x80070005)
Repository: vscode
Issue: Messy underlining and icon clipping in Start section of Welcome page
Labels: bug,workbench-welcome,confirmation-pending

Type: <b>Bug</b>

Only in Insiders.

The underlining issue only shows when `"accessibility.underlineLinks": true` but the clipping of the bottom of the `Clone Git Repository...` icon is independent of that setting.

Screenshot below has Stable on left and Insiders on right, both husing temporary profile.

![image](https://github.com/user-attachments/assets/f8d517cc-1606-460a-84ac-899ebe2e90aa)

VS Code version: Code - Insiders 1.94.0-insider (c4efe1dc9eec4914f3076b2d954fe4fe174a5820, 2024-09-17T05:03:51.290Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: react-native
Issue: react-native version 0.75.3 Hermes logs not working properly: Not expanding the object
Labels: Debugger,Needs: Attention

### Description

In React Native version 0.75.3, Hermes engine logs are not working as expected. Specifically, when logging objects, the objects are not expanding fully, making it difficult to debug and inspect object properties.

### Steps to reproduce

### Steps to Reproduce:

1. Update the react-native version from 0.74.2 to 0.75.3.
2. Enable Hermes in iOS and Android both

3. Create a component that logs an object in the console, for example:

   ```javascript
   const obj = { name: 'John', age: 30, details: { city: 'New York' } };
   console.log(obj);
   ```

4. Run the app on an Android device or emulator (`npx react-native run-android`).

5. Open the debug console to view the Hermes logs.

### Expected behavior:
- The logged object should expand, allowing inspection of its nested properties.

### Actual behavior:
- The object is not expanding in the console, only showing a collapsed version, preventing inspection of deeper object properties.

### React Native Version

0.75.3

### Output of `npx react-native info`

```text
System:
  OS: macOS 15.0
  CPU: (8) arm64 Apple M1
  Memory: 126.66 MB / 8.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 22.3.0
    path: ~/.nvm/versions/node/v22.3.0/bin/node
  Yarn:
    version: 3.6.4
    path: /opt/homebrew/bin/yarn
  npm:
    version: 10.8.3
    path: ~/.nvm/versions/node/v22.3.0/bin/npm
  Watchman:
    version: 2024.04.29.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.14.0
    path: /opt/homebrew/lib/ruby/gems/3.3.0/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.0
      - iOS 18.0
      - macOS 15.0
      - tvOS 18.0
      - visionOS 2.0
      - watchOS 11.0
  Android SDK:
    Android NDK: 22.1.7171670
IDEs:
  Android Studio: 2024.1 AI-241.18034.62.2412.12266719
  Xcode:
    version: 16.0/16A242d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.12
    path: /usr/bin/javac
  Ruby:
    version: 3.3.3
    path: /opt/homebrew/opt/ruby/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.75.3
    wanted: 0.75.3
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```


### Screenshots and Videos


https://github.com/user-attachments/assets/ff412bed-0cb8-4b70-ab1a-762ea5f07dd5
Repository: opencv
Issue: Quantized model using opencv_zoo/quantize throws error in block_repear when src.dims() = 1 and axis = 1
Labels: bug

### System Information

Python 3.10.10
General configuration for 5.x =====================================

Platform:
Host: Linux (Ubuntu 22.04) x86_64
CMake: 3.22.1
Configuration: Debug Release

### Detailed description

cv.dnn.readNetFromONNX() fails for quantized dexined onnx edge detection in opencv 5.0 with error:

```
net = cv.dnn.readNetFromONNX(args.model)
cv2.error: OpenCV(5.0.0-pre) opencv/modules/dnn/src/onnx/onnx_importer.cpp:1070: error: (-2:Unspecified error) in function 'handleNode'
> Node [DequantizeLinear@ai.onnx]:(onnx_node!up_block_6.features.6.weight_quantized_node) parse error: OpenCV(5.0.0-pre) /media/pincambv/hugedrive1/opencv5_gursimar/opencv/modules/dnn/src/int8layers/quantization_utils.cpp:45: error: (-2:Unspecified error) in function 'void cv::dnn::block_repeat(cv::InputArray, const MatShape&, int, int, cv::OutputArray)'
> > Axis out of range:
> >     'axis >= 0 && axis < src.dims()'
> > where
> >     'axis' is 1
```

The original model can be downloaded from: 

[dexined.onnx](https://drive.google.com/file/d/1u_qXqXqaIP_SqdGaq4CbZyjzkZb02XTs/view?usp=sharing)

Quantization command: 

`python --input_model=dexined.onnx --block_size=16 --output_model=dexined_compressed.onnx`

Quantized model link: [quantized_dexined.onnx](https://github.com/gursimarsingh/opencv_zoo/raw/dexined_model/models/edge_detection_dexined/dexined.onnx)

### Steps to reproduce

Download the quantized model from: [quantized_dexined.onnx](https://github.com/gursimarsingh/opencv_zoo/raw/dexined_model/models/edge_detection_dexined/dexined.onnx)

