sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Joint3D, connecting to Physical Bones doesn't respect Skeleton modifications/animations when initializing offsets
Labels: bug,topic:physics,topic:animation

### Tested versions

Tested in Godot 4.3.stable

### System information

Linux Mint 22, i9-9900KF, RTX 3080-ti Driver: 550.120

### Issue description

All Joint3D nodes fail to set the correct initial transforms for node_a and node_b if either of those nodes are PhysicalBones that have their positions modified by Skeleton Modifications before the joint is created. For example, SkeletonIK3D, and skeletal animations. If the animation is set directly in the inspector as the scene's starting animation the joint will be created correctly, but if the animation is changed after the start of the scene (yet before the joint3D's creation), the joint will operate as if the bones were still in the scene's initial state. I discovered this when trying to join an object to a PhysicalBone3D that was part of a SkeletonIK3D chain.

### Steps to reproduce

Add any scene that contains a Skeleton3D.
Create Physical Bones on Skeleton.
Create a physics body to connect to phys bone to.
In Code, play an animation, and afterwards create a Joint3D, and configure it to connect to the physics body and a Physical Bone.
Simulate PhysicalBones. The joint will not respect the animation state, unless the model was already in that state in the inspector before playing. (Bug also occurs with SkeletonIK3D)

### Minimal reproduction project (MRP)

[joint3dwithanimation.zip](https://github.com/user-attachments/files/17685402/joint3dwithanimation.zip)
Repository: next.js
Issue: use cache doesn't work properly with dynamic routes
Labels: bug,linear: next,dynamicIO

### Link to the code that reproduces this issue

https://github.com/cantemizyurek/next-js-dynamic-io-bug-report

### To Reproduce

Create a dynamic route [id] and put this code inside and try to build application. Throws error I think it should not be throwing.
And works as expected in dev mode.

```tsx
'use cache'

import { DisplayId } from './components'
import { Suspense } from 'react'
export default async function Page({
  ...props
}: {
  params: Promise<{ id: string }>
}) {
  return (
    <Suspense fallback={<div>Loading...</div>}>
      <DisplayId params={props.params} />
    </Suspense>
  )
}

