sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Test and iterate on TS expandable hover apis
Labels: feature-request,editor-hover,on-testplan

To try it:

- Build this TS branch and set it as your workspace TS version: https://github.com/microsoft/TypeScript/pull/59940
- In VS Code `"typescript.experimental.expandableHover": true`

Let's test out TS's current implementation of expandable hovers. The main question is if the UI is good enough as-is, or if it turns out we need something different, which may require API changes
Repository: svelte
Issue: docs improvements
Labels: documentation

### Describe the problem

implement suggestions from #ambassadors

### Describe the proposed solution

- untrack
- how to use interfaces with $props
- how to type a component (ReturnType<typeof Component>)
- links between tutorial and docs

### Importance

nice to have
Repository: godot
Issue: Shadow Caster Mask does not affect LightmapGI baking for lights with Static bake mode
Labels: bug,discussion,topic:rendering,topic:3d

- *Related to https://github.com/godotengine/godot/issues/56611.*

### Tested versions

- Reproducible in: 4.4.dev https://github.com/godotengine/godot/commit/7187c251da3fabbfe1dbc87d2c33692bb6d9823b

### System information

Godot v4.4.dev (7187c251d) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 560.35.03) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)

### Issue description

The [Light3D Shadow Caster Mask property](https://github.com/godotengine/godot/pull/85338) does not affect lights with Static bake mode when baking lightmaps.

Like https://github.com/godotengine/godot/issues/56611, this may be considered to be intended (as disabling shadow casting for certain objects may be done for performance reasons, which is a moot point for an offline baking process). However, this can be an issue if the shadow casting is disabled for aesthetic reasons or for accurate [shadowmask baking](https://github.com/godotengine/godot/pull/85653) (for DirectionalLight3D).

### Real-time light

![Real-time](https://github.com/user-attachments/assets/7e059272-2e4d-4b7b-b365-a873a0d4ee7c)

### Baked light with Static bake mode

*Notice how some objects that previously didn't cast shadows now cast shadows.*

![Baked](https://github.com/user-attachments/assets/39db3efd-b749-4ccd-b2c9-58ca64bf32ba)

### Steps to reproduce

- Create meshes, some on visual layer 1, some on visual layer 2.
- Create lights with shadows enabled. Set their shadow caster mask to affect only layer 1.
- Set lights to **Static** bake mode. Before baking, notice that certain objects don't cast shadows (which is expected).
- Bake lightmaps. Notice how all objects cast shadows now.

### Minimal reproduction project (MRP)

[test_shadow_caster_mask_lightmap.zip](https://github.com/user-attachments/files/17580783/test_shadow_caster_mask_lightmap.zip)
Repository: godot
Issue: LightmapGI leaks on box PrimitiveMeshes due to poor UV2 generation quality
Labels: bug,topic:rendering,topic:3d

### Tested versions

- Reproducible in: 4.4.dev https://github.com/godotengine/godot/commit/7187c251da3fabbfe1dbc87d2c33692bb6d9823b

### System information

Godot v4.4.dev (7187c251d) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 560.35.03) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)

### Issue description

LightmapGI leaks on box PrimitiveMeshes due to poor UV2 generation quality. This does not occur when using scenes imported from glTF files (created using Blender), regardless of whether multiple cubes were assembled together in Godot or the scene design was done in Blender entirely as a single object. This occurs even at Ultra quality with the denoiser disabled, and bicubic sampling disabled in the Project Settings.

The issue is less noticeable at higher texel scales, since this is resolution-dependent.

The geometry on all scenes is 100% identical, down to the triangulation order for the *Multiple Imported Scenes* example. The *Single Imported Scene* has a different triangulation order for its boxes, but that shouldn't affect UV2 generation quality noticeably.

I haven't tested whether this occurs with other PrimitiveMeshes, but BoxMesh is likely the most prominent example.

