sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: devtools injector tree tab "hide injectors with no providers" filtering incorrectly
Labels: area: devtools

### Which @angular/* package(s) are the source of the bug?

devtools

### Is this a regression?

Yes

### Description

it should be showing `Root` injector as it does have providers, but only platform gets shown.

[Best see this video here](https://www.youtube.com/watch?v=2m46wzuyodw).

### Please provide a link to a minimal reproduction of the bug

https://github.com/ducin/angular-bug-repros/blob/devtools-injector-tree-tab-repro


### Please provide the environment you discovered this bug in (run `ng version`)

```true
angular v17.3.4
```
Repository: flutter
Issue: [Proposal] Support rich text in `flutter gen-l10n`
Labels: c: new feature,tool,a: internationalization,c: proposal,P3,team-tool,triaged-tool

### Use case

Currently when using `flutter gen-l10n`, there is no built-in support for generating translations that might require `Text.rich()` widgets with different text styles for specific elements in the text.

Users have to resort to defining multiple individual strings, along with manually stitching together the Text.rich() widgets.

### Proposal

Extend the `flutter gen-l10n` tool, so that it supports generating a `Text.rich()` using a function, rather than just a `String` for the text.

A good middle ground would be to update the generator so that it can generate the following:

```dart
TextSpan someTranslation({required InlineSpan parameterOne, required InlineSpan parameterTwo}) {
  return TextSpan(
    children: <InlineSpan>[
      const TextSpan(text: 'Part of the translated string'),
      parameterOne,
      const TextSpan(text: 'Another part of the translated string'),
      parameterTwo,
    ],
  );
}
```

This way, the base `TextSpan()`s can take the base styling from `Text.rich()` but the `InlineSpan` can be provided a TextStyle by the user (using a manually provided TextSpan). For the generated TextSpan's you lose out on the extra parameters, though.

Perhaps we could use a new format hint, i.e. `richText` in the ARB metadata, to determine how to interpret the values.
Although, using the existing "placeholders" metadata part might not be sufficient, as one could then easily mix up the different placeholders. We might be able to stringify primitives though, but for the first implementation I'd rather keep the InlineSpan inputs separate from anything else, to reduce complexity.
Repository: flutter
Issue: Support `Radio.adaptive` for RadioMenuButton
Labels: framework,f: material design,would be a good package,c: proposal,P2,team-design,triaged-design

### Use case

RadioMenuButton uses [Radio](https://api.flutter.dev/flutter/material/Radio-class.html) fixedly which supports Material Design only.

https://github.com/flutter/flutter/blob/1fba66d82e92bb0e9a10fbd4b7af8d53f987e25b/packages/flutter/lib/src/material/menu_anchor.dart#L1576



### Proposal

Since we have [Radio.adaptive](https://github.com/flutter/flutter/blob/1fba66d82e92bb0e9a10fbd4b7af8d53f987e25b/packages/flutter/lib/src/material/radio.dart#L118), could we also have `RadioMenuButton.adaptive`?

| Radio | Radio.adaptive |
| --------------- | --------------- |
<img width="200" src="https://github.com/flutter/flutter/assets/104349824/2bf0a0e9-303a-4be2-9b65-07a424bba7a5"> | <img width="200" src="https://github.com/flutter/flutter/assets/104349824/0a54d371-3a5b-425b-afeb-f56ef6ad1313">
Repository: godot
Issue: Tooltips are empty for one frame when they appear
Labels: bug,topic:gui

### Tested versions

4.3 dev6
Not sure when it started.

### System information

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

### Issue description

When a tooltip appears, it will be gray for a very brief moment:

https://github.com/godotengine/godot/assets/2223172/bbbbb1ce-0b60-4068-81a3-74c213bf303f

It appears as empty Viewport until the content is loaded.

### Steps to reproduce

1. Hover something with tooltip
2. Look closely when the tooltip appears

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: F5 and F6 shortcuts do not reload the scene when focused on the running project window
Labels: enhancement,discussion,topic:editor,confirmed

### Tested versions

Godot v4.2.2.stable

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Plus Graphics (Intel Corporation; 31.0.101.2125) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)

### Issue description

When you try to reload the played scene using the F5 or F6 shortcut, the 'reload the played scene' does not reload. You have to click the button to reload the current scene.