```

### Current vs. Expected behavior

Not to throw errors when building

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.1.0: Thu Oct 10 22:05:53 PDT 2024; root:xnu-11215.41.3~5/RELEASE_ARM64_T6030
  Available memory (MB): 36864
  Available CPU cores: 12
Binaries:
  Node: 22.11.0
  npm: 10.9.0
  Yarn: N/A
  pnpm: 9.6.0
Relevant Packages:
  next: 15.0.4-canary.3 // Latest available version is detected (15.0.4-canary.3).
  eslint-config-next: 15.0.4-canary.3
  react: 19.0.0-rc-66855b96-20241106
  react-dom: 19.0.0-rc-66855b96-20241106
  typescript: 5.6.3
Next.js Config:
  output: N/A
```


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

dynamicIO

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

next build (local), Vercel (Deployed)

### Additional context

_No response_
Repository: PowerToys
Issue: Create a FancyZones utility command-line that supports locating and resize an app .exe into a selected zone number.
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be very nice to be able to start an app .exe under the control of a FancyZone command-line to locate and resize  an app into a selected zone number.  

### Scenario when this would be used?

Adding to a Cmd script or Powershell script to open a folder using explorer.exe or other .exe even like using to start a cmd.exe, powershell.exe forcing them into a selected zone number window location and its size.  

### Supporting information

Doesn't look like anyone else supports a fully functional solution. Nircnd fails to resize explorer windows.
Repository: PowerToys
Issue: in powertoys-run, windows search plugin, the order of the results is not consistent with system-wide search
Labels: Needs-Triage

### Description of the new feature / enhancement

I'm trying to customize the order of the results obtained by windows search plugin. For instance in Everything (file search engine) I have an option for that. In powertoys-run windows-search plugin I can't. After scratching my head, I thought that there is a global windows-search result-order configuration, quite probably backed by windows registry. The `WinSetView` tool makes this manifest. I can set my preferred order there for views of search results and it works. For instance when I search using windows-10, windows-explorer standard search bar, the configured order is honored and respected. But in powertoys-run it is not. Maybe the order is hard-coded. It would be very desirable that both orders were coherent (windows-explorer search bar and powertoys-run). Or at least to have a configuration option, if really a hard-code sorting is what is now used. Thanks for your time!

![Image](https://github.com/user-attachments/assets/66e1be7a-7315-459c-a8ca-7394eae02334)

### Scenario when this would be used?

I have a huge library of documents and need to take control of the order of windows search results.

### Supporting information

See attached screenshot at description. There it shows that a file I wanted to open had something to do with the word "twisted" in the name, and windows search, configured to sort using latest-access dates leads me there with laser like accuracy, but Powertoy-run makes me scroll to the last place out of view.
Repository: ollama
Issue: How to configure Ollama in Termux to use the local GPU and CPU acceleration model calculation?
Labels: feature request

How to configure Ollama in Termux to use the local GPU and CPU acceleration model calculation?
Repository: yt-dlp
Issue: Support more audio formats in EmbedThumbnail postprocessor
Labels: enhancement,triage,core:post-processor

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Currently the EmbedThumbnail postprocessor only supports `mp3, mkv/mka, ogg/opus/flac, m4a/mp4/m4v/mov` formats. Since mutagen is already a dependency, and mutagen can add cover art to WAVE and AIFF files in the form of ID3 tags (it's not part of the WAVE standard, but many audio players will recognize these tags without issue), it would be nice if the EmbedThumbnail postprocessor also worked on these formats.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: PowerToys
Issue: Chinese translation error - "密码" in the Welcome page should be "隐私设置"
Labels: Issue-Bug,Area-Localization,Needs-Triage,Issue-Translation

### Microsoft PowerToys version

0.86.0

### Utility with translation issue

Welcome / PowerToys Tour window

### 🌐 Language affected

Chinese(zh-cn)

### ❌ Actual phrase(s)

![Image](https://github.com/user-attachments/assets/d42a63f7-6292-4105-909a-87c31f1de265)
![Image](https://github.com/user-attachments/assets/b8aeae40-a055-4993-8b05-e6c97e500220)

## Error text:
“感谢你帮助改进 PowerToys! 你可以随时从  更改此项 密码。”

### ✔️ Expected phrase(s)

## Suggested text:
“感谢你帮助改进 PowerToys! 你可以随时从 隐私设置 更改此项。”

### ℹ Why is the current translation wrong

The current translation is incorrect because the word "密码" (password) does not match the intended meaning of "Privacy" in this context. The phrase "你可以随时从  更改此项 密码。" implies changing a password, which is misleading for users.

Correct translation suggestion:
Replace "密码" with "隐私设置" (Privacy settings) to accurately convey that this option relates to privacy settings, not a password.
Repository: deno
Issue: `Temporal.Duration.toLocaleString()` does not return a proper human-readable string
Labels: bug,upstream,temporal

Version: Deno 2.0.5

Expected:

```
> Temporal.Duration.from('P1DT6H30M').toLocaleString()
"1 day 6 hours 30 minutes"
```

Actual:

```
> Temporal.Duration.from('P1DT6H30M').toLocaleString()
"P1DT6H30M"
```

See also:

<https://tc39.es/proposal-temporal/docs/duration.html#toLocaleString>
Repository: ui
Issue: [bug]: Incident bug validateDOMNesting(...): <button> cannot appear as a descendant of <button>
Labels: bug

### Describe the bug

I creating tree compoent with checkbox like the below image

![image](https://github.com/user-attachments/assets/4eb91373-8d42-422c-a79f-c794bf8d4dab)

That component reference: https://github.com/shadcn-ui/ui/issues/355#issuecomment-1703767574

I'm notice if I put the **Checkbox** inside **Tree item** then I get error:  validateDOMNesting(...): <button> cannot appear as a descendant of <button> because the base implement Checkbox base on the Button that cause error. 