![Boxes](https://github.com/user-attachments/assets/8495d5ca-cd5f-4ff7-b960-8bfa3199726a)

cc @BastiaanOlij 

### Scene assembled using box PrimitiveMeshes

*Notice the light leaking on boxes' edges, or overly dark edges.*

![Godot](https://github.com/user-attachments/assets/d84ac8d6-de4b-403a-a6dc-37f7a44f3717)

### Scene assembled using boxes exported from Blender

*Notice the lack of light leaking or overly dark edges.*

![Blender](https://github.com/user-attachments/assets/a75af5e0-dcce-4cc8-a9ef-c67e334ce11b)

### Steps to reproduce

- Create a MeshInstance3D with a BoxMesh and enable **Add UV2** in the BoxMesh resource's properties.
- Duplicate the MeshInstance3D a few times to create a basic layout.
- Create a Cube in Blender and export it to glTF. Import it in Godot, with its global illumination mode set to **Static Lightmaps** in the Import dock.
- Duplicate the imported cube a few times to create the same basic layout as above.
- Create a LightmapGI node and bake lightmaps.

### Minimal reproduction project (MRP)

[test_lightmap_uv2.zip](https://github.com/user-attachments/files/17581023/test_lightmap_uv2.zip)
Repository: PowerToys
Issue: PowerToys软件启动时，如果在重命名桌面文件夹的时候切换输入法，就会报错。
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.79.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

1. 保证PowerToys软件运行中。
2. 桌面新建文件夹，尝试命名或者对已有文件夹重命名。
3. ctrl + 空格键   切换微软拼音中英文，此时bug就会出现。

### ✔️ Expected Behavior

1. 保证PowerToys软件运行中。
2. 桌面新建文件夹，尝试命名或者对已有文件夹重命名。
3. ctrl + 空格键   切换微软拼音中英文，正常切换。

### ❌ Actual Behavior

1. 保证PowerToys软件运行中。
2. 桌面新建文件夹，尝试命名或者对已有文件夹重命名。
3. ctrl + 空格键   切换微软拼音中英文，弹出错误弹窗提示，输入中止。

### Other Software

_No response_
Repository: ant-design
Issue: TreeNode支持自定义title
Labels: Inactive,unconfirmed

### What problem does this feature solve?

支持自定义原生title提示，现在的title就是treenode显示的内容，无法再更改使hover title显示不同内容，尝试通过titleRender自定义，但是对于DirectoryTree则效果不理想，因为title属性是添加到ant-tree-node-content-wrapper上的，会导致出同一行现不同的title
https://stackblitz.com/edit/react-jpqbhi?file=demo.tsx

https://github.com/user-attachments/assets/ef293502-31bb-45ac-8e8b-25f44c1951c8


### What does the proposed API look like?

类型Select Options title和label属性是分开的

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: table支持虚拟横向滚动
Labels: 💡 Feature Request

### What problem does this feature solve?

在列数较多时，能感觉到明显的卡顿现象，如超过30列，且里面存在svg图标的情况下，虚拟滚动的性能直线下降，实测无法保持60FPS,望修改

### What does the proposed API look like?

virtual={true}  scroll={{x: 1920, y: 500}}

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Cut/paste broken for CodeMirror editor in extension webview after updating VSCode
Labels: bug,webview

Type: <b>Bug</b>

- Create an extension using a webview that mounts a CodeMirror editor.
- Cut/paste doesn't work, though they do in version 1.94.
- Paste events are not emitted for CodeMirror's contenteditable div.

Strangely enough, duplicating the div or making another contenteditable div works. CodeMirror seems mostly event driven, so I tried to receive paste events by deleting existing event handlers, but didn't get anywhere. I'm hoping someone knows what changed inside VSCode to treat this situation differently.

Here's a simple **[example extension](https://github.com/canislupaster/codemirror-vscode-extension-sample)** based off the Cat Coding webview sample. Thank you for reading.

VS Code version: Code - Insiders 1.96.0-insider (ea6e8e22fcc0f6c4511fc7639a9f4a0d53209b5d, 2024-10-30T23:45:51.779Z)
OS version: Darwin x64 23.6.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz (16 x 2300)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|10, 8, 6|
|Memory (System)|32.00GB (3.90GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>Extensions: none (except one being developed)<details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
vsaa593cf:30376535
py29gd2263:31024238
c4g48928:30535728
vscrpc:30624061
962ge761:30841072
pythongtdpath:30726887
pythonnoceb:30776497
asynctok:30898717
dsvsc014:30777825
dsvsc015:30821418
pythonmypyd1:30859725
2e7ec940:31000449
pythontbext0:30879054
cppperfnew:30980852
pythonait:30973460
945dj816:31013170
dvdeprecation:31040973
dwnewjupyter:31046869
2f103344:31071589
legacy_priority:31057981
nativerepl1:31134653
refactort:31084545
pythonrstrctxt:31093868
wkspc-onlycs-t:31132770
nativeloc1:31118317
wkspc-ranged-t:31151552
cf971741:31144450
e80f6927:31120813
12bdf347:31141542
iacca1:31150324
notype1:31143044
dwcopilot:31158714
g7688163:31155431

