sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Update CupertinoActionSheet's content section layout to match native
Labels: c: new feature,framework,a: fidelity,f: cupertino,c: proposal,P2,team-design,triaged-design

Currently how `CupertinoActionSheet` layout its content section deviates from the native behavior.

## Analysis
There are two ways to create an action sheet in SwiftUI, namely `.confirmationDialog` and `.actionSheet() { ActionSheet() }`, and they behave differently in terms of the layout of the content section.

### `.confirmationDialog`

The `.confirmationDialog` allows
1. No content section
2. Only title
3. Only message
4. Both title and message.

Only title, no scrolling
<img width="279" alt="image" src="https://github.com/user-attachments/assets/7c90c3b2-6d05-4ed2-b2ce-3acfcd091a05">

Only title, with scrolling
<img width="277" alt="image" src="https://github.com/user-attachments/assets/8e953a6a-2f91-4fcf-8912-1106f68cba4b">

Only title, no scrolling
<img width="272" alt="image" src="https://github.com/user-attachments/assets/981349ca-ee35-49c9-beed-2fd45600640a">

Only message, with scrolling
<img width="276" alt="image" src="https://github.com/user-attachments/assets/26a3b898-afcf-4bda-9f3f-141737d589fa">

Title and message, no scrolling
<img width="276" alt="image" src="https://github.com/user-attachments/assets/701c2098-96c9-44a8-8832-6367ea442743">

Title and message, with scrolling
<img width="280" alt="image" src="https://github.com/user-attachments/assets/880934a3-fd0d-46f4-a1a0-3faa409295cd">

### `.actionSheet`

The `.actionSheet() { ActionSheet() }` is being deprecated from SwiftUI. It requires a title, but allows empty message.

Only title, no scrolling

<img width="279" alt="image" src="https://github.com/user-attachments/assets/88c04069-4285-4594-8ea5-e8ac61495ff0">

Only title, with scrolling

<img width="277" alt="image" src="https://github.com/user-attachments/assets/67377a8c-8868-4224-ba71-8683de0df3d6">

Title and message, no scrolling

<img width="276" alt="image" src="https://github.com/user-attachments/assets/0718b8a6-34b0-4adf-bb66-68fa39e87342">

Title and message, with scrolling
<img width="278" alt="image" src="https://github.com/user-attachments/assets/e1706bb2-49f5-4db9-9598-0939a698b185">
Repository: deno
Issue: Option to ignore typescript definitions in `deno cache`
Labels: perf,suggestion

I'm using `deno cache` to download all dependencies into an image for production use. In production, types are not that necessary so they can be omitted. This would speed up caching time, reduce network roundtrips, and reduce disk space usage.

`d.ts` files can be a substantial portion of third part code. For example, `vendor/` for common packages such as drizzle-org, postgres, and hono weights 2.5mb (compressed via esm.sh). After `rm vendor/**/*.d.ts` the weight goes down to 1.5mb — a 40% reduction!

Suggested flag option:
```
deno cache —no-types <file>...
```
Repository: PowerToys
Issue: FancyZones is resizing my windows after I move them
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.82.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Here are the steps to reproduce:
1. Use the WinKey + left/right arrow to move a window to one of my predefined fancy zones.
2. I decide I want the window to be smaller so I resize it by dragging the top, left corner to be smaller.
3. I drag the window (from it's title bar) to somewhere else on my screen.

https://github.com/user-attachments/assets/805f9efd-0452-403f-9838-ff7c12d666ae

It's at this point that the window resizes somewhat randomly. I say randomly because sometimes it resizes just a bit, but other times it resizes a lot. In fact, sometimes 

it resizes to be huge stretching so far that I cannot see the other side of the window.

I say this is a FancyZone bug because if I disable FancyZones after performing step 1 above, the behavior does not appear and the window and movement of it happens normally.

I do have multiple monitors configured.

I have "Snap Windows" turned off in the Windows (multitasking) settings. This does not appear to make a difference anyway.

### ✔️ Expected Behavior

For the window to size normally.

### ❌ Actual Behavior

The window resizes to random sizes when I try to move it.