```cpp 
net = readNetFromONNX("quantized_dexined.onnx")
```

```python
import cv2
net = cv2.dnn.readNetFromONNX("quantized_dexined.onnx")
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [x] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: storybook
Issue: [Bug]: Storybook injecting packageManager pnpm 8.1.0 when you run `npm run storybook`
Labels: bug,core

### Describe the bug

When you run `npm run storybook` on a vite project, it is injecting this into the package.json every single time:
```
"packageManager": "pnpm@8.1.0+sha1.09ebf306075e96037432071992bb00340c263d85"
```

1. This breaks the Chromatic Github Action.
2. If I want to use pnpm, I will. Don't force it on me.
3. [Version 8.1.0 is bugged with Node 20](https://github.com/pnpm/pnpm/issues/6424). You have to use 8.3.1 minimum or pnpm can't install libraries.


### Reproduction link

https://storybook.js.org/

### Reproduction steps

As stated in the description. Make a vite project and `npm run storybook` and it will inject that line into package.json every time.

Delete the line from package.json, `npm run storybook`, and it's back again.

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.6.1
    CPU: (12) arm64 Apple M2 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.17.0 - ~/.nvm/versions/node/v20.17.0/bin/node
    npm: 10.8.3 - ~/.nvm/versions/node/v20.17.0/bin/npm <----- active
    pnpm: 8.1.0 - ~/.nvm/versions/node/v20.17.0/bin/pnpm
  Browsers:
    Chrome: 128.0.6613.139
    Safari: 17.6
  npmPackages:
    @storybook/addon-essentials: 8.3.1 => 8.3.1 
    @storybook/addon-interactions: 8.3.1 => 8.3.1 
    @storybook/addon-links: 8.3.1 => 8.3.1 
    @storybook/blocks: 8.3.1 => 8.3.1 
    @storybook/manager-api: 8.3.1 => 8.3.1 
    @storybook/preview-api: 8.3.1 => 8.3.1 
    @storybook/react: 8.3.1 => 8.3.1 
    @storybook/react-vite: 8.3.1 => 8.3.1 
    @storybook/test: 8.3.1 => 8.3.1 
    @storybook/theming: 8.3.1 => 8.3.1 
    @storybook/types: 8.3.1 => 8.3.1 
    chromatic: 11.10.2 => 11.10.2 
    eslint-plugin-storybook: 0.8.0 => 0.8.0 
    storybook: 8.3.1 => 8.3.1 
    storybook-dark-mode: 4.0.2 => 4.0.2 
    storybook-react-i18next: 3.1.7 => 3.1.7
```


### Additional context

_No response_
Repository: PowerToys
Issue: Volume locker
Labels: Needs-Triage

### Description of the new feature / enhancement

A feature that would allow you to set a minimum below which your volume can't go. A maximum above which your volume can't go. Or lock your volume in place entirely, and don't allow it to change by any means.

### Scenario when this would be used?

It would be great for audio work. So you can ensure that your audio outputs are not changed after some drivers update and want to change volume levels to default.
It would be great if you have a volume knob in your setup, that you always move on mistake. So you don't make yourself deaf with sudden loudness.
It would be great if you listen on low volume and don't want to mute it by mistake.
It would be great if you work with software that changes your volume each time you open it.

### Supporting information

Having that lock feature per device would be great. But even having it for global volume would be a ear saver sometimes.
I've tried a couple of programs that offer similar functions. But not one had all of them, and not one worked exactly like this.
If you know of a program that does this already, please let me know. I would be very grateful.