### Steps to reproduce

When you Run Project or Run Current Scene, either via the button, or the F5/F6 shortcuts, the game plays.
The Run Project or Run Current Scene icon then changes to a reload icon.
If you attempt to reload the scene by clicking the icon, it reloads as expected.
If you try to use the F5/F6 shortcut it does not reload the scene.

### Minimal reproduction project (MRP)

N/A
Repository: next.js
Issue: context
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/confident-field-df495n?file=%2Fapp%2Fpage.tsx%3A6%2C1

### To Reproduce

1. Wrap layout.tsx with a contextProvider, passing state and setState.
2. Add a client component in the page.tsx.
3. In the client component, use setState with a function as the parameter, sometimes the function may execute twice.
<img width="1024" alt="image" src="https://github.com/vercel/next.js/assets/33473651/a6d9e77c-c35c-4207-9621-aac279ae8eec">


### Current vs. Expected behavior

I hope the function inside setState executes only once

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


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

Not sure

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

next dev (local)

### Additional context

_No response_
Repository: go
Issue: cmd/go: TestScript/gotoolchain_net failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/go" && test == "TestScript/gotoolchain_net"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8748562836007031617)):

    === RUN   TestScript/gotoolchain_net
    === PAUSE TestScript/gotoolchain_net
    === CONT  TestScript/gotoolchain_net
        script_test.go:135: 2024-05-07T21:32:54Z
        script_test.go:137: $WORK=/Volumes/Work/s/w/ir/x/t/cmd-go-test-469277563/tmpdir4034962615/gotoolchain_net3197897452
    go proxy: open /Volumes/Work/s/w/ir/x/w/goroot/src/cmd/go/testdata/mod/golang.org_toolchain_v0.0.1-go1.9999x.darwin-amd64.txt: no such file or directory
    go proxy: no archive golang.org/toolchain v0.0.1-go1.9999x.darwin-amd64: file does not exist
        script_test.go:159: 
            PATH=/Volumes/Work/s/w/ir/x/t/cmd-go-test-469277563/tmpdir4034962615/testbin:/Volumes/Work/s/w/ir/x/w/goroot/bin:/Volumes/Work/s/w/ir/x/w/goroot/bin:/Volumes/Work/s/w/ir/x/w/goroot/bin:/Volumes/Work/s/w/ir/cache/tools/bin:/Volumes/Work/s/w/ir/bbagent_utility_packages:/Volumes/Work/s/w/ir/bbagent_utility_packages/bin:/Volumes/Work/s/w/ir/cipd_bin_packages:/Volumes/Work/s/w/ir/cipd_bin_packages/bin:/Volumes/Work/s/w/ir/cipd_bin_packages/cpython3:/Volumes/Work/s/w/ir/cipd_bin_packages/cpython3/bin:/Volumes/Work/s/w/ir/cache/cipd_client:/Volumes/Work/s/w/ir/cache/cipd_client/bin:/Volumes/Work/s/cipd_cache/bin:/opt/infra-tools:/opt/local/bin:/opt/local/sbin:/usr/local/sbin:/usr/local/git/bin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin
            HOME=/no-home
    ...
            matched: go: download go1.9999x for darwin/amd64: toolchain not available
            # GOTOOLCHAIN from network (0.185s)
            > [!exec:/bin/sh] stop 'the fake proxy serves shell scripts instead of binaries'
            [condition not met]
            > env GOTOOLCHAIN=go1.999testmod
            > go version
            [stderr]
            go: downloading go1.999testmod (darwin/amd64)
        script_test.go:159: FAIL: testdata/script/gotoolchain_net.txt:19: go version: signal: illegal instruction
    --- FAIL: TestScript/gotoolchain_net (0.27s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: node
Issue: Verify that `npm` is runnable in tests
Labels: test,npm

Issues like #52682 and #52884 show that (sometimes) `npm` is not properly packaged in a release. I believe the tests should also check whether `npm` works properly to prevent issues like these from occurring.
Repository: deno
Issue: import map affects `deno run npm:<package>`
Labels: bug,cli,node resolution

Version: Deno 1.43.1

Example given by the doc: https://docs.deno.com/runtime/manual/basics/import_maps#example---using-project-root-for-absolute-imports
```json
{
  "imports": {
    "/": "./",
    "./": "./"
  }
}
```

This seems to affect the way paths are resolved when using a command like `deno run npm:<package>`.