### Other Software

_No response_
Repository: vscode
Issue: Cell list not retaining cell selection after clicking escape
Labels: bug,notebook-commands

Steps to Reproduce (using cell comment toggle cmd):

1. Click cell container 
2. Click `ctrl+/` --> toggle comment the cell
3. Click ESC
4. Click `ctrl+/ ` --> nothing

patch was made in https://github.com/microsoft/vscode/pull/223794 that passes selectedCells context by selection or focus depending on which the editor has, applying a breakpoint to the following line will show this by using `editor.getSelections()` 
https://github.com/microsoft/vscode/blob/ca01229a2ff1e20ad0b9405bff82b44cc050d056/src/vs/workbench/contrib/notebook/browser/controller/coreActions.ts#L252
Repository: kubernetes
Issue: Enhance pod lifecycle transitions testing and documentation
Labels: area/test,priority/backlog,kind/cleanup,sig/node,priority/important-longterm,triage/accepted

The proposal is to create a collection of tests with the cross linked documentation pages that would demonstrate all interesting behaviors of Pod lifecycle events.

Ideally, docs pages must be at least partially auto-generated off the tests. And tests be cross linked back to the documentation pages.

More details:

- As part of sidecar container KEP we introduced a handy test framework that allows to define the Pod spec and test the sequence of callbacks executed in it: https://github.com/kubernetes/kubernetes/blob/master/test/e2e_node/container_lifecycle_test.go#L155-L164 Today many tests are in a single file, they can be split apart into separate files under subfolder
- We also have an overview diagram that can be used to identify scenarios: https://docs.google.com/presentation/d/1e-qJWe6He2qjt0PFiZtocqP8VbkrwKAI9B4X72L0bGk/edit?resourcekey=0-N77W7Q5UHuN5dFtekjmAIA#slide=id.g209315a2632_0_0 The diagram can be an entry-point in the k8s docs to the repository of those behaviors.

/sig node
/kind cleanup
/area test
/priority backlog
Repository: vscode
Issue: For only Jupyter extension it does NOT fill in all data automatically when submitting a bug
Labels: bug,issue-reporter

I have the latest version of VS code for now.

When I submit a bug using this form 
![image](https://github.com/user-attachments/assets/9704c05e-9417-461e-bcce-4ff38d382be3)

I will be redirected to this useless web page:
![image](https://github.com/user-attachments/assets/3b70c9c3-0beb-435f-a386-a5642218fad1)

so that after clicking on "get started" no information will be filled in automatically.


But for other extensions (python, pylance, ...  whatever else)   I will get redirected to this page:
![image](https://github.com/user-attachments/assets/0c05e90d-66f5-468b-a007-d7855c480bdf)
Repository: godot
Issue: Bezier track animate position of node2D correctly in Editor , but not correct during gameplay
Labels: bug,needs testing,topic:animation,topic:2d

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8 Threads)

### Issue description

![Screenshot_8](https://github.com/user-attachments/assets/4e404c90-a8b0-4c59-a3be-96e478ac858e)
bezier track animation on position only works in Editor , when I tested to run the game , the animation not moving the object position at all.(both positionX and postionY is not working!)
However , if i toggle off either 1 track ( no matter positionX or positionY) , the animation which toggle on, will show in the test run.
Means bezier track only support 1 axis animation for position right now.

### Steps to reproduce

not related to code

### Minimal reproduction project (MRP)

[encounter.zip](https://github.com/user-attachments/files/16385027/encounter.zip)
Repository: pytorch
Issue: xpu: NotImplementedError: elapsed_time is not supported by XPUEvent
Labels: triaged,module: xpu

With https://github.com/pytorch/pytorch/commit/f063027d5424c6b90588ef0e84e9c21be4ce68ae I am trying to follow https://pytorch.org/tutorials/intermediate/torch_compile_tutorial.html#demonstrating-speedups to check that `torch.compile` works for XPU backend. I eventually change `s/cuda/xpu/` in the example - see overall code below. Running example give the following error:
```
Traceback (most recent call last):
  File "/home/dvrogozh/examples/torch/tutorials/ex4.py", line 39, in <module>
    print("eager:", timed(lambda: model(inp))[1])
  File "/home/dvrogozh/examples/torch/tutorials/ex4.py", line 13, in timed
    return result, start.elapsed_time(end) / 1000
  File "/home/dvrogozh/git/pytorch/pytorch/torch/xpu/streams.py", line 153, in elapsed_time
    return super().elapsed_time(end_event)
NotImplementedError: elapsed_time is not supported by XPUEvent.
```