``` 
<div className='flex items-center gap-2'>
	<Checkbox />
 	<span className='text-sm truncate'>{item.name}</span>
</div>
```




### Affected component/components

CheckBox

### How to reproduce

1. Implement component : https://github.com/shadcn-ui/ui/issues/355#issuecomment-1703767574
2. Add check box inside TreeItem
3. Render Tree component

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
Warning: validateDOMNesting(...): <button> cannot appear as a descendant of
```


### System Info

```bash
- React 18
- Chrome Version 130.0.6723.117 (Official Build) (64-bit)
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: can't select text from markdown cells in preview
Labels: feature-request,notebook-markdown

<!-- ⚠️⚠️ 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. -->
Make text selectable in markdown cells in jupyter notebook.
Sometimes you can found code examples in markdown cells, and when you want to copy that, you need to start editing cell, and search for that part.
Repository: godot
Issue: Dynamic `GDScript` cannot resolve `class_name` in script
Labels: bug,discussion,topic:core,topic:gdscript

### Tested versions

- Reproducible in Godot v4.3.stable

### System information

Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 32.0.15.6109) - Intel(R) Core(TM) i7-10700KF CPU @ 3.80GHz (16 Threads)

### Issue description

When using the `GDScript` class to dynamically create a script, the `class_name` fails to resolve within the same script and results in the following error:

> Parser Error: Identifier not found: Foo

Attempting to save the script to a file and loading it using `load()` at run-time also doesn't work. Loading the same script statically when created in the editor works.

This is an issue when developing a code generator for Godot as testing it is impossible without dynamically creating classes. It is also a problem when creating GDScript-based mods.

### Steps to reproduce

```gdscript
func _ready() -> void:
	var gdscript := GDScript.new()
	gdscript.source_code = "class_name Foo extends Resource

static func get_foo() -> Foo:
	return Foo.new()
"
	gdscript.reload()
	var foo : Variant = gdscript.new()
	print(foo)
```

### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/17686435/project.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Couldnt install Torch
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

Runtime error: couldn't install Torch

### Steps to reproduce the problem

1. Run webui.bat

### What should have happened?

Torch should have downloaded

### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

I do not know how to use --dump-sysinfo commandline argument to generate the file.

### Console logs

```Shell
'"D:\FC Diff\stable-diffusion-webui\venv\Scripts\activate.bat"' is not recognized as an internal or external command,
operable program or batch file.
venv "D:\FC Diff\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.10 (tags/v3.10.10:aad5f6a, Feb  7 2023, 17:20:36) [MSC v.1929 64 bit (AMD64)]
Version: v1.10.1
Commit hash: 82a973c04367123ae98bd9abdf80d9eda9b910e2
Installing torch and torchvision
D:\FC Diff\stable-diffusion-webui\venv\Scripts\python.exe: No module named pip
Traceback (most recent call last):
  File "D:\FC Diff\stable-diffusion-webui\launch.py", line 48, in <module>
    main()
  File "D:\FC Diff\stable-diffusion-webui\launch.py", line 39, in main
    prepare_environment()
  File "D:\FC Diff\stable-diffusion-webui\modules\launch_utils.py", line 381, in prepare_environment
    run(f'"{python}" -m {torch_command}', "Installing torch and torchvision", "Couldn't install torch", live=True)
  File "D:\FC Diff\stable-diffusion-webui\modules\launch_utils.py", line 116, in run
    raise RuntimeError("\n".join(error_bits))
RuntimeError: Couldn't install torch.
Command: "D:\FC Diff\stable-diffusion-webui\venv\Scripts\python.exe" -m pip install torch==2.1.2 torchvision==0.16.2 --extra-index-url https://download.pytorch.org/whl/cu121
Error code: 1
Press any key to continue . . .
```


### Additional information

I was trying with python 3.10.6 but read that switching to 3.10.10 resolved the issue. I have tried both pythons and get the same error. 
Other solutions have been to delete the Venv folder and rerun webui.bat. when I attempt this I get an error saying webui cannot create a venv folder. 
Note: I have a AMD Ryzen 7 5700G with Radeon Graphics
Repository: vscode
Issue: Mac link server terminal: The window crashed unexpectedly (reason: "crashed", code: "5")
Labels: info-needed

窗口意外终止 (原因:"crashed"，代码:"5")
The window crashed unexpectedly (reason: "crashed", code: "5")
Repository: rust
Issue: Official binaries for `wasm32-unknown-unknown` (and potentially other WASM platforms?) contain code for the wrong architecture
Labels: T-bootstrap,O-wasm,C-bug

The `compiler-builtins` crate compiles C code for WASM platforms since https://github.com/rust-lang/compiler-builtins/pull/566. This works if the C compiler is Clang, as it passes the appropriate `-target`. However, in a GCC build environment this means that the `cc` crate will end up silently compiling code for the wrong architecture entirely. This means that, for example, the `compiler-builtins` shipping for `wasm32-unknown-unknown` via Rustup contains object files like the following:

```
45c91108d938afe8-cmpti2.o: ELF 64-bit LSB relocatable, x86-64, version 1 (SYSV), with debug_info, not stripped
```

I suppose that the build for these needs to arrange for Clang to be present, or perhaps even specified explicitly in the `target.*.{cc,cxx,linker}` settings.

(Was redirected here from https://github.com/rust-lang/compiler-builtins/issues/732.)
Repository: rust
Issue: Incorrect expected type for associated type with `specialization`
Labels: A-specialization,C-discussion

The following code:

```rust
#![feature(specialization)]

#[derive(Clone, Copy, Debug)]
struct Cons<Item, Tail>(pub Item, pub Tail);

#[derive(Clone, Copy, Debug)]
struct Nil;

trait GetInternal<Item> {
    type Item;

    fn get(self) -> Self::Item;
}

impl<Item, Other, Tail> GetInternal<Item> for Cons<Other, Tail>
where
    Tail: GetInternal<Item>,
{
    default type Item = Tail::Item;

    fn get(self) -> Self::Item {
        self.1.get()
    }
}
```

Results in the following error:

```
   Compiling playground v0.0.1 (/playground)
warning: the feature `specialization` is incomplete and may not be safe to use and/or cause compiler crashes
 --> src/lib.rs:1:12
  |
1 | #![feature(specialization)]
  |            ^^^^^^^^^^^^^^
  |
  = note: see issue #31844 <https://github.com/rust-lang/rust/issues/31844> for more information
  = help: consider using `min_specialization` instead, which is more stable and complete
  = note: `#[warn(incomplete_features)]` on by default

error[E0308]: mismatched types
  --> src/lib.rs:22:9
   |
15 | impl<Item, Other, Tail> GetInternal<Item> for Cons<Other, Tail>
   |                   ---- found this type parameter
...
21 |     fn get(self) -> Self::Item {
   |                     ---------- expected `<Cons<Other, Tail> as GetInternal<Item>>::Item` because of return type
22 |         self.1.get()
   |         ^^^^^^^^^^^^ expected `Cons<Other, Tail>`, found type parameter `Tail`
   |
   = note: expected associated type `<Cons<Other, Tail> as GetInternal<Item>>::Item`
              found associated type `<Tail as GetInternal<Item>>::Item`
   = note: an associated type was expected, but a different one was found