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: Coroutine/Future `Send` bounds are too restrictive when taking references to `!Sync` values
Labels: T-lang,T-compiler,C-bug,A-coroutines,WG-async,E-needs-investigation

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn main() {
    let foo: &dyn Send = &async {
        let cell = &std::cell::Cell::new(1234);
        async {}.await;
        cell.set(5678);
    };
}
```

I expected to see this happen: Should compile successfully, like it does without the reference to Cell.

Instead, this happened: Compilation fails. Removing the intermediate reference to the Cell allows this to compile.

---

This is a fundamental limitation between `Send` and coroutine yield points. A Cell owned by a coroutine will not observe any data races as references to that Cell cannot (soundly) escape the coroutine across yield points. Yield points could use an alternative autotrait that represents "thread pinning".
Repository: godot
Issue: Cannot use `Add Extra Call Argument` and `Unbind Signal Arguments` at the same time in editor
Labels: enhancement,discussion,topic:editor

### Tested versions

- Reproducible in v4.4.dev3.official [f4af8201b]

### System information

Windows 11, Vulkan API 1.3.280 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Ti

### Issue description

When connect a method to a signal in the editor, we can not use `Add Extra Call Argument` and `Unbind Signal Arguments` at the same time. As long as we set a number ( number > 0) to the `Unbind Signal Arguments`, the Color of the `Add Extra Call Argument` area will become gray and any extra arguments will be discard after confirmation.

They should be able to use at the same time as the code does:
```
func _ready() -> void:
	var callable = test.bind(true, true, true).unbind(1)
	custom_signal.connect(callable)
	custom_signal.emit(1, 2, 3)
```

![屏幕截图 2024-10-31 114631](https://github.com/user-attachments/assets/1af82f34-4f06-4669-ba87-0c7bc5280bfb)
![屏幕截图 2024-10-31 114652](https://github.com/user-attachments/assets/ceaa0d55-d351-4a4c-8440-a66755a91e4b)
<img width="329" alt="屏幕截图 2024-10-31 114702" src="https://github.com/user-attachments/assets/bd65ecf8-88d2-4a03-bf48-dc4c26e4eb9d">


### Steps to reproduce

1. create a 2D node scene and attach a script with the code below
2. connect the custom_signal and add some extra arguments and set the unbind signal argument field

```
extends Node2D

signal custom_signal(a, b, c)

func test(a, b, c, d, e):
	printt(a, b, c, d, e)
	
#func _ready() -> void:
	#var callable = test.bind(true, true, true).unbind(1)
	#custom_signal.connect(callable)
	#custom_signal.emit(1, 2, 3)
```


### Minimal reproduction project (MRP)

NA
Repository: puppeteer
Issue: [Bug]: page.createCDPSession() fails when running Puppeteer in Chrome extensions
Labels: bug,upstream,confirmed,P3

### Minimal, reproducible example

```TypeScript
import {
  connect,
  ExtensionTransport,
} from 'puppeteer-core/lib/esm/puppeteer/puppeteer-core-browser.js';