Error eventually is coming from here:
https://github.com/pytorch/pytorch/blob/2ff98bc57fdbd9c6c5beced8e065c4ee788ad8f7/aten/src/ATen/xpu/XPUEvent.h#L143-L144

Example script below (aka `ex4.py`):
```
import torch

# Returns the result of running `fn()` and the time it took for `fn()` to run,
# in seconds. We use CUDA events and synchronization for the most accurate
# measurements.
def timed(fn):
    start = torch.xpu.Event(enable_timing=True)
    end = torch.xpu.Event(enable_timing=True)
    start.record()
    result = fn()
    end.record()
    torch.xpu.synchronize()
    return result, start.elapsed_time(end) / 1000

# Generates random input and targets data for the model, where `b` is
# batch size.
def generate_data(b):
    return (
        torch.randn(b, 3, 128, 128).to(torch.float32).xpu(),
        torch.randint(1000, (b,)).xpu(),
    )

N_ITERS = 10

from torchvision.models import densenet121
def init_model():
    return densenet121().to(torch.float32).xpu()

model = init_model()

# Reset since we are using a different mode.
import torch._dynamo
torch._dynamo.reset()

model_opt = torch.compile(model, mode="reduce-overhead")

inp = generate_data(16)[0]
with torch.no_grad():
    print("eager:", timed(lambda: model(inp))[1])
    print("compile:", timed(lambda: model_opt(inp))[1])
```

CC: @gujinghui @EikanWang @fengyuan14 @guangyey @jgong5 @vlad-penkin 


cc @gujinghui @EikanWang @fengyuan14 @guangyey
Repository: go
Issue: proposal: maps: helper to loop over the maps in predictable order
Labels: Proposal

### Proposal Details

I propose a function to allow a loop over a map in stable order. It takes all keys of the map, sorts them, and loops over the slides, each loop, yields a key-pair.


```go
// SortedByKey returns an iterator for the given map that
// yields the key-value pairs in sorted order.
func SortedByKey[Map ~map[K]V, K cmp.Ordered, V any](m Map) iter.Seq2[K, V] {
	return func(yield func(K, V) bool) {
		for _, k := range slices.Sorted(Keys(m)) {
			if !yield(k, m[k]) {
				return
			}
		}
	}
}
```
Repository: ollama
Issue: Intergration With Gnome (add on idea)
Labels: feature request

I started working on a GNOME extension to connect Ollama to GNOME. This is my first gnome extension and with my limited knowledge of java script I’ve run into some issues and cannot make any progress (chatgpt and C# knowledge could only get me so far). I’d love to collaborate if anybody is interested. Here is the git hub link if anybody wants to check it out https://github.com/TheoThePerson/GnomeLama
![Screenshot from 2024-07-25 21-13-06](https://github.com/user-attachments/assets/ce974f00-cd11-454f-a65c-431e3f738d23)
Repository: next.js
Issue: Next with NX using tailwind takes over 20 min to compile
Labels: bug

### Link to the code that reproduces this issue

https://github.com/nolafs/Rocket-house-productions/tree/development

### To Reproduce

1. I first notice it after I merged my feature into development branch but it must have been there before because both branches require 20 min + to compile
2. I only added additional components into my library 
3. I did not change or alter the default setup by NX for Next with tailwind

### Current vs. Expected behavior

It is taking around 22 min to compile the project. When removing Tailwind imports such as base, compile time is normal. Removing NX createGlobPatternsForDependencies(__dirname) and importing each library manually seems to fix it as well. 

```
"/Users/olafsiebert/html/rocket_house_productions/libs/shared/features/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html}",
    "/Users/olafsiebert/html/rocket_house_productions/libs/shared/ui/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html}",
    "/Users/olafsiebert/html/rocket_house_productions/libs/shared/layout/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html}"
   // ...createGlobPatternsForDependencies(__dirname),
``` 