For more information about this error, try `rustc --explain E0308`.
warning: `playground` (lib) generated 1 warning
error: could not compile `playground` (lib) due to 1 previous error; 1 warning emitted
```

However, the expected associated type should be `<Tail as GetInternal<Item>>::Item`, not `<Cons<Other, Tail> as GetInternal<Item>>::Item`. The error disappears if specialization is removed.

The error occurs with `min_specialization` as well, but `min_specialization` also gives an error about trying to specialize an associated type, so I assume `min_specialization` is not supposed to support specializing associated types.

P.S. This example was pared down from a larger example, so the reason for specialization is no longer present.

### Meta

`rustc --version --verbose`:
```
rustc 1.84.0-nightly (59cec72a5 2024-11-08)
binary: rustc
commit-hash: 59cec72a57af178767a7b8e7f624b06cc50f1087
commit-date: 2024-11-08
host: x86_64-unknown-linux-gnu
release: 1.84.0-nightly
LLVM version: 19.1.3
```
Repository: puppeteer
Issue: [Feature]: Map chrome extension frame into puppeeter frame
Labels: feature,P3

### Feature description

I don't think there is an easy way to find puppeter frame by chrome extension frame. Example:
  const currentChromeFrame = await chrome.webNavigation.getFrame({ tabId, frameId });
  const puppeterFrame = page.frames().find((x) => x.url() === currentChromeFrame.url);
  
  This is an example to find it by url, but what if we have multiple iframes with the same url?
  Is there a way to map it by id? FrameId in chrome frame is a number in the format of 1234, whereas puppeeter is a string.
Repository: godot
Issue: tooltip changes position of control nodes in canvas layer
Labels: bug,topic:gui

### Tested versions

reproducible in:
- 4.4Dev-4,
- 4.4Dev-5,
- 4.4Dev-6,
- 4.4Dev-7
- 4.4Beta-1

not reproducible in
- 4.4.Dev-3

### System information

Linux 6.10.11-2-MANJARO #1 SMP PREEMPT_DYNAMIC Thu Sep 26 03:28:26 UTC 2024 x86_64 GNU/Linux

### Issue description

when tool tip shows it changes position of all control nodes to the top left

but only they are children of CanvasLayer

it should only show tool tip and leave the position of control nodes alone

### Steps to reproduce

just run project hover mouse over the "tab window"
and it'll change position of window

### Minimal reproduction project (MRP)

[mrp-tooltip.zip](https://github.com/user-attachments/files/17686932/mrp-tooltip.zip)

Edit:
Reproducible in 4.4Dev-5
Reproducible in 4.4Dev-6
Reproducible in 4.4Dev-7
Reproducible in 4.4Beta-1
Repository: PowerToys
Issue: Bug with arc run
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

WinGet

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Was just using powertoys run when came across an error. 'Something went wrong' Logs:[2024-11-09.txt](https://github.com/user-attachments/files/17686935/2024-11-09.txt)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: bitcoin
Issue: importdescriptors always rescans
Labels: Feature,Wallet,RPC/REST/ZMQ

### Is there an existing issue for this?

- [X] I have searched the existing issues

### Current behaviour

Running `importdescriptors` with `timestamp: now` rescans the last 2 hours worth of blocks.

The docs say that '"now" can be specified to bypass scanning' but that doesn't appear to be true:

```
"timestamp": timestamp | "now",    (integer / string, required) Time from which to start rescanning the blockchain for this descriptor, in UNIX epoch time
                                   Use the string "now" to substitute the current synced blockchain time.
                                   "now" can be specified to bypass scanning, for outputs which are known to never have been used, and
                                   0 can be specified to scan the entire blockchain. Blocks up to 2 hours before the earliest timestamp
                                   of all descriptors being imported will be scanned as well as the mempool.
```

I also tried using timestamps several days into the future, but still see about 2 hours worth of blocks being rescanned. I want to be able to import a description without triggering any block rescan.

### Expected behaviour

I expect the behavior to match the docs.

### Steps to reproduce

1. Run importdescriptors with the timestamp set to "now"
2. See in the log that the wallet rescanned some blocks

### Relevant log output

_No response_

### How did you obtain Bitcoin Core

Compiled from source

### What version of Bitcoin Core are you using?

v28.0

### Operating system and version

Some kind of Debian

### Machine specifications

_No response_
Repository: excalidraw
Issue: Pan with one finger in pen mode
Labels: enhancement

This is probably my biggest ux drawback when using excalidraw on any tablet.

It would be perfect if the app could use one finger to pan when pen mode is enabled, and leave two fingers touch like it is now, pan and zoom.

Is there any decision by design of why this is not yet implemented?