For example, with the above configuration in `deno.json`, the command `deno run npm:openapi-typescript ...` will fail with the error:
```
error: Module not found "file:///home/user/project-dir/home/user/.cache/deno/npm/registry.npmjs.org/openapi-typescript/6.7.5/bin/cli.js".
```

As you can see, `/home/user/.cache/...` has not been used like an absolute path but has been added to the project dir.

Not sure if this is an issue with the example given by the doc or the path resolving using import map.

---

Explicitly removing the use of config file solve the issue: `deno run --no-config npm:<package>`
Repository: vscode
Issue: Extension buttons are cropped
Labels: polish,extensions

<img width="333" alt="image" src="https://github.com/microsoft/vscode/assets/900690/5250152d-fe85-437d-b1a1-f8435abe53d5">

I think an approach here would be to have a "..." in the end.
Repository: ollama
Issue: Support for InternVL-Chat-V1.5
Labels: model request

https://huggingface.co/OpenGVLab/InternVL-Chat-V1-5

We introduce InternVL 1.5, an open-source multimodal large language model (MLLM) to bridge the capability gap between open-source and proprietary commercial models in multimodal understanding. We introduce three simple designs:

Strong Vision Encoder: we explored a continuous learning strategy for the large-scale vision foundation model---InternViT-6B, boosting its visual understanding capabilities, and making it can be transferred and reused in different LLMs.
Dynamic High-Resolution: we divide images into tiles ranging from 1 to 40 of 448 × 448 pixels according to the aspect ratio and resolution of the input images, which supports up to 4K resolution input.
High-Quality Bilingual Dataset: we carefully collected a high-quality bilingual dataset that covers common scenes, document images, and annotated them with English and Chinese question-answer pairs, significantly enhancing performance in OCR- and Chinese-related tasks.
Repository: ollama
Issue: stop loading model while i close my computer.
Labels: bug

### What is the issue?

During the download, the computer screen stopped. When I opened it again, I found that it was stuck at the previous download progress.Even if I download another model, it will still be like this.

<img width="566" alt="image" src="https://github.com/ollama/ollama/assets/18061322/ca8379f3-e898-477b-b681-3ca655bae6d3">


### OS

macOS

### GPU

AMD

### CPU

AMD

### Ollama version

0.1.27
Repository: next.js
Issue: Next build perf issue with long string `.concat` function
Labels: bug,Performance,linear: next

### Link to the code that reproduces this issue

https://github.com/ant-design/ant-design/issues/48758

### To Reproduce

Hi, I'm the member of antd team. Recently get report with build perf issue of Next.js:

https://github.com/ant-design/ant-design/issues/48758

After dig, found that Next.js has the perf issue with long string `.concat` function. Pls help to check on this. Here is the workaround PR on antd side:

https://github.com/react-component/async-validator/pull/9

The research report (PR background part):

https://github.com/ant-design/ant-design/pull/48829

### Current vs. Expected behavior

Generating static file as fast as expected.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:12:41 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T8103
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 18.19.1
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: 8.15.7
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Performance

### Which stage(s) are affected? (Select all that apply)

next build

### Additional context

_No response_
Repository: godot
Issue: Scripts fail to load with a parse error on exported projects if it uses editor classes
Labels: discussion,topic:gdscript,topic:export

### Tested versions

v4.3.dev.custom_build [2042420bd]

### System information

Windows 11

### Issue description

Tool scripts using an editor class such as `EditorInterface` will fail to load with a parse error only on exported projects.

```gdscript
@tool
extends Node3D

func _init() -> void:
	if Engine.is_editor_hint():
		var editor_filesystem = EditorInterface.get_resource_filesystem()
		if not editor_filesystem.resources_reimported.is_connected(_on_resource_reimport):
			editor_filesystem.resources_reimported.connect(_on_resource_reimport)

func _on_resource_reimport(resources:PackedStringArray):
	pass
```

Output of debug template console wrapper:
```cmd
SCRIPT ERROR: Parse Error: Identifier "EditorInterface" not declared in the current scope.
          at: GDScript::reload (res://node_3d.gd:6)
ERROR: Failed to load script "res://node_3d.gd" with error "Parse error".
   at: ResourceFormatLoaderGDScript::load (modules\gdscript\gdscript.cpp:2894)
```

Well, it makes sense. Editor classes aren't included in distribution builds but there is no conditional compiling in GDScript so tool scripts with game and editor code can't be used at all in a project.