Here is the output of createGlobPatternsForDependencies
```
/Users/olafsiebert/html/rocket_house_productions/libs/shared/layout/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/libs/shared/hooks/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/libs/shared/types/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/libs/shared/features/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/libs/shared/ui/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/apps/kids-guitar-dojo/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html} /Users/olafsiebert/html/rocket_house_productions/libs/shared/util/src/**/*!(*.stories|*.spec).{tsx,ts,jsx,js,html}

```

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.0.0: Sat Jul 13 00:57:28 PDT 2024; root:xnu-11215.0.165.0.4~50/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 20.10.0
  npm: 10.2.5
  Yarn: 1.22.22
  pnpm: N/A
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.3
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

I am running the lastest versions
Repository: node
Issue: Add async alternative to import.meta.resolve() with additional options
Labels: feature request,loaders

### What is the problem this feature will solve?

Tools often need to resolve imports of files they are analyzing, which requires a resolve API that `import.meta.resolve()` isn't suited for.

- The `resolve()` call needs a referrer path, which is only available with a flag and is non standard
- The tool might want to specify import conditions, which are non-standard
- The call should be async, so that file system access isn't blocking. This is especially important for online resolution in servers.

Node might be able to add non-standard options via a second argument, though I'm a bit dubious of this approach because it might preclude `import.meta.resolve()` from adding a standard second argument.

So currently, we have complex user land resolvers that try to emulate what Node does, like [Rollup's](https://github.com/rollup/plugins/blob/master/packages/node-resolve/src/resolveImportSpecifiers.js#L275).

### What is the feature you are proposing to solve the problem?

I think `node:module` should provide a function to perform built-in resolution, given a referrer path and import conditions.

This API would be free from having to conform to the `import.meta.resolve()` standard. `import.meta.resolve()` would still exist for cross-platform needs of resolving from within the referrer only.

### What alternatives have you considered?

_No response_
Repository: godot
Issue: Setting particles attractor attenuation to 0 from the default reverts back to the default
Labels: bug,topic:editor,confirmed

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

When I try to set the the _Attenuation_ setting of a `GPUParticlesAttractor3D` to 0 from it's default value of 1, the setting immediately reverts to 1. However if I first change the value to a different value, e.g. 0.5, I can set it to 0 afterwards

https://github.com/user-attachments/assets/c3602fb6-7a51-450f-8604-4b74f0edb048



### Steps to reproduce

- Add a new `GPUParticlesAttractorSphere3D` to a scene.
- Double-click the _Attenuation_ setting, type 0 and press enter.
- The value will not change and instead remain at 1.
- Double-click the _Attenuation_ setting, type 0.5 and press enter.
- The new value will be accepted and is now 0.5.
- Double-click the _Attenuation_ setting, type 0 and press enter.
- Now 0 is accepted as the new value.
- If you revert to the default value, the problem re-occurs.

### Minimal reproduction project (MRP)

N/A
Repository: kubernetes
Issue: ephemeral-storage used over requested
Labels: kind/bug,sig/node,lifecycle/rotten,triage/needs-information,needs-triage

### What happened?

ephemeral-storage-pod.yaml

```
apiVersion: v1
kind: Pod
metadata:
  name: ephemeral-storage-pod
spec:
  containers:
  - name: my-container
    image: registry.cn-hangzhou.aliyuncs.com/hxpdocker/busybox:1.33.1
    image: registry.cn-hangzhou.aliyuncs.com/hxpdocker/busybox:1.33.1
    command:
    - sleep
    - inf
    resources:
      requests:
        ephemeral-storage: "1Gi"
      limits:
        ephemeral-storage: "2Gi"
    volumeMounts:
    - mountPath: /cache
      name: cache-volume
  volumes:
  - name: cache-volume
    emptyDir: {}

```

```
/ # dd if=/dev/zero of=/cache/file bs=1M count=2049
2049+0 records in
2049+0 records out
2148532224 bytes (2.0GB) copied, 1.525452 seconds, 1.3GB/s
/ # dd if=/dev/zero of=/cache/file2 bs=1M count=100
100+0 records in
100+0 records out
104857600 bytes (100.0MB) copied, 0.037725 seconds, 2.6GB/s
/ # du -sh /cache/
2.1G    /cache/
/ # 
```