const tab = await chrome.tabs.create({
  url,
});
const browser = await connect({
  transport: await ExtensionTransport.connectTab(tab.id),
});
const [page] = await browser.pages();
const target = await page.createCDPSession(); // try to get the CDPSession.
browser.disconnect();
```


### Background

Running Puppeteer in Chrome extensions.

### Expectation

Get the CDPSession.

### Reality

When `const target = await page.createCDPSession();` runs, it fails and fires the log below.
```
// error log for `const target = await page.createCDPSession();`
puppeteer:protocol:SEND ►: {"method":"Target.attachToTarget","params":{"targetId":"pageTargetId","flatten":true},"id":5}
puppeteer:protocol:RECV ◀: {"id":5,"sessionId":"pageTargetSessionId","method":"Target.attachToTarget","error":{"message":"{\"code\":-32000,\"message\":\"Not allowed\"}"}}
```

I also notice a error log **befor** it , I don't know if it's relevant.
```
puppeteer:protocol:SEND ►: {"method":"Runtime.runIfWaitingForDebugger","id":2,"sessionId":"tabTargetSessionId"}
// omit some logs
puppeteer:protocol:RECV ◀: {"id":2,"sessionId":"tabTargetSessionId","method":"Runtime.runIfWaitingForDebugger","error":{"message":"{\"code\":-32001,\"message\":\"Session with given id not found.\"}"}}
puppeteer:error: ProtocolError: Protocol error (Runtime.runIfWaitingForDebugger): {"code":-32001,"message":"Session with given id not found."}
    at <instance_members_initializer> (CallbackRegistry.js:89:14)
    at new Callback (CallbackRegistry.js:93:16)
    at CallbackRegistry.create (CallbackRegistry.js:19:26)
    at Connection._rawSend (Connection.js:86:26)
    at CdpCDPSession.send (CDPSession.js:63:33)
    at #onAttachedToTarget (ChromeTargetManager.js:283:21)
    at listener (ChromeTargetManager.js:123:42)
    at mitt.js:36:7
    at Array.map (<anonymous>)
    at Object.emit (mitt.js:35:20)
```


### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

23.6.1

### Node version

20.18.0

### Package manager

pnpm

### Package manager version

9.12.2

### Operating system

Windows
Repository: godot
Issue: TreeItem.set_custom_as_button doesn't make TreeItem behave as Stylebox
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.3.1.rc

### System information

Windows 10

### Issue description

Custom Button Styles are set in Tree but they take no effect.
![image](https://github.com/user-attachments/assets/abfda20a-f8fe-4684-b248-ae1b650f45c3)

Result:
![image](https://github.com/user-attachments/assets/a6defd60-87ff-47a7-bd6d-2481356a3fb8)


### Steps to reproduce

```
extends Tree
@onready var tree: Tree = $"."