Workarounds:
* Reject types, return to dynamic: `var editor_interface = Engine.get_singleton("EditorInterface")`.
* Distribute the source project with `godot.exe`.

### Steps to reproduce

Export a project that uses the script above with a debug template and run the `.console.exe` version.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: When opening and randomly using SSMS, the keybindings get into an a degraded state
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

(to the best of my knowledge)
1. Install PowerToys && SSMS (Sql Server Management Studio)
2. Using the Keyboard Manager, switch `Caps Lock to Ctrl (Left)` and `Ctrl (Left) to Caps Lock`
3. Ensure above keybindings were updated
4. Open SSMS, and randomly begin to use SSMS
5. Check that the keybindings are not messed up

I cannot reliably produce this, but it is without a doubt that somehow SSMS is linked to the issue, as this is the only area I experience this degraded keybinding state. I'm not 100% sure its PowerToys Keyboard Manager also playing a part. However, my peers do not face this issue and also do not use PowerToys, so there is correlation there.




### ✔️ Expected Behavior

All keybindings are unaffected, and that I still have Caps Lock and Ctrl (Left) Swapped.

### ❌ Actual Behavior

- Whenever I open SSMS, or randomly when I open new tabs, my keybindings become completely messed up. My escape key becomes the windows key, random letters on the keyboard begin to execute random functionality, causing confusion.
- I can reliably mitigation this by randomly pressing Esc, Caps Lock, and Windows Key. I have no idea why this works, but it works every time.

### Other Software

SSMS Version Info (however this has occurred for all versions of SSMS I have installed for the past two years).

SQL Server Management Studio                        20.1.10.0
SQL Server Management Objects (SMO)                        17.100.31.0+ccc8de5aee492d8b603963ce96e9f9877a21afa4
Microsoft T-SQL Parser                        17.2.1.1+f4dfdb798c9aaa90bbe9a0cbfd92e100200ad26c.f4dfdb798c9aaa90bbe9a0cbfd92e100200ad26c
Microsoft Analysis Services Client Tools                        20.0.3.0
Microsoft Data SqlClient (MDS)                        5.1.5
Microsoft SQL Server Data-Tier Application Framework (DacFX)                        162.2.111.2+1a4d708fee9d82fe4e01e02f3962d1e83d374807.1a4d708fee9d82fe4e01e02f3962d1e83d374807
Microsoft .NET Framework                        4.0.30319.42000
Operating System                        10.0.19044
Repository: node
Issue: flaky: wpt/test-compression
Labels: windows,flaky-test,linux

### Test

wpt/test-compression

### Platform

Windows

### Console output

```console
16:24:31  failed 1 out of 10
16:24:31 not ok 989 wpt/test-compression
16:24:31   ---
16:24:31   duration_ms: 778.02100
16:24:31   severity: crashed
16:24:31   exitcode: 3221225477
16:24:31   stack: |-
16:24:31     [SKIPPED] compression-bad-chunks.tentative.any.js: Execution "hangs", ArrayBuffer and TypedArray is not accepted and throws, instead of rejects during writer.write
16:24:31     [SKIPPED] decompression-bad-chunks.tentative.any.js: Execution "hangs", ArrayBuffer and TypedArray is not accepted and throws, instead of rejects during writer.write
16:24:31     [SKIPPED] decompression-buffersource.tentative.any.js: ArrayBuffer and TypedArray is not accepted and throws, instead of rejects during writer.write
16:24:31     [SKIPPED] idlharness-shadowrealm.window.js: ShadowRealm support is not enabled
16:24:31     [SKIPPED] third_party\pako\pako_inflate.min.js: This is not a test file.
```
```


### Build links

- https://ci.nodejs.org/job/node-test-binary-windows-js-suites/27610/RUN_SUBSET=0,nodes=win2022-COMPILED_BY-vs2022/console

### Additional information

_No response_
Repository: godot
Issue: Blur shader doesn't work in WebGL 2.0
Labels: bug,platform:web,topic:rendering

### Tested versions

Tested in Godot **v4.2.1.stable.official** and **v4.3.dev6.official**

### System information

Godot v4.2.1.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Mobile) - integrated AMD Radeon Vega 8 Graphics (RADV RAVEN) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

*DISCLAIMER: I'm a shader noob.*

Blur shader works in editor but not in web export.