### What did you expect to happen?

limit 2Gi

### How can we reproduce it (as minimally and precisely as possible)?

apply the yaml and dd

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

root@k8s-master01:~/k8s-core-teaching/scheduler# kubectl version
Client Version: v1.30.0
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.30.0

</details>


### Cloud provider

<details>
pve 8
</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: When I made distance, the object become white in webgl
Labels: bug,platform:web,topic:rendering,needs testing,topic:3d

### Tested versions

- 4.3.dev6

### System information

Windows 10 - Godot v4.3.dev6 - Vulkan (Forward)

### Issue description

I am creating a 3D game. So there, an ocean contains many fish, but the eyes of the fish become white when I (the player) make distance from it; otherwise, if I come near him, then the eyes become black. It’s only happening in WebGL; all is well in OpenGL.

I think the text is enough, I not need to show any video.

When I runs the scene and back to the editor, I saw this screenshot:

![piranha tscn - OceanLife_ Fish Royale - Godot Engine 26-07-2024 11_52_25](https://github.com/user-attachments/assets/a5e32fba-03bf-4fe0-8420-c0247e889f80)
The eyes material are white, but how is this possible? the albedo color is black when I checked and then I saw this (after opening and closing the materials)
![piranha tscn - OceanLife_ Fish Royale - Godot Engine 26-07-2024 11_50_24](https://github.com/user-attachments/assets/770ecfdb-7587-49f5-a359-410edcd6eec2)
When I made more distance, the full body become white

One more information, I converted this project from Godot 4.1 to Godot 4.3 also I updated the mesh surface in tools

(I searched here, no issue related it is exist)


### Steps to reproduce

None

### Minimal reproduction project (MRP)

None
Repository: godot
Issue: Incorrect mouse event position y precision in maximized window with content_scale_factor
Labels: bug,topic:input

### Tested versions

Reproducible in 4.3bX and 4.3rc1

### System information

Windows 10, macOS 14.5

### Issue description

In a Window with content_scale_factor 2 (for [HiDPI purposes](https://github.com/godotengine/godot-proposals/issues/7968)) mouse event positions are expected to be even or half pixel units, which is also the case if the window is in windowed mode or fullscreen. 

However, if you instead maximize the window the y coordinate of mouse events global_position start getting additional seemingly random decimals added as you can see in the example below.

https://github.com/user-attachments/assets/bca6132a-979e-4700-84b4-352a5cad741b

This happen on Windows, but only in Maximized window mode. It might also happen on linux in the same mode, but I've been unable to test it myself. Can't reproduce it on macOS, but this might be because there's no maximized window mode in the same sense there.

### Steps to reproduce

- Create a new project 
- Add a single control main scene with a script that handles the gui_input signal and on mouse button events prints out the event global position in some way (like via a label). 
- Set the window scale in project settings to 2
- Run this project and try clicking in the window, observe the expected mouse coordinate precision.
- Maximize the window and try clicking again, observe the y coordinate having unexpected decimals added.


### Minimal reproduction project (MRP)

[mouse-precision-test.zip](https://github.com/user-attachments/files/16387576/mouse-precision-test.zip)
Repository: terminal
Issue: No language options
Labels: Issue-Bug,Area-Settings,Product-Terminal

### Windows Terminal version

1.22.240723001

### Windows build number

19045.4651

### Other Software

_No response_

### Steps to reproduce

download 1.22.240723001
double click wt.exe
open setting-appearance

### Expected Behavior

can set language under setting-appearance

### Actual Behavior

no language settings in GUI:
![image](https://github.com/user-attachments/assets/274ad516-842f-4558-8e84-70ea2ee7f80f)
Repository: vscode
Issue: Maximize diff editor across all editor groups
Labels: feature-request,workbench-editors

              A double click on the tab will increase the width and make it more comfortable to work with
Hope this will help!

_Originally posted by @zimski in https://github.com/microsoft/vscode/issues/104341#issuecomment-705719707_

That is not a viable solution, and does not work for people that does not use tabs. Please consider reopening the original issue.