func _ready() -> void:
	var child := tree.create_item().create_child()
	child.set_cell_mode(0, TreeItem.CELL_MODE_CUSTOM)
	child.set_custom_as_button(0, true)
	child.set_text(0, "This is text")
```

### Minimal reproduction project (MRP)

[custom_as_button_mrp.zip](https://github.com/user-attachments/files/17582231/custom_as_button_mrp.zip)

two files here with Styles set
Repository: rust
Issue: [rustdoc] issues of the three-big-buttons
Labels: C-discussion,A-rustdoc-ui,T-rustdoc-frontend

PR #129545 introduced a new style for rustdoc API pages.

I appreciate the author's efforts. But the new style still has a few shortcomings.

- It's not as compact as the old style, more than one line space in vertical is wasted.
- It does not utilize the horizontal space on search-box's right. (Are we really need a so big search box? as nearly wide as screen?)
- The icon+text button is unnecessary, there's well known icons for help/setting/folding, no text is needed here.
- The three-big-buttons may attract user's attention, and distract exploring contents.
- The top-right version+source are moved to top-left, while leaving most other version+sources at right, that makes a big UX pain.

That PR said: 

> The settings, help, and summary buttons are also too hard to recognize.

I don't think that's right. Gear-icon for setting, question-mark-icon for help, +/--icon for folding, are widely used all over the world, the meaning is clear. The top-right position of the window is also easy to find and reach. The search box has a tip of '*? for more options*' in its placehold, you may type ‘?’ key to 'click' the help button. There's document in help page to help you find folding button. That's enough, for those low utilization rate buttons. Folding (aka summary) button's icon may use a different color to improve recogniztion.

That PR made those buttons very big, bigger than any other items of the page. That's an UX issue too (as i said above).

**I propose**: 

- Make the three-big-buttons smaller, by removing text (and add tooltips), and move them to right of search-box.
- Move top-left version+source back to top-right (below the new three-icon-buttons).
- Change color of folding-button's icon to improve its recogniztion.
- Change order of the new three-icon-buttons: help, setting, folding.
- Improve help page: to match collapse/expand vs summary/show-all vs folding/unfolding.

----

links: [new style](https://doc.rust-lang.org/nightly/std/cell/struct.UnsafeCell.html), [old style](https://doc.rust-lang.org/stable/std/cell/struct.UnsafeCell.html)

![Image](https://github.com/user-attachments/assets/667dc985-bfd9-4932-aca5-10e7e15a6e09)

----

![Image](https://github.com/user-attachments/assets/8ac299cb-11eb-4fb7-821f-e5d3751c03e3)
Repository: kubernetes
Issue: Refactor system component Metrics: Move away from Global Variables
Labels: kind/feature,sig/instrumentation,triage/accepted

### What would you like to be added?

Refactor the current approach to metrics in Kubernetes system components by moving away from global (package-level) variable definitions and avoiding registration in a global store (registry). Instead, implement instance-based metric definitions and registrations to increase modularity and flexibility within components.

Context:
Currently, most metrics for system components are defined as global variables within the respective packages. For example: https://github.com/kubernetes/kubernetes/blob/7c56aa5a58904ec9910b6bf29385a8b85fb115be/staging/src/k8s.io/apiserver/pkg/endpoints/metrics/metrics.go#L65-L297

And they also registered in the global registry(`legacyregistry`), for example https://github.com/kubernetes/kubernetes/blob/7c56aa5a58904ec9910b6bf29385a8b85fb115be/staging/src/k8s.io/apiserver/pkg/endpoints/metrics/metrics.go#L407 .

### Why is this needed?

Though it is convenient to use global variables, it is challenging for testing. For example, in the [integration test](https://github.com/kubernetes/kubernetes/blob/7c56aa5a58904ec9910b6bf29385a8b85fb115be/test/integration/metrics/metrics_test.go) , all metrics are shared. They are initialized once then hard to reset between sub-tests. 

Moving to instance-based metrics would enhance maintainability and improve alignment with best practices for modular design in large codebases, supporting Kubernetes’ scalability and reliability goals.

Ref: https://google.github.io/styleguide/go/best-practices.html#global-state
Repository: ollama
Issue: Error: unknown error was encountered while running the model GGML_ASSERT(i01 >= 0 && i01 < ne01) failed
Labels: bug

### What is the issue?

[Nanollava](https://ollama.com/qnguyen3/nanollava) returns `GGML_ASSERT(i01 >= 0 && i01 < ne01) failed` error on chat with image

Output:
```bash
ubuntu@ubuntu:~/workspace$ ollama run qnguyen3/nanollava "tell me what do you see in this picture? ./sample.jpg"
Added image './sample.jpg'
Error: an unknown error was encountered while running the model GGML_ASSERT(i01 >= 0 && i01 < ne01) failed
```


### OS

Linux

### GPU

Other

### CPU

AMD

### Ollama version

0.3.14
Repository: transformers
Issue: [Feature] Will there be any integration of using Flex-attention (and Paged attention)?
Labels: Feature request

### Feature request

Using (https://pytorch.org/blog/flexattention/) Flex-attention (and [Paged attention](https://github.com/pytorch/pytorch/pull/121845/files)) to speedup transformers models and provide flexibility






### Motivation

FlexAttention was proposed as a performant attention implementation leveraging torch.compile with easy APIs for adding support for complex attention variants such as Causal, [Relative Positional Embeddings](https://paperswithcode.com/method/relative-position-encodings), [Alibi](https://paperswithcode.com/method/alibi), [Sliding Window Attention](https://mistral.ai/news/announcing-mistral-7b/), [PrefixLM](https://twitter.com/andersonbcdefg/status/1800907703688339569), https://github.com/pytorch/torchtune/pull/875, [Tanh Soft-Capping](https://twitter.com/LysandreJik/status/1807779471891538199), [PagedAttention](https://arxiv.org/abs/2309.06180), etc.





### Your contribution

Not sure.
Repository: deno
Issue: Unable to load `node-rdkafka`
Labels: node compat,node native extension,triage required 👀

Version: Deno 2.0.4

Steps to reproduce:
1. `pnpm install node-rdkafka`
2. In `main.ts`, `import 'node-rdkafka'`
3. `deno run --allow-all main.ts` 

results
`dyld[...]: missing symbol called`
Repository: PowerToys
Issue: Workspaces - update option
Labels: Needs-Triage,Product-Workspaces

### Description of the new feature / enhancement

I like how the workspaces setup the app the way I like them but I would like to have a option to just change the position of already opened app and switching between two layouts. 

### Scenario when this would be used?

For example I have a dual monitor setup but sometimes I remote to my desktop from a single monitor setup so I would like to switch to single monitor layout and back to dual monitor layout without opening the app if they are already opened

### Supporting information

_No response_