```shader
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, repeat_enable, filter_linear_mipmap;

uniform float lod: hint_range(0.0, 5.0) = 1.5;

void fragment(){
	vec4 color = textureLod(SCREEN_TEXTURE, SCREEN_UV, lod);
	COLOR = color;
}
```

This is how it looks in editor -also when I click play-

![imagen](https://github.com/godotengine/godot/assets/12116228/10126f22-0abe-4846-ab98-3616acd973ac)

This is how it looks both in Firefox 125.0.2 (64-bit) and Chrome 124.0.6367.155 (64-bit)

![imagen](https://github.com/godotengine/godot/assets/12116228/143acd63-1382-4d43-9a43-24f76551a3c8)

Firefox errors with:

```
WebGL warning: drawArraysInstanced: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0: Attached mip level is invalid for texture.
```

And Chrome with:

```
[.WebGL-0x2e14101d7f00] GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is incomplete: Attachment level is not in the [base level, max level] range.
```

I also tested with a TextureRect instead of a ColorRect, attached a 2048x2048 white-filled texture, tried reimporting the texture with different compression modes and mipmaps enabled, nothing changed.

### Steps to reproduce

Run provided MRP.

### Minimal reproduction project (MRP)

[webgl_blur_shader.zip](https://github.com/godotengine/godot/files/15251087/webgl_blur_shader.zip)
Repository: flutter
Issue: [ios][camera] Enable camera while in multitasking mode (split view in iPadOS)
Labels: c: new feature,platform-ios,p: camera,package,c: proposal,e: OS-version specific,P2,team-ios,triaged-ios

### Use case

The camera package does not support iPadOS's multitasking mode. The camera will not be enabled if the screen has been split to have 2 apps running side by side.

### Proposal

A simple toggle should be added to the camera package for iOS >= 16 to enable it during configuration.

```
bool isMultitaskingEnabled = false;
```

Pass this value along from the camera controller constructor into the platform implementation for iOS.

In camera_avfoundation do a check during the initial captureSession config:
```
if #available(iOS 16.0, *) {
  if captureSession.isMultitaskingCameraAccessSupported {
    captureSession.isMultitaskingCameraAccessEnabled = isMultitaskingEnabled
  }
}
```

This parameter would only work for iOS >= 16 so just note that in the comments and documentation.
Repository: pytorch
Issue: dynamo test (test_model_output.py) failing on cpu devices because of cuda hardcoding for the device
Labels: triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

CI test `dynamo\test_model_output.py` is failing on aarch64 platform because the device is hardcoded to cuda in one of the subtests.

Reproducer: 
` python test/dynamo/test_model_output.py -k test_HF_bert_model_output`

Error log:
```
___________________________________________________________ TestModelOutput.test_HF_bert_model_output ___________________________________________________________
Traceback (most recent call last):
 File "/home/ubuntu/pytorch/test/dynamo/test_model_output.py", line 232, in test_HF_bert_model_output
  sequence_output = torch.rand(1, 12, 768).to("cuda")
 File "/home/ubuntu/.local/lib/python3.10/site-packages/torch/cuda/__init__.py", line 284, in _lazy_init
  raise AssertionError("Torch not compiled with CUDA enabled")
AssertionError: Torch not compiled with CUDA enabled
To execute this test, run the following from the base repo dir:
   python test/dynamo/test_model_output.py -k test_HF_bert_model_output
```

### Versions

platform: aarch64 linux (without cuda )
OS: Ubuntu 22.04
torch mainline